Design of a Menu for Small Displays Presenting a Single Item at a Time

Author(s):  
Sung H. Han ◽  
Jiyoung Kwahk

Electronic consumer products such as desktop laser printers, facsimiles, copiers, etc., which have a small visual display panel are ubiquitous. They are characterized by presenting only a single menu item at a time which is usually organized in a hierarchical tree structure. Since users see only a single line information on the display and use them infrequently, the optimal menu design may be different from that of an ordinary computer display. An experiment was conducted to examine variables for designing the optimal menu on a single line display. Prototypes were developed to simulate the user interfaces of several menu structures. The results showed that the search time on the small display was approximately three times longer than that on the ordinary computer display. User experience affected significantly the search performance and a menu structure with depth 2 was found to be the optimal for infrequent users. Based on the results of the experiment, human factors guidelines for designing a menu on a single line display were suggested.

Author(s):  
Sung H. Han ◽  
Jiyoung Kwahk

Many electronic consumer products use a single line display which is capable of presenting a limited number of characters at a time. Although many design guidelines have been proposed, they are applicable only to the menus on ordinary CRT displays. This study examined the effects of four different variables: menu structure, user experience, navigation aid, and number of target items on designing the menu on a single line display. Four dependent measures, speed, accuracy, efficiency, and user preference of a target search task, were collected. The results showed that the 82 structure turned out to be an optimal menu structure for single-line display menus. The navigation aid improved the search performance of the inexperienced. Interestingly, multiple target search tasks recorded a better performance than single target search tasks. Based on the results, design implications were discussed.


Author(s):  
Sung Ho Kim ◽  
Ji Hwan Lee ◽  
Donggun Park ◽  
Yushin Lee ◽  
Myung Hwan Yun

Clutter problem of modern cockpit displays can occur frequently due to a large amount of information. So, decluttering less important information is required to minimize search time to find target information and prevent human error in interpreting display information. This study is to compare human search performance by visual complexity levels and decluttering methods of cockpit displays. Visual complexity of cockpit displays was designed to be three levels (High, medium, and low) by combining four design variables (number of stimuli, number of colors, number of icons, and variance of divisions) affecting visual complexity. A threat scoring equation was developed to determine what information to be decluttered and four decluttering methods (removal, dimming, dotting, and small sizing) were used to figure out how to declutter the information effectively. Human search performance was measured through search time of visual search task in terms of speed and number of hits of signal detection task in terms of accuracy. The main effect of visual complexity levels and the interaction effect were not significant in both search time and number of hits. Meanwhile, the main effect of decluttering methods was significant in search time. Especially, dotting was the most effective decluttering method in terms of speed and accuracy of human perception performance. The results of this study can be applied to information processing of cockpit displays and then contribute to improve pilot situation awareness.


Author(s):  
Kaifeng Liu ◽  
Calvin Ka-lun Or

This is an eye-tracking study examining the effects of image segmentation and target number on visual search performance. A two-way repeated-measures computer-based visual search test was used for data collection. Thirty students participated in the test, in which they were asked to search for all of the Landolt Cs in 80 arrays of closed rings. The dependent variables were search time, accuracy, fixation count, and average fixation duration. Our principal findings were that some of the segmentation methods significantly improved accuracy, and reduced search time, fixation count, and average fixation duration, compared with the no-segmentation condition. Increased target number was found to be associated with longer search time, lower accuracy, more fixations, and longer average fixation duration. Our study indicates that although visual search tasks with multiple targets are relatively difficult, the visual search accuracy and efficiency can potentially be improved with the aid of image segmentation.


Author(s):  
Rachel J. Cunio ◽  
David Dommett ◽  
Joseph Houpt

Maintaining spatial awareness is a primary concern for operators, but relying only on visual displays can cause visual system overload and lead to performance decrements. Our study examined the benefits of providing spatialized auditory cues for maintaining visual awareness as a method of combating visual system overload. We examined visual search performance of seven participants in an immersive, dynamic (moving), three-dimensional, virtual reality environment both with no cues, non-masked, spatialized auditory cues, and masked, spatialized auditory cues. Results indicated a significant reduction in visual search time from the no-cue condition when either auditory cue type was presented, with the masked auditory condition slower. The results of this study can inform attempts to improve visual search performance in operational environments, such as determining appropriate display types for providing spatial information.


Author(s):  
Dorothy M. Johnston

This study was made to investigate the relationship between the size of visual fields of observers and time required to locate targets on static displays. The findings, which indicate that people with large visual fields can find targets more rapidly than observers with small fields, have practical selection and training application. Equations are presented which can be used to determine search time that can be expected as a function of the size of the visual field of the observer and the apparent size of the area being searched.


2002 ◽  
Vol 44 (1) ◽  
Author(s):  
Martin Böcker ◽  
Matthias Schneider-Hufschmidt

Vielen Entwicklern von User Interfaces sind die Bedürfnisse, Anforderungen und Vorlieben der späteren Benutzer von Consumer-Produkten weitgehend unbekannt. Das Ergebnis ihrer Bemühungen sind Produkte, deren Funktionalität von den Benutzern nicht ausgenützt wird, weil sie entweder für diese Benutzer irrelevant oder in der Handhabung so komplex sind, dass Sie von den späteren Kunden nicht verstanden werden.Dabei ist es durchaus möglich, spätere Endkunden in die Gestaltungsprozesse für Benutzungsoberflächen dieser Produkte einzubinden. Zu den erfolgversprechenden Maßnahmen gehören primär Fokusgruppen-Analysen zur Erhebung von Nutzeranforderungen und Usability-Tests mit potenziellen Kunden, in denen während des gesamten Entwurfsprozesses Handhabungskonzepte, Gestaltungsalternativen und die entstehenden Produkte auf Akzeptanz und Nutzbarkeit getestet werden.


1970 ◽  
Vol 83 (3, Pt.1) ◽  
pp. 391-399 ◽  
Author(s):  
Lester E. Krueger
Keyword(s):  

Author(s):  
Wen-Chen Hu

Most client-side handheld programming uses either Java or C/C++. This chapter introduces Java ME (previously known as J2ME), which is a version of Java (Sun Microsystem Inc., 2004). Java ME is a collection of technologies and specifications used to develop a platform that fits the requirements of mobile devices such as consumer products, embedded devices, and advanced mobile devices. It creates a complete Java runtime environment tailored to fit the specific requirements of a particular device or market. Java ME includes user interfaces, security, built-in network protocols, and support for networked and offline applications that can be downloaded dynamically. Compared to other client-side handheld programming languages, Java ME is light-weight and easy to learn, although this also means that Java ME may not contain as many features as other languages. Advanced Java ME programming will be discussed in the next chapter. Chapters 13 and 14 will discuss Palm OS programming, which uses C/C++.


1971 ◽  
Vol 32 (1) ◽  
pp. 307-312 ◽  
Author(s):  
Richard Latto

6 monkeys were trained to search a visual display for a target stimulus. Their search time increased linearly with the number of irrelevant stimuli ( N) and at 60 msec./item was comparable to the performance of man on similar tasks. Error scores were not linearly related to N, nor did they change in a systematic way as N increased.


2016 ◽  
Vol 113 (35) ◽  
pp. 9780-9785 ◽  
Author(s):  
Steven C. Isley ◽  
Paul C. Stern ◽  
Scott P. Carmichael ◽  
Karun M. Joseph ◽  
Douglas J. Arent

A major barrier to transitions to environmental sustainability is that consumers lack information about the full environmental footprints of their purchases. Sellers’ incentives do not support reducing the footprints unless customers have such information and are willing to act on it. We explore the potential of modern information technology to lower this barrier by enabling firms to inform customers of products’ environmental footprints at the point of purchase and easily offset consumers’ contributions through bundled purchases of carbon offsets. Using online stated choice experiments, we evaluated the effectiveness of several inexpensive features that firms in four industries could implement with existing online user interfaces for consumers. These examples illustrate the potential for firms to lower their overall carbon footprints while improving customer satisfaction by lowering the “soft costs” to consumers of proenvironmental choices. Opportunities such as these likely exist wherever firms possess environmentally relevant data not accessible to consumers or when transaction costs make proenvironmental action difficult.


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