Eye Tracking in Gesture Based User Interfaces Usability Testing

Author(s):  
Jerzy M. Szymański ◽  
Janusz Sobecki ◽  
Piotr Chynał ◽  
Jędrzej Anisiewicz
2006 ◽  
Author(s):  
Joshua A. Gomer ◽  
Kristin S. Moore ◽  
Matthew C. Crisler ◽  
Martha J. Kwoka ◽  
Christopher C. Pagano

Author(s):  
Georgios Kouroupetroglou ◽  
Dimitris Spiliotopoulos

This paper studies the usability methodologies for spoken dialogue web interfaces along with the appropriate designer-needs analysis. The work unfolds a theoretical perspective to the methods that are extensively used and provides a framework description for creating and testing usable content and applications for conversational interfaces. The main concerns include the design issues for usability testing and evaluation during the development lifecycle, the basic customer experience metrics and the problems that arise after the deployment of real-life systems. Through the discussion of the evaluation and testing methods, this paper argues on the importance and the potential of wizard-based functional assessment and usability testing for deployed systems, presenting an appropriate environment as part of an integrated development framework.


Author(s):  
Xian Wu ◽  
Jenay M. Beer

Telepresence has the potential to assist older adults to stay socially connected and to access telehealth. Telepresence was initially created for office use, thus the usability of telepresence for older adults remains unknown and there is a lack of design recommendations, particularly those with an emphasis on users’ age-related needs and limitations. To bridge the gap, this study assessed two telepresence user interfaces (UIs). One UI was designed to mimic common features founds in commercially available telepresence systems. Another UI was designed based on design guidelines for older adults. Each UI was integrated to a virtual driving environment created via Unity. To assess the usability of both UIs, thirty older adults participated in usability testing. Questionnaires and semi-structured interview were administered following each UI test sessions. Results of this study provide insight on what usability features are critical for the aging population to use telepresence, such as high color contrast, automated controls, and consistent icons.


2015 ◽  
Vol 3 ◽  
pp. 482-486 ◽  
Author(s):  
Terézia Kvasnicová ◽  
Iveta Kremeňová

Websites, nowadays, are used not only as a sales method and information tool, but also as a communication tool. Almost every company has a website. Universities and colleges understand their strength, too. In this article, we describe theory of usability of university website and one of the usability testing methods—eye tracking. We use eye tracking to assess the usability of University of Žilina website. We present and use different analysis: Scan Path and Focus map. We identify many usability problems whose removal will help to create new pages and, thus, increasing their effectiveness.


Author(s):  
Muhammad Nazrul Islam ◽  
Franck Tétard

User interfaces of computer applications encompass a number of objects such as navigation links, buttons, icons, and thumbnails. In this chapter, these are called interface signs. The content and functions of a computer application are generally directed by interface signs to provide the system’s logic to the end users. The interface signs of a usable application need to be intuitive to end users and therefore a necessary part of usability evaluation. Assessing sign intuitiveness can be achieved through a semiotic analysis. This study demonstrates how a semiotic assessment of interface signs’ intuitiveness yielded a number of benefits. For instance, (i) it provides an overall idea of interface signs’ intuitiveness to the end users to interpret the meaning of interface signs, (ii) it assists in finding usability problems and also in (iii) recommending possible solutions, (iv) provides background for introducing guidelines to design user-intuitive interface signs, (v) helps in constructing heuristic checklist from semiotics perspective to evaluate an application, (vi) no additional resource and extra budget are needed. This study also presents a list of methodological guidelines to obtain the perceived benefits of integrating semiotic perception in usability testing for practitioners.


Author(s):  
William J. Gibbs ◽  
Joseph E. McKendrick

News providers today offer interactive sources that engage people, enable them to build community, and to participate in the news. At the same time, the digital interfaces through which people access the news are continuingly evolving, diverse, and oftentimes visually complex. How these factors shape human information seeking in news-oriented virtual communities is a relatively new area of study and therefore greater understanding of their influence on human behavior is of much practical value. In this chapter, the authors explore trends and developments in news-oriented virtual communities. They review several data collection and analysis techniques such as content analysis, usability testing and eye-tracking and propose that these techniques and associated tools can aid the study of news communities. They examine the implications these techniques have for better understanding human behavior in virtual communities as well as for improving the design of these environments.


2022 ◽  
pp. 207-234
Author(s):  
Ifeoluwapo Fashoro ◽  
Sithembile Ncube

The psychological health outcomes of video games are drawing increasing interest around the world. There is growing interest in video games as an accessible health intervention for depression and anxiety, both of which are rising health concerns globally. New interaction techniques for video games are becoming increasingly popular, with natural user interfaces (NUIs) becoming more commonplace in game systems. This chapter explores the design of a meditative game, a subgenre of casual games that intends for players to become calm and relaxed, and the evaluation of the NUIs for the game. The purpose of the chapter is to ascertain which NUI is most suitable for meditative games. A meditative fishpond game was designed that accepts two NUIs: touch and eye-tracking. The game was evaluated using a Positive and Negative Affect Schedule. The study found the eye-tracking interface reported a higher positive affect score from users and is therefore most suitable for meditative games.


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