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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
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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
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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
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Description
ABSTRACT

The present studies investigated the separate effects of two types of visual feedback delay – increased latency and decreased updating rate – on performance – both actual (e.g. response time) and subjective (i.e. rating of perceived input device performance) – in 2-dimensional pointing tasks using a mouse as an input

ABSTRACT

The present studies investigated the separate effects of two types of visual feedback delay – increased latency and decreased updating rate – on performance – both actual (e.g. response time) and subjective (i.e. rating of perceived input device performance) – in 2-dimensional pointing tasks using a mouse as an input device. The first sub-study examined the effects of increased latency on performance using two separate experiments. In the first experiment the effects of constant latency on performance were tested, wherein participants completed blocks of trials with a constant level of latency. Additionally, after each block, participants rated their subjective experience of the input device performance at each level of latency. The second experiment examined the effects of variable latency on performance, where latency was randomized within blocks of trials.

The second sub-study investigated the effects of decreased updating rates on performance in the same manner as the first study, wherein experiment one tested the effect of constant updating rate on performance as well as subjective rating, and experiment two tested the effect of variable updating rate on performance. The findings suggest that latency is negative correlated with actual performance as well as subjective ratings of performance, and updating rate is positively correlated with actual performance as well as subjective ratings of performance.
ContributorsBrady, Kyle J (Author) / Wu, Bing (Thesis advisor) / Hout, Michael C (Committee member) / Branaghan, Russell (Committee member) / Arizona State University (Publisher)
Created2015
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Description
As technology increases, so does the concern that the humanlike virtual characters and android robots being created today will fall into the uncanny valley. The current study aims to determine whether uncanny feelings from modern virtual characters and robots can be significantly affected by the mere exposure effect.

As technology increases, so does the concern that the humanlike virtual characters and android robots being created today will fall into the uncanny valley. The current study aims to determine whether uncanny feelings from modern virtual characters and robots can be significantly affected by the mere exposure effect. Previous research shows that mere exposure can increase positive feelings toward novel stimuli (Zajonc, 1968). It is predicted that the repeated exposure to virtual characters and robots can cause a significant decrease in uncanny feelings. The current study aimed to show that modern virtual characters and robots possessing uncanny traits will be rated significantly less uncanny after being viewed multiple times.
ContributorsCorral, Christopher (Author) / Song, Hyunjin (Thesis advisor) / Wu, Bing (Committee member) / Kuzel, Michael (Committee member) / Arizona State University (Publisher)
Created2014