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This dissertation explores the role of smart home service provisions (SHSP) as motivational agents supporting goal attainment and human flourishing. Evoking human flourishing as a lens for interaction encapsulates issues of wellbeing, adaptation and problem solving within the context of social interaction. To investigate this line of research a new,

This dissertation explores the role of smart home service provisions (SHSP) as motivational agents supporting goal attainment and human flourishing. Evoking human flourishing as a lens for interaction encapsulates issues of wellbeing, adaptation and problem solving within the context of social interaction. To investigate this line of research a new, motivation-sensitive approach to design was implemented. This approach combined psychometric analysis from motivational psychology's Personal Project Analysis (PPA) and Place Attachment theory's Sense of Place (SoP) analysis to produce project-centered motivational models for environmental congruence. Regression analysis of surveys collected from 150 (n = 150) young adults about their homes revealed PPA motivational dimensions had significant main affects on all three SoP factors. Model one indicated PPA dimensions Fearful and Value Congruency predicted the SoP factor Place Attachment (p = 0.012). Model two indicated the PPA factor Positive Affect and PPA dimensions Value Congruency, Self Identity and Autonomy predicted Place Identity (p = .0003). Model three indicated PPA dimensions Difficulty and Likelihood of Success predicted the SoP factor Place Dependency. The relationships between motivational PPA dimensions and SoP demonstrated in these models informed creation of a set of motivational design heuristics. These heuristics guided 20 participants (n = 20) through co-design of paper prototypes of SHSPs supporting goal attainment and human flourishing. Normative analysis of these paper prototypes fashioned a design framework consisting of the use cases "make with me", "keep me on task" and "improve myself"; the four design principles "time and timing", "guidance and accountability", "project ambiguity" and "positivity mechanisms"; and the seven interaction models "structuring time", "prompt user", "gather resources", "consume content", "create content", "restrict and/or restore access to content" and "share content". This design framework described and evaluated three technology probes installed in the homes of three participants (n = 3) for field-testing over the course of one week. A priori and post priori samples of psychometric measures were inconclusive in determining if SHSP motivated goal attainment or increased environmental congruency between young adults and their homes.
ContributorsBrotman, Ryan Scott (Author) / Burleson, Winsow (Thesis advisor) / Heywood, William (Committee member) / Forlizzi, Jodi (Committee member) / Arizona State University (Publisher)
Created2013
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Description
The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications.

The Game As Life - Life As Game (GALLAG) project investigates how people might change their lives if they think of and/or experience their life as a game. The GALLAG system aims to help people reach their personal goals through the use of context-aware computing, and tailored games and applications. To accomplish this, the GALLAG system uses a combination of sensing technologies, remote audio/video feedback, mobile devices and an application programming interface (API) to empower users to create their own context-aware applications. However, the API requires programming through source code, a task that is too complicated and abstract for many users. This thesis presents GALLAG Strip, a novel approach to programming sensor-based context-aware applications that combines the Programming With Demonstration technique and a mobile device to enable users to experience their applications as they program them. GALLAG Strip lets users create sensor-based context-aware applications in an intuitive and appealing way without the need of computer programming skills; instead, they program their applications by physically demonstrating their envisioned interactions within a space using the same interface that they will later use to interact with the system, that is, using GALLAG-compatible sensors and mobile devices. GALLAG Strip was evaluated through a study with end users in a real world setting, measuring their ability to program simple and complex applications accurately and in a timely manner. The evaluation also comprises a benchmark with expert GALLAG system programmers in creating the same applications. Data and feedback collected from the study show that GALLAG Strip successfully allows users to create sensor-based context-aware applications easily and accurately without the need of prior programming skills currently required by the GALLAG system and enables them to create almost all of their envisioned applications.
ContributorsGarduno Massieu, Luis (Author) / Burleson, Winslow (Thesis advisor) / Hekler, Eric (Committee member) / Gupta, Sandeep (Committee member) / Arizona State University (Publisher)
Created2012
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Description
Improving accessibility to public buildings by people with special needs has been an important societal commitment that is mandated by federal laws. In the information age, accessibility can mean more than simply providing physical accommodations like ramps for wheel-chairs. Better yet, accessibility will be fundamentally improved, if a user can

Improving accessibility to public buildings by people with special needs has been an important societal commitment that is mandated by federal laws. In the information age, accessibility can mean more than simply providing physical accommodations like ramps for wheel-chairs. Better yet, accessibility will be fundamentally improved, if a user can be made aware of important location-specific information like functions of offices near the user within a building. A smart environment may help a new person quickly get acquainted about the environment. Such features can be more critical for cases of making an indoor environment more accessible to people with visual impairment. With the intention to promote the integration of visually impaired people in society, this thesis efforts on methodologies for building smart and accessible indoor office environments with the help of Apple's Bluetooth Low Energy (BLE) technology called iBeacon to provide location awareness and enable easy access to information about the environment to people with visual impairment. This thesis presents work done on developing an iterative based approach in improving the configuration of given number of iBeacons to gain optimal signal coverage in a given office space environment and enabling smart features such as tagging points of interest and push notifications. This work aims to exploit the idea to look at visual impairment beyond the level of disability and cash it at as an opportunity to bring about a change of style of living. This work develops a methodology by introducing an end-to-end systems that uses intelligent server side and visually-impaired-friendly client side interfaces to give a prototype of an assistive technology to help them do basic activities like getting familiarized about an office environment without the need for asking for assistance.
ContributorsLagisetty, Jashmi (Author) / Li, Baoxin (Thesis advisor) / Hedgpeth, Terri (Committee member) / Balasooriya, Janaka (Committee member) / Arizona State University (Publisher)
Created2017
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Description

The purpose of this applied project was to research potential methods for conducting performance and evaluation observations on users of Positive Train Control (PTC) and recommend the most effective measures of performance (MOPs) and measures of efficiency (MOEs) of those users. I conducted a study to collect and analyze what

The purpose of this applied project was to research potential methods for conducting performance and evaluation observations on users of Positive Train Control (PTC) and recommend the most effective measures of performance (MOPs) and measures of efficiency (MOEs) of those users. I conducted a study to collect and analyze what data could be observed and examined most effectively to produce causal explanations of behaviors when utilizing the PTC system. This study was done through literature review, interviews of PTC users and trainers, and through direct observations as I rode on trains watching crews interact with the system. Additionally, I researched several studies on human computer interface (HCI) usability studies of various software applications. Based upon the results, I recommend that direct-participant observations be employed and apply both the system and individual MOPs and MOEs identified in the report to track user’s proficiency. The data collected from these observations can be centralized and used to identify behavioral trends, drive corrective actions, create future policies as well as training content. These observations will address the need to have structured observations which allow observers to focus undistracted on the specific behaviors that affect train operations. This database would also identify employees that may need additional or refresher training.

ContributorsBeitia, Adam (Author) / Lauer, Claire (Degree committee member) / Maid, Barry M. (Degree committee member) / Mara, Andrew (Degree committee member)
Created2018-12-06
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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
While significant qualitative, user study-focused research has been done on augmented reality, relatively few studies have been conducted on multiple, co-located synchronously collaborating users in augmented reality. Recognizing the need for more collaborative user studies in augmented reality and the value such studies present, a user study is conducted of

While significant qualitative, user study-focused research has been done on augmented reality, relatively few studies have been conducted on multiple, co-located synchronously collaborating users in augmented reality. Recognizing the need for more collaborative user studies in augmented reality and the value such studies present, a user study is conducted of collaborative decision-making in augmented reality to investigate the following research question: “Does presenting data visualizations in augmented reality influence the collaborative decision-making behaviors of a team?” This user study evaluates how viewing data visualizations with augmented reality headsets impacts collaboration in small teams compared to viewing together on a single 2D desktop monitor as a baseline. Teams of two participants performed closed and open-ended evaluation tasks to collaboratively analyze data visualized in both augmented reality and on a desktop monitor. Multiple means of collecting and analyzing data were employed to develop a well-rounded context for results and conclusions, including software logging of participant interactions, qualitative analysis of video recordings of participant sessions, and pre- and post-study participant questionnaires. The results indicate that augmented reality doesn’t significantly change the quantity of team member communication but does impact the means and strategies participants use to collaborate.
ContributorsKintscher, Michael (Author) / Bryan, Chris (Thesis advisor) / Amresh, Ashish (Thesis advisor) / Hansford, Dianne (Committee member) / Johnson, Erik (Committee member) / Arizona State University (Publisher)
Created2020
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Description
Touch plays a vital role in maintaining human relationships through social andemotional communications. This research proposes a multi-modal haptic display capable of generating vibrotactile and thermal haptic signals individually and simultaneously. The main objective for creating this device is to explore the importance of touch in social communication, which is absent in traditional

Touch plays a vital role in maintaining human relationships through social andemotional communications. This research proposes a multi-modal haptic display capable of generating vibrotactile and thermal haptic signals individually and simultaneously. The main objective for creating this device is to explore the importance of touch in social communication, which is absent in traditional communication modes like a phone call or a video call. By studying how humans interpret haptically generated messages, this research aims to create a new communication channel for humans. This novel device will be worn on the user's forearm and has a broad scope of applications such as navigation, social interactions, notifications, health care, and education. The research methods include testing patterns in the vibro-thermal modality while noting its realizability and accuracy. Different patterns can be controlled and generated through an Android application connected to the proposed device via Bluetooth. Experimental results indicate that the patterns SINGLE TAP and HOLD/SQUEEZE were easily identifiable and more relatable to social interactions. In contrast, other patterns like UP-DOWN, DOWN-UP, LEFTRIGHT, LEFT-RIGHT, LEFT-DIAGONAL, and RIGHT-DIAGONAL were less identifiable and less relatable to social interactions. Finally, design modifications are required if complex social patterns are needed to be displayed on the forearm.
ContributorsGharat, Shubham Shriniwas (Author) / McDaniel, Troy (Thesis advisor) / Redkar, Sangram (Thesis advisor) / Zhang, Wenlong (Committee member) / Arizona State University (Publisher)
Created2021
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Description
Applications over a gesture-based human-computer interface (HCI) require a new user login method with gestures because it does not have traditional input devices. For example, a user may be asked to verify the identity to unlock a device in a mobile or wearable platform, or sign in to a virtual

Applications over a gesture-based human-computer interface (HCI) require a new user login method with gestures because it does not have traditional input devices. For example, a user may be asked to verify the identity to unlock a device in a mobile or wearable platform, or sign in to a virtual site over a Virtual Reality (VR) or Augmented Reality (AR) headset, where no physical keyboard or touchscreen is available. This dissertation presents a unified user login framework and an identity input method using 3D In-Air-Handwriting (IAHW), where a user can log in to a virtual site by writing a passcode in the air very fast like a signature. The presented research contains multiple tasks that span motion signal modeling, user authentication, user identification, template protection, and a thorough evaluation in both security and usability. The results of this research show around 0.1% to 3% Equal Error Rate (EER) in user authentication in different conditions as well as 93% accuracy in user identification, on a dataset with over 100 users and two types of gesture input devices. Besides, current research in this area is severely limited by the availability of the gesture input device, datasets, and software tools. This study provides an infrastructure for IAHW research with an open-source library and open datasets of more than 100K IAHW hand movement signals. Additionally, the proposed user identity input method can be extended to a general word input method for both English and Chinese using limited training data. Hence, this dissertation can help the research community in both cybersecurity and HCI to explore IAHW as a new direction, and potentially pave the way to practical adoption of such technologies in the future.
ContributorsLu, Duo (Author) / Huang, Dijiang (Thesis advisor) / Li, Baoxin (Committee member) / Zhang, Junshan (Committee member) / Yang, Yezhou (Committee member) / Arizona State University (Publisher)
Created2021