An Evaluation of the Fun Factor for the Microsoft Easyball Mouse

Author(s):  
Edie Adams ◽  
M.E. Des ◽  
Elizabeth B-N Sanders

Microsoft was interested in measuring the “fun” value of a new input device, the Microsoft® EasyBall™ mouse (designed specifically for two to six year olds), relative to three other input devices available in the marketplace. An evaluation was conducted as a means of ensuring that the ergonomic considerations incorporated into the design of a new child's pointing device addressed the emotional needs, as well as the physical and cognitive needs, of the intended users. A research and test methodology was established to look at this issue from multiple simultaneous perspectives, using both behavioral and verbal measures. Forty four children (half boys and half girls, mixed across the age levels) and their parents were included in the study. The children varied in their level of expertise with computer and/or video games. The same basic procedure was used for all the children, with adaptations made to accommodate the attention spans and skill levels of the youngest. The children indicated through a variety of converging measures that the Microsoft EasyBall mouse was their input device of choice. The patterns of behavior varied across the age groups, but the choices of the children were clearly in favor of the Microsoft EasyBall mouse. The parents were quite accurate at predicting which input device their child would pick. A detailed examination of the videotaped sessions provided cues that caused a rethinking of the initial question “How fun is the Microsoft EasyBall mouse relative to the other input devices?”. The fun factor may have been more accurately described as a “feel good” factor. Results are discussed in terms of implications for expanding the typical physical and cognitive-based ergonomics analyses for consumer products to include emotional considerations as well.

2016 ◽  
Vol 138 (3) ◽  
Author(s):  
Soheil Arastehfar ◽  
Ying Liu ◽  
Wen Feng Lu

Digital prototypes (DPs) allow designers to communicate design concepts to users by rendering physical characteristics of the concepts. To enhance user understanding of the concepts, it is important that the users be able to make better estimates of the values of the characteristics. Correctness of the estimates can depend on two crucial factors: the ability of DPs to render the physical characteristics and the way the DPs are used to communicate the physical characteristics. However, little attention has been paid to the latter. A DP can be used in different ways, e.g., it can be projected on different backgrounds, or be manipulated using different input/output devices. Hence, it is important to identify an effective way of using DPs, via an assessment of the effectiveness of various ways. This paper introduces a methodology for evaluating the effectiveness of communication of physical characteristics to users using DPs. The methodology is used to assess the degree to which users can correctly and quickly estimate the values of the characteristics through interactions with DPs. Such assessments are then analyzed with statistical methods and hypothesis tests to reveal the effectiveness. To validate the proposed methodology, the size of hand-held electronic consumer products, such as smartphones, is considered in a case study. In the study, the effectiveness of two communication setups is evaluated. The same DP is used in both setups, while the environments and input devices are different. The experimental results show that the evaluated effectiveness can reflect how successful the setups are, and can help select the best way of using the DP, i.e., by providing a better environment, a better input device, or a combination of both.


Author(s):  
James F. Kravitz

Convertible tablet PCs can use a pen or a mouse for input. The pen is better suited than the mouse for some tasks because of its interaction properties, and research has shown it may ameliorate age-related decrements in performance. This study compared the pen and mouse on a series of realistic tasks for older (55–69) and younger (18–30) adults. Precision tasks were better served by the mouse, while ballistic tasks with strong analogs to real-world actions were served equally well by the pen or the mouse. Older adults were slower than younger adults on both devices, but contrary to the research hypothesis, no benefits were observed specifically for older adults with the pen. This study reinforces findings regarding the importance of task demands when selecting input devices. Younger adults seemed more willing than older adults to embrace the pen.


2020 ◽  
Vol 6 (3) ◽  
pp. 127-130
Author(s):  
Max B. Schäfer ◽  
Kent W. Stewart ◽  
Nico Lösch ◽  
Peter P. Pott

AbstractAccess to systems for robot-assisted surgery is limited due to high costs. To enable widespread use, numerous issues have to be addressed to improve and/or simplify their components. Current systems commonly use universal linkage-based input devices, and only a few applicationoriented and specialized designs are used. A versatile virtual reality controller is proposed as an alternative input device for the control of a seven degree of freedom articulated robotic arm. The real-time capabilities of the setup, replicating a system for robot-assisted teleoperated surgery, are investigated to assess suitability. Image-based assessment showed a considerable system latency of 81.7 ± 27.7 ms. However, due to its versatility, the virtual reality controller is a promising alternative to current input devices for research around medical telemanipulation systems.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Mona Natasha Siahaan ◽  
Putu Wuri Handayani ◽  
Fatimah Azzahro

PurposeIn the context of social media (SM) use, self-disclosure (SD) behaviour meets users' social and emotional needs, but it is also accompanied by risks that can harm users. This paper aims to identify the factors that influence users' SD behaviour on SM in Indonesia, using a comparative analysis based on age groups.Design/methodology/approachA survey was conducted on 2,210 respondents who were active SM users in Indonesia. Data were processed and analysed using covariance-based structural equation modelling with AMOS 24.0 software.FindingsResults indicate that, in the overall age group data, factors such as use of information (UI), trust, privacy control (PC), interactivity, perceived benefits (PB) and perceived risks (PR) influence users' SD behaviour. This research also found differences in the characteristics of SD behaviour between age groups.Originality/valueFindings from this study can help SM service providers to evaluate the credibility and reliability of their platforms to encourage user retention.


Author(s):  
Jung Leng Foo ◽  
Eliot Winer

Decision making in a complex system requires a large amount of data, and real time interaction and visualization tools become effective solutions. Constant improvement in computer graphics technology has encouraged the research of developing better and more efficient ways of interacting and visualizing complex three-dimensional image data. This paper presents a unique software framework for interacting and visualizing complex volume image data in a virtual environment. For efficient user interactions, a wireless gamepad controller is used as the main input device. The buttons and joysticks on the gamepad controller are intuitively mapped to perform different functions depending on the feature mode that the software is currently in. Apart from the general viewer, an extension of the software also reads in standard format patient medical images such as CT/MRI scans. As an effective decision making tool, the software allows the user to apply fast pseudo-coloring and multiple interactive oblique clipping planes for an immersive detailed examination of any 3D model. In the medical imaging extension of this software, it features the ability for the user to select a specific range of tissue densities to render and an endosurgery planning mode that allows a surgeon to place simulated laparoscopic surgical instruments in a virtual model of the patient. The developed software allows for better interaction with complex volume data for use as a decision making and evaluation tool.


Author(s):  
Andreas Lorenz

The use of mobile and hand-held devices is a desirable option for implementation of user interaction with remote services from a distance, whereby the user should be able to select the input device depending on personal preferences, capabilities and availability of interaction devices. Because of the heterogeneity of available devices and interaction styles, the interoperability needs particular attention by the developer. This paper describes the design of a general solution to enable mobile devices to have control on services at remote hosts. The applied approach enhances the idea of separating the user interface from the application logic, leading to the definition of virtual or logical input devices physically separated from the controlled services.


Author(s):  
Holger Luczak ◽  
Christopher M. Schlick ◽  
Nicole Jochems ◽  
Sebastian Vetter ◽  
Bernhard Kausch

The fast aging of many western and eastern societies and their increasing reliance on information technology create a compelling need to reconsider older users’ interactions with computers. Changes in perceptual and motor skill capabilities that often accompany the aging process bring important implications for the design of information input devices. This paper summarizes the results of a laboratory study with different information input device. Three different input devices –– mouse, touch screen and eye-gaze –– were analyzed concerning efficiency, effectiveness and mental workload with respect to the age group of the computer user. The results derived from data of 90 subjects between 20 and 75 years show that regardless of participant’s age group the best performance in terms of short execution time results from touch screen information input. This effect is even more pronounced for the elderly.


2019 ◽  
Vol 6 ◽  
pp. 2333794X1882194 ◽  
Author(s):  
Bina Ali ◽  
Bruce Lawrence ◽  
Ted Miller ◽  
David Swedler ◽  
Jennifer Allison

Consumer products are often associated with fall injuries, but there is limited research on nonfatal unintentional falls in children that examines both the child’s age group and the involvement of consumer products and activities. We combined 2 data sources to investigate products and activities that contribute to fall injuries in children at different developmental ages (ie, <1, 1-2, 3-4, 5-9, 10-14, and 15-19 years). We analyzed data from the National Electronic Injury Surveillance System–All Injury Program for the years 2010 through 2013 and augmented it with product information from the National Electronic Injury Surveillance System. Between 2010 and 2013, children aged <1 to 19 years accounted for 11.1 million nonfatal unintentional fall-related emergency department visits. Fall injuries associated with home furnishings/fixtures were highest among children in age groups <1 year, 1 to 2 years, and 3 to 4 years. In the home furnishings/fixtures product group, beds were the leading contributor to falls. Fall injuries associated with sports/recreation were highest among children in age groups 5 to 9 years, 10 to 14 years, and 15 to 19 years. In this product group, monkey bars and basketball were the leading contributors to falls. Our findings indicate priority areas for falls injury prevention and intervention.


2019 ◽  
Vol 7 (2) ◽  
pp. 32683
Author(s):  
Marcelo De Maio Nascimento ◽  
Hugo Daniel Gomez De Castro ◽  
Mateus Alves Ramos

OBJECTIVE: To examine the sensory performance of static and dynamic balance regulation and the risk of falling in physically active adult and elderly women.METHOD: This is a non-probabilistic and intentional cross-sectional study. Thirty four women (51.90±15.84 years) enrolled in a gym attended. The population evaluated was stratified in age groups: 20-59 years (n=18) and 60 69 years (n=16). The gait was evaluated by the Time Up and Go (TUGs), Time Up and Go manual (TUGm), and Time Up and Go cognitive (TUGc), the balance by the Dynamic Gait Index (DGI) and Body Balance Test (TEC). RESULTS: Student’s t-test showed significant differences between age groups for comorbidities: hearing, vision, vertigo, labyrinthitis (p≤0.05). Comparatively, adult women showed better performance indices than older women in physical tests. According to the standards of the tests, there was no risk of falling for any group. However, regardless of age, a detailed examination of the TEC test showed a deficit in the sensory regulation of the visual, vestibular and somatosensory systems of the static and dynamic balance of fallers and non fallers (p≤0.05). The logistic regression analysis indicated the interoceptive regulation of the dynamic balance as a predictor of fall (p≤0.05). CONCLUSION: Deficits in the vestibular and somatosensory systems gradually potentiate the risk of falls in adult and elderly women, even if they remain physically active.


2000 ◽  
Vol 28 (5_suppl) ◽  
pp. 51-57 ◽  
Author(s):  
Lars Peterson ◽  
Astrid Junge ◽  
Jiri Chomiak ◽  
Toni Graf-Baumann ◽  
Jiri Dvorak

In this study, the incidence of football injuries and complaints as related to different age groups and skill levels was studied over the period of 1 year. All injuries and complaints as well as the amount of time players spent in training and games were recorded. All injured players were examined weekly by physicians, and all injuries were assessed according to the International Classification of Diseases (ICD-10), which describes them in terms of injury type and location, the treatment required, and the duration of subsequent performance limitations. A total of 264 players of different age groups and skill levels was observed for 1 year. Five hundred fifty-eight injuries were documented. Two hundred sixteen players had one or more injuries. Only 48 players (18%) had no injury. The average number of injuries per player per year was 2.1. Injuries were classified as mild (52%), moderate (33%), or severe (15%). Almost 50% of all injuries were contact injuries; half of all the contact injuries were associated with foul play. The majority of injuries were strains and sprains involving the ankle, knee, and lumbar spine. Nearly all players (91%) suffered from complaints related to football. Only 23 players reported no injuries and no complaints. Prevention programs, fair play, and continuing education in techniques and skills may reduce the incidence of injuries over time.


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