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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
Future autonomous vehicle systems will be diverse in design and functionality since they will be produced by different brands. In the automotive industry, trustworthiness of a vehicle is closely tied to its perceived safety. Trust involves dependence on another agent in an uncertain situation. Perceptions of system safety, trustworthiness, and

Future autonomous vehicle systems will be diverse in design and functionality since they will be produced by different brands. In the automotive industry, trustworthiness of a vehicle is closely tied to its perceived safety. Trust involves dependence on another agent in an uncertain situation. Perceptions of system safety, trustworthiness, and performance are important because they guide people’s behavior towards automation. Specifically, these perceptions impact how reliant people believe they can be on the system to do a certain task. Over or under reliance can be a concern for safety because they involve the person allocating tasks between themselves and the system in inappropriate ways. If a person trusts a brand they may also believe the brand’s technology will keep them safe. The present study measured brand trust associations and performance expectations for safety between twelve different automobile brands using an online survey.

The literature and results of the present study suggest perceived trustworthiness for safety of the automation and the brand of the automation, could together impact trust. Results revelated that brands closely related to the trust-based attributes, Confidence, Secure, Integrity, and Trustworthiness were expected to produce autonomous vehicle technology that performs in a safer way. While, brands more related to the trust-based attributes Harmful, Deceptive, Underhanded, Suspicious, Beware, and Familiar were expected to produce autonomous vehicle technology that performs in a less safe way.

These findings contribute to both the fields of Human-Automation Interaction and Consumer Psychology. Typically, brands and automation are discussed separately however, this work suggests an important relationship may exist. A deeper understanding of brand trust as it relates to autonomous vehicles can help producers understand potential for over or under reliance and create safer systems that help users calibrate trust appropriately. Considering the impact on safety, more research should be conducted to explore brand trust and expectations for performance between various brands.
ContributorsCelmer, Natalie (Author) / Branaghan, Russell (Thesis advisor) / Chiou, Erin (Thesis advisor) / Cooke, Nancy J. (Committee member) / Arizona State University (Publisher)
Created2018
Description
Analytics are being collected on a day to day basis on just about anything that you can think of. Sports is one of the recent fields that has started implementing the tool into their game. Analytics can be described as an abundance of statistical information that show situational

Analytics are being collected on a day to day basis on just about anything that you can think of. Sports is one of the recent fields that has started implementing the tool into their game. Analytics can be described as an abundance of statistical information that show situational tendencies of other teams and players. It is hypothesized that analytics provide anticipatory information that allows athletes to know what is coming; therefore, allowing them to perform better in real game scenarios. However, it is unclear how this information should be presented to athletes and whether athletes can actually retain the abundance of information given to them. Two different types of presentation methods (Numeric and Numeric plus Graph) and two different amounts of analytic information (High and Low) were compared for baseball players in an online based baseball specific retention survey: High Numeric (excess information shown in spreadsheet format), Low Numeric (key information shown in spreadsheet format), High Numeric plus Graph (excess information shown as a spreadsheet with hitting zone maps), and Low Numeric plus Graph (key information shown as a spreadsheet with hitting zone maps). Athletes produced different retention scores for the type of presentation method given across the whole study. Athletes presented analytic as Numeric plus Graph performed better than athletes in just Numeric condition. Additionally, playing experience had a significant effect on an athlete’s ability to retain analytic information. Athletes with 10 plus years of baseball experience performed better in every condition other than High Numeric plus Graph compared to athletes with less than 10 years of experience. Amount and experience also had an interaction effect that produced statistical significance; those with less experience performed better in conditions with less baseball information given whereas those with more experience were able to handle more baseball information at once. Providing analytic information gives athletes, especially baseball batters, a significant advantage over their opponent; however, ability to retain analytic information depends on how the information is presented and to whom the information is being presented.
ContributorsGin, Andrew B (Author) / Gray, Robert (Thesis advisor) / Cooke, Nancy J. (Committee member) / Craig, Scotty (Committee member) / Arizona State University (Publisher)
Created2020