Search results for " Human Factors"

showing 9 items of 249 documents

T9+HUD: Physical Keypad and HUD can Improve Driving Performance while Typing and Driving

2016

We introduce T9+HUD, a text entry method designed to decrease visual distraction while driving and typing. T9+HUD combines a physical 3x4 keypad on the steering wheel with a head-up-display (HUD) for projecting output on the windshield. Previous work suggests this may be a visually less demanding way to type while driving than the popular case which requires shifts of visual attention away from the road. We present a prototype design and report first results from a controlled evaluation in a driving simulator. While driving, the T9+HUD text entry rate was equal compared to a dashboard-mounted touchscreen device, but it reduced lane deviations by 70%. Furthermore, there was no significant di…

ta113050210 logistics & transportationComputer science05 social sciencesSignificant differenceDriving simulatorcar interfacesSteering wheelT9law.inventionautomotive user interfacesTouchscreenlawWindshield0502 economics and business11. SustainabilityT9 text inputKeypadVisual attentiontext input0501 psychology and cognitive sciencesVisual distraction050107 human factorsSimulation
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SearchBot: Supporting voice conversations with proactive search

2018

Searching during conversations and social interactions is becoming increasingly common. Although searching could be helpful for solving arguments, building common ground, and reinforcing mutual assumptions, it can also cause inter-actional problems. Proactive search approaches can enrich conversations with additional information without neglecting the shared and established social norms of being attentive to ongoing interaction. This demo showcases SearchBot, a tool that minimizes the issues associated with the practice of searching during conversations. It accomplishes this by tracking conversational background speech and then providing continuous recommendations of related documents and e…

ta113Computer science05 social sciencesCommon ground020207 software engineering02 engineering and technologyVoice user interfaceHuman–computer interaction0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesProactive searchTracking (education)Background speechSpoken conversation support050107 human factorsVoice user interface
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Educational Technology Goes Mobile

2018

Recent decades have revealed that the digital educational technology that is expected to revolutionise schooling for generations to come, is fraught with challenges. One major challenge is that educational systems vastly vary between cultures and countries. The differences start from the conceptualisation of education and school. It is, therefore, quite inaccurate to handle education as a universal concept. In this article the authors evade generalisation by discussing the use of mobile technology in the schools of one single, relatively homogenous nation: Finland. The backbone of their analysis is the core national curriculum of basic education. The appropriateness of mobile technology in …

ta113koulutusteknologiamobile computing05 social sciencesEducational technology050301 educationeducational technologylangaton tekniikkaHuman-Computer Interactionperusopetusmobile technologymobiililaitteetbasic educationPedagogyComputingMilieux_COMPUTERSANDEDUCATIONta5160501 psychology and cognitive sciencesSociology0503 education050107 human factorsInternational Journal of Mobile Human Computer Interaction
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Cross-Cultural Factors in Experiencing Online Video Contents in Product Marketing

2017

Although online shops represent convenient tools to buy and sell products, they do not offer as rich multisensory experiences than physical retailing offers. Audio-visual contents could provide dynamic multisensory information and offer more engaging experiences. However, to be successful, audio-visual contents need to be adjusted to the cultural characteristics of the users. This manuscript presents a study in which Spanish and Finnish participants interacted with audiovisual products depicting videos of the brand design. Through content analysis of participants' verbalizations, the authors identified categories and subcategories that defined the representation of the video elements and th…

ta113online advertising05 social sciencesAdvertisingOnline videovideoexperience (enjoyment)cross-culturalProduct marketingmarketingintercultural communicationaesthetics0502 economics and businessCross-culturaladvertisements050211 marketing0501 psychology and cognitive sciencesonline videoBusinessaudiovisual experienceMarketingta512050107 human factorsInternational Journal of Art, Culture, Design, and Technology
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Visual Distraction Effects of In-Car Text Entry Methods

2017

Three text entry methods were compared in a driving simulator study with 17 participants. Ninety-seven drivers’ occlusion distance (OD) data mapped on the test routes was used as a baseline to evaluate the methods’ visual distraction potential. Only the voice recognition-based text entry tasks passed the set verification criteria. Handwriting tasks were experienced as the most demanding and the voice recognition tasks as the least demanding. An individual in-car glance length preference was found, but against expectations, drivers’ ODs did not correlate with incar glance lengths or visual short-term memory capacity. The handwriting method was further studied with 24 participants with instru…

ta113visual short-term memorydriver distraction050210 logistics & transportationocclusion distanceVisual Patterns TestComputer scienceSpeech recognition05 social sciencesDriving simulatorvisual demandAffect (psychology)Test (assessment)HandwritingDistraction0502 economics and businesstext entry methods0501 psychology and cognitive sciencesVisual short-term memorySet (psychology)050107 human factorsReliability (statistics)visual occlusionProceedings of the 9th International Conference on Automotive User Interfaces and Interactive Vehicular Applications
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Design of mobile phones for older adults : An empirical analysis of design guidelines and checklists for feature phones and smartphones

2017

Design guidelines and checklists are suggested as a useful tool in the development and evaluation of interface design of mobile phones for older adults. Given the intense evolution of mobile phone design, understanding how the design guidelines and checklists have taken into account the advances in mobile phone usability for older adults is important for their correct application and future development. Thus, this study explores the usability dimensions of mobile phone design for older adults and the related changes in terms of time and the type of device (feature phones vs. smartphones) based on an expert coding of the eight mobile phone design guidelines and checklists for older adults pu…

tarkistuslistattoimintaohjeetComputer sciencedesignHuman Factors and Ergonomics02 engineering and technologycomputer.software_genreHuman–computer interaction0202 electrical engineering electronic engineering information engineering0501 psychology and cognitive sciencesText entryguidelinesFeature phoneta518Interface designheuristic analysis050107 human factorschecklistsolder adultsHaptic technologyta113High contrastmobile phoneMultimediakäytettävyysbusiness.industry05 social sciences020207 software engineeringUsabilityta5142Computer Science ApplicationsälypuhelimetHuman-Computer InteractionusabilitymuotoiluMobile phoneComputingMilieux_COMPUTERSANDSOCIETYbusinesscomputermatkapuhelimetikääntyneetCoding (social sciences)International Journal of Human-Computer Interaction
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Impacts of Touch Screen Size, User Interface Design, and Subtask Boundaries on In-Car Task's Visual Demand and Driver Distraction

2020

Visual distraction by secondary in-car tasks is a major contributing factor in traffic incidents. In-car user interface design may mitigate these negative effects but to accomplish this, design factors’ visual distraction potential should be better understood. The effects of touch screen size, user interface design, and subtask boundaries on in-car task's visual demand and visual distraction potential were studied in two driving simulator experiments with 48 participants. Multilevel modeling was utilized to control the visual demands of driving and individual differences on in-car glance durations. The 2.5” larger touch screen slightly decreased the in-car glance durations and had a diminis…

visual distractionComputer scienceihmisen ja tietokoneen vuorovaikutusHuman Factors and ErgonomicsEducationTask (project management)subtask boundarykäyttöliittymätHuman–computer interactionDistraction0502 economics and business0501 psychology and cognitive sciencesautotekniikka050107 human factorskosketusnäyttö050210 logistics & transportation05 social sciencesGeneral EngineeringDriving simulatorvisual demandnäköUser interface designHuman-Computer Interactionmultilevel modelDisplay sizeHardware and Architecturekatseenseurantain-vehicle user interfaceSoftwarevisual occlusion
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Who Controls Who? Embodied Control Within Human–Technology Choreographies

2017

In this article we explore issues of embodied control that relate to current and future technologies in which body movements function as an instrument of control. Instead of just seeing ourselves in control, it is time to consider how these technologies actually control our moving bodies and transform our lived spaces. By shifting the focus from devices to choreographies among devices, we perform a theoretical analysis of the multidimensional aspects that reside within embodied interaction with technology. We suggest that it is beneficial to acknowledge and reformulate the phenomena of embodied control that go beyond the instrumental user-to-device control scheme. Drawing upon the phenomeno…

vuorovaikutusLibrary and Information Sciences050105 experimental psychologychoreographiesHuman–computer interactiontietokoneetvuorovaikutussuunnittelumusiikkitiedeembodied control0501 psychology and cognitive sciencesihminen–tietokone-vuorovaikutusControl (linguistics)embodied interactionmusical interaction050107 human factorsta11305 social sciencesinteraction designnew interfaces for musical expressionHuman-Computer InteractionsuunnittelumusicologyEmbodied cognitionta6131ihmisetPsychologySoftwareInteracting with Computers
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The Commented Walk Method as a Way of Highlighting Precise Daily Mobility Difficulties – A Case Study Focusing on Cognitive or Mental Diseases

2016

Abstract The French Act of 11 February 2005 on equal rights and opportunities, participation and citizenship of people with disabilities highlights the need “for people with disabilities or reduced mobility” to have access to the complete mobility chain of the transport system. This law was initially planned to apply from 2015. Many efforts have been made to improve life for those with physical, visual and, to a lesser extent, hearing impairments. But there is a lot of room for improvement in situations regarding psychological, cognitive and mental impairment. This is largely due to a lack of knowledge on the difficulties experienced by the above when they travel. The national quantitative …

‘commented walk’ methodEngineering[SHS.SOCIO] Humanities and Social Sciences/SociologyUniversal designmedia_common.quotation_subjectApplied psychologyPoison control[SHS.DEMO]Humanities and Social Sciences/DemographyComputer securitycomputer.software_genreuniversal design0502 economics and business0501 psychology and cognitive sciencesQuality (business)AffordanceDaily mobility050107 human factorsComputingMilieux_MISCELLANEOUSmedia_common050210 logistics & transportation[SHS.SOCIO]Humanities and Social Sciences/Sociology[SHS.DEMO] Humanities and Social Sciences/Demographybusiness.industry05 social sciencesHuman factors and ergonomicsCognitive complexityCognition[ SHS.SOCIO ] Humanities and Social Sciences/Sociologycognitive and mental diseasesqualitative sociology'commented walk' methodbusiness[ SHS.DEMO ] Humanities and Social Sciences/DemographycomputerQualitative research
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