Simplified Eye Tracking Enhances Problem Understanding and Solution Discovery in Usability Testing

Author(s):  
Evelyn P. Rozanski ◽  
Keith S. Karn ◽  
Anne R. Haake ◽  
Anthony M. Vigliotti ◽  
Jeff B. Pelz

Identifying problems and generating recommendations for product user interface redesign are primary goals of usability testing. Typical methods seem inadequate for the deep understanding of usability problems needed for developing effective solutions. Sporadically over the past 50 years, usability teams have tracked user eye movements to achieve this deeper understanding, but high cost and complexity have prevented the widespread use of this technology. We investigated whether simplified eye tracking techniques, in combination with traditional usability testing methods, could enhance problem discovery and understanding. These techniques included: using a video-based eye tracking system, tracking only a few participants, and encoding gaze durations (not individual fixations) on only a few areas of interest. For each of three interface versions, we studied twelve participants with traditional usability testing techniques and eye tracked just two. Eye tracking yielded discovery of additional usability problems and detailed characterizations which led to more focused and appropriate solutions.

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.


2016 ◽  
Vol 1 (1) ◽  
Author(s):  
Aleksandar Jevremović ◽  
Nenad Ristić ◽  
Mladen Veinović

Eye tracking may be very effective and has great potential in user interface optimisation. The main disadvantage of tracking what a user is looking at is the need for complex and expensive equipment, and a controlled laboratory environment. Mouse tracking is a widely applicable alternative to eye tracking. This paper presents the architecture of CHITAS (Computer-Human Interaction Tracking and Analytics System) which enables information to be gathered about mouse movement in a web environment, and analytical processing of the collected data.


2013 ◽  
Vol 5 (4) ◽  
pp. 48-71
Author(s):  
Ashok Darisipudi ◽  
Sushil K. Sharma ◽  
Jeff Zhang ◽  
Tom Harris ◽  
Sheila Smith

The Human-Computer Interaction (HCI) is gaining momentum as more and more people increasingly are using technology tools and devises for their daily activities. Users expect highly effective and easy-to-learn interfaces and developers and designers now realize the crucial role the users' interface plays. HCI and System Usability design have greater significance in media use as the usability problems can adversely affect the large population of users depending on the overall usability of system design and the user interface design. This study is conducted to get rich and detailed feedback of users' personal experiences and usability of a new movie download software application and subscription service. This is achieved by a different approach of using eye-tracking methodology in conjunction with usability software for usability testing. Study gave rich information of quantitative data from eye-tracking and usability software for better analysis of the product.


Author(s):  
Enlie Wang ◽  
Barrett Caldwell

In this study, two different usability-testing methods (Heuristic Evaluation and User Testing) were selected to test the usability of a pre-release version of software searching for Science, Mathematics and Engineering education materials. Our major goal is to compare Heuristic Evaluation and User Testing in terms of efficiency, effectiveness and cost/benefit analysis. We found that Heuristic Evaluation was more efficient than User Testing in finding usability problems (41 vs. 10), while User Testing was more effective than Heuristic Evaluation in finding major problems (70% vs.12%). in general, Heuristic Evaluation appears to be more economic in finding a wide range of usability problems by incurring a low cost in comparison to User Testing. However, User Testing can provide more insightful data from real users such as user's performance and satisfaction.


Author(s):  
Jesús Morenas Martín ◽  
Vicente Luis del Campo ◽  
Luis Jesús Manso Fernández-Argüelles

The aim of the study was to build a low-cost mask-type eye tracker with accuracy and precision levels similar to those reported for commercial eye tracking devices. To this end, head-mounted hardware was designed and developed, while open-source software was modified for digital image capture, manipulation, and fixation analysis. An image recognition application was also included with different lighting scenarios. Moreover, parallax and viewing perspective errors were controlled to ensure the quality of data collection. The device was wireless and lightweight (99 g) to allow for natural movement and avoid participant discomfort. After calibration of a 9-target monocular grid, spatial accuracy and precision of the eye tracker was evaluated by 30 participants, at four different lighting setups, both before and after a climbing task. Validity tests showed high levels of accuracy in all conditions as evidenced by a systematic error for a 13-target grid of <0.5°. The reliability tests also showed consistent measurements with no differences in accuracy recorded between participants, lighting conditions, and visual behaviors for the pre- versus post-climbing task. These results suggest that the present eye tracker reports spatial accuracy similar to other commercial systems with levels of high quality. Altogether, this innovative user interface is suitable for research purposes and/or performance analysis in physical activity and sport-related activities. Also, features of this mask-type eye tracking system make it a suitable perceptual user interface to investigate human–computer interactions in a large number of other research fields including psychology, education, marketing, transportation, and medicine.


Author(s):  
ARANTXA VILLANUEVA ◽  
RAFAEL CABEZA ◽  
SONIA PORTA

In the past years, research in eye tracking development and applications has attracted much attention and the possibility of interacting with a computer employing just gaze information is becoming more and more feasible. Efforts in eye tracking cover a broad spectrum of fields, system mathematical modeling being an important aspect in this research. Expressions relating to several elements and variables of the gaze tracker would lead to establish geometric relations and to find out symmetrical behaviors of the human eye when looking at a screen. To this end a deep knowledge of projective geometry as well as eye physiology and kinematics are basic. This paper presents a model for a bright-pupil technique tracker fully based on realistic parameters describing the system elements. The system so modeled is superior to that obtained with generic expressions based on linear or quadratic expressions. Moreover, model symmetry knowledge leads to more effective and simpler calibration strategies, resulting in just two calibration points needed to fit the optical axis and only three points to adjust the visual axis. Reducing considerably the time spent by other systems employing more calibration points renders a more attractive model.


Author(s):  
Jens-Patrick Langstrand ◽  
Hoa T. Nguyen ◽  
Michael Hildebrandt

Synopticon is a software platform that fuses data from position tracking, eye tracking, and physiological sensors. Synopticon was developed to produce real-time digital representations of users. These “digital twins” can be visualized, or used by other algorithms to detect the behavioural, cognitive or emotional state of the user. Synopticon provides 3D modelling tools based on position tracking data to define areas of interest (AOI) in the environment. By projecting the combined eye-and position-data into the 3D model, Synopticon can automatically detect when a user is looking at an AOI, generates real-time heat maps, and compiles statistical information. The demonstration will show how to set up and calibrate a combined position tracking and eye tracking system, and explain how Synopticon addresses some of the limitations of current eye tracking technology.


2012 ◽  
Vol 3 (4) ◽  
pp. 1-19
Author(s):  
Ting Zhang ◽  
Pei-Luen Patrick Rau ◽  
Gavriel Salvendy ◽  
Jia Zhou

This study compared usability testing results found with low- and high-fidelity prototypes for mobile phones. The main objective is to obtain deep understanding of usability problems found with different prototyping methods. Three mobile phones from different manufactures were selected in the experiment. The usability level of the mobile phones was evaluated by participants who completed a questionnaire consisting of 13 usability factors. Incorporating the task-based complexity of the three mobile phones, significant differences in the usability evaluation for each individual factor were found. Suggestions on usability testing with prototyping technique for mobile phones were proposed. This study tries to provide new evidence to the field of mobile phone usability research and develop a feasible way to quantitatively evaluate the prototype usability with novices. The comparisons of paper-based and fully functional prototypes led us to realize how significantly the unique characteristics of different prototypes affect the usability evaluation. The experiment took product complexity into account and made suggestions on choosing proper prototyping technique for testing particular aspects of mobile phone usability.


2021 ◽  
Vol 3 ◽  
Author(s):  
Mildred Loiseau-Taupin ◽  
Alexis Ruffault ◽  
Jean Slawinski ◽  
Lucile Delabarre ◽  
Dimitri Bayle

In badminton, the ability to quickly gather relevant visual information is one of the most important determinants of performance. However, gaze behavior has never been investigated in a real-game setting (with fatigue), nor related to performance. The aim of this study was to evaluate the effect of fatigue on gaze behavior during a badminton game setting, and to determine the relationship between fatigue, performance and gaze behavior. Nineteen novice badminton players equipped with eye-tracking glasses played two badminton sets: one before and one after a fatiguing task. The duration and number of fixations for each exchange were evaluated for nine areas of interest. Performance in terms of points won or lost and successful strokes was not impacted by fatigue, however fatigue induced more fixations per exchange on two areas of interest (shuttlecock and empty area after the opponent's stroke). Furthermore, two distinct gaze behaviors were found for successful and unsuccessful performance: points won were associated with fixations on the boundary lines and few fixation durations on empty area before the participant's stroke; successful strokes were related to long fixation durations, few fixation durations on empty area and a large number of fixations on the shuttlecock, racket, opponent's upper body and anticipation area. This is the first study to use a mobile eye-tracking system to capture gaze behavior during a real badminton game setting: fatigue induced changes in gaze behavior, and successful and unsuccessful performance were associated with two distinct gaze behaviors.


2017 ◽  
Vol 5 (2) ◽  
pp. 190-209
Author(s):  
Joëlle Provasi ◽  
Christelle Lemoine-Lardennois ◽  
Eric Orriols ◽  
Françoise Morange-Majoux

The aim of this study was to investigate auditory–visual temporal asynchrony in preterm infants using a habituation procedure coupled with an eye-tracking system in order to examine visual behavior accurately and determine specific visual areas of interest. Sixteen term infants, twelve low-risk near-term (LBW) preterm infants and eight Very Low Birth Weight (VLBW) preterm infants were tested at four months post term. Infants were habituated with an auditory–visual synchronic situation: a visual ball bounced back in synchrony with an auditory sound. In the test phase, an asynchronized situation and a synchronized situation were presented alternately three times. The results showed that VLBW infants spent more time looking at the target before being habituated compared to LBW preterm infants and full-term infants. Specific areas of interest showed that VLBW infants spent less time on the target than LBW and full-term infants and had a more heterogeneous visual exploration. Nevertheless, VLBW infants had the same novelty reaction as the other infant groups. Moreover, the study of areas of interest revealed that whatever the age group, infants looked more at the area where the sound was produced during the asynchronized trial. This result suggests that infants perceive asynchrony. We suggest that VLBW preterm infants show the same ability to habituate and novelty recovery through an early learning experience due to earlier additional extra-uterine exposure.


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