Usability Experience
Usability Experience
Advances in Usability,
User Experience and
Assistive Technology
Proceedings of the AHFE 2018
International Conferences on Usability
& User Experience and Human Factors
and Assistive Technology, Held on July
21–25, 2018, in Loews Sapphire Falls
Resort at Universal Studios, Orlando,
Florida, USA
Advances in Intelligent Systems and Computing
Volume 794
Series editor
Janusz Kacprzyk, Polish Academy of Sciences, Warsaw, Poland
e-mail: kacprzyk@ibspan.waw.pl
The series “Advances in Intelligent Systems and Computing” contains publications on theory,
applications, and design methods of Intelligent Systems and Intelligent Computing. Virtually all
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Advisory Board
Chairman
Nikhil R. Pal, Indian Statistical Institute, Kolkata, India
e-mail: nikhil@isical.ac.in
Members
Rafael Bello Perez, Universidad Central “Marta Abreu” de Las Villas, Santa Clara, Cuba
e-mail: rbellop@uclv.edu.cu
Emilio S. Corchado, University of Salamanca, Salamanca, Spain
e-mail: escorchado@usal.es
Hani Hagras, University of Essex, Colchester, UK
e-mail: hani@essex.ac.uk
László T. Kóczy, Széchenyi István University, Győr, Hungary
e-mail: koczy@sze.hu
Vladik Kreinovich, University of Texas at El Paso, El Paso, USA
e-mail: vladik@utep.edu
Chin-Teng Lin, National Chiao Tung University, Hsinchu, Taiwan
e-mail: ctlin@mail.nctu.edu.tw
Jie Lu, University of Technology, Sydney, Australia
e-mail: Jie.Lu@uts.edu.au
Patricia Melin, Tijuana Institute of Technology, Tijuana, Mexico
e-mail: epmelin@hafsamx.org
Nadia Nedjah, State University of Rio de Janeiro, Rio de Janeiro, Brazil
e-mail: nadia@eng.uerj.br
Ngoc Thanh Nguyen, Wroclaw University of Technology, Wroclaw, Poland
e-mail: Ngoc-Thanh.Nguyen@pwr.edu.pl
Jun Wang, The Chinese University of Hong Kong, Shatin, Hong Kong
e-mail: jwang@mae.cuhk.edu.hk
Editors
Advances in Usability,
User Experience and
Assistive Technology
Proceedings of the AHFE 2018 International
Conferences on Usability & User Experience
and Human Factors and Assistive Technology,
Held on July 21–25, 2018,
in Loews Sapphire Falls Resort at Universal Studios,
Orlando, Florida, USA
123
Editors
Tareq Z. Ahram Christianne Falcão
University of Central Florida Catholic University of Pernambuco
Orlando, FL, USA Boa Viagem, Pernambuco, Brazil
This Springer imprint is published by the registered company Springer International Publishing AG
part of Springer Nature
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Advances in Human Factors
and Ergonomics 2018
v
vi Advances in Human Factors and Ergonomics 2018
(continued)
Advances in Artificial Intelligence, Software Tareq Z. Ahram
and Systems Engineering
Advances in Human Factors, Sustainable Urban Jerzy Charytonowicz and Christianne
Planning and Infrastructure Falcão
Advances in Physical Ergonomics & Human Ravindra S. Goonetilleke and Waldemar
Factors Karwowski
Advances in Interdisciplinary Practice in WonJoon Chung and Cliff Sungsoo Shin
Industrial Design
Advances in Safety Management and Human Pedro Miguel Ferreira Martins Arezes
Factors
Advances in Social and Occupational Ergonomics Richard H. M. Goossens
Advances in Manufacturing, Production Waldemar Karwowski, Stefan
Management and Process Control Trzcielinski, Beata Mrugalska, Massimo
Di Nicolantonio and Emilio Rossi
Advances in Usability, User Experience Tareq Z. Ahram and Christianne Falcão
and Assistive Technology
Advances in Human Factors in Wearable Tareq Z. Ahram
Technologies and Game Design
Advances in Human Factors in Communication Amic G. Ho
of Design
Preface
vii
viii Preface
potential solutions in creating good designs for all. The book is organized into nine
sections that focus on the following subject matters:
Section 1: UX Evaluation and Design Thinking
Section 2: Human Machine Interfaces
Section 3: Usability Evaluation and User-Centered Design
Section 4: Virtual Reality and Interaction Design
Section 5: User Experience in Healthcare and Learning
Section 6: User Experience and Visualization in Automotive Industry
Section 7: Eye Tracking and Visualization
Section 8: Assistive Technology and Design Solutions
Section 9: Assistive Design Solutions and Prosthetic Environments
This book will be of special value to a large variety of professionals, researchers,
and students in the broad field of human–computer interaction, usability engi-
neering, and user experience research, who are interested in feedback of devices’
interfaces (visual and haptic), user-centered design, and design for special popu-
lations, particularly the elderly.
Each section contains research papers that have been reviewed by members
of the International Editorial Board. Our sincere thanks and appreciation to the
board members as listed below:
Assistive Technology
xi
xii Contents
1 Introduction
Along with the rapid growth of technological innovations and new emerging product
concepts, prototyping in early development stages increasingly gains importance.
Especially for novel technologies such as Augmented Reality (AR), Virtual Reality
(VR) or in general the Internet of Things (IoT), design heuristics and previous expe-
rience are limited. Therefore, an early and valid evaluation of product feasibility and
sustainability becomes ever more important [1]. Furthermore, the evaluation of such
innovative products often emphasizes new experiential factors of product use [2], such
as consequences of a product’s use on its user’s social contexts [3]. For example,
whether new services such as AR functionality in shop windows will actually be
successful on the market, does not only depend on technical feasibility and usefulness,
but also very much on the experiential value that people will see in the service.
The assessment of such prospective user experiences through prototypes, repre-
senting the product concept, does not necessarily require prototypes of high fidelity.
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 3–14, 2019.
https://doi.org/10.1007/978-3-319-94947-5_1
4 L. Christoforakos and S. Diefenbach
With the term prototype fidelity, we refer to the prototype’s similarity to the final
product, as proposed in the definition of prototype fidelity by Hochreuter and col-
leagues [4]. Studies show that for a general evaluation of a product idea, products
focusing on experiential components can be prototyped validly using low-fidelity
methods, which in many ways have only little similarity to the product itself [3, 5].
Even without a tangible product representation, prototypes in the form of narrative
representations through texts or storyboards can provide helpful insights, as during
early development phases the envisioned experience is more essential than usability
issues. Thus, many companies make use of low-fidelity prototypes as an approach of
early and cost-efficient prototyping [6]. In general, prototypes may support different
purposes within the product development process. This may include ideation and idea
generation, demonstration and communication, thereby keeping stakeholders involved
in the development process or acquiring new costumers, as well as prototypes as a basis
for the evaluation of product concepts [7]. Regarding the latter, low-fidelity prototypes
might come with crucial challenges, complicating the interpretation of User Experience
(UX) evaluation results. For example, studies indicate that when using low-fidelity
prototypes in evaluation studies, participants tend to idealize the product idea according
to their personal imagination and aspiration, resulting in a more positive but biased
evaluation [3, 8]. Typically, these studies compared product evaluation based on dif-
ferent prototyping methods of the same product idea and measured product evaluation
based on first-impression or visual attractiveness. Though based on the contrast of
single dimension’s fidelity (e.g., visual refinement of the user interface), such findings
must be taken seriously. If participants are evaluating the product concept based on a
personal imaginary vision of the product, which may differ from person to person and,
even more importantly, may also differ from the later developed product, it becomes
difficult to interpret the evaluation results and asses the concept’s actual potential.
Hence, it is of essential importance for UX research to advance these first insights and
take a closer look at the phenomenon of idealization tendencies in UX evaluation at
early concept stages and asses the consequences for the same product’s evaluation at a
later development stage. Prior findings imply that product expectations play an
important role in customer satisfaction [9–11]. Thus, product evaluations based on low-
fidelity prototypes might affect product evaluation at a later development stage.
This study aims to explore how prototype fidelity influences users’ reactions to a
product concept represented by a prototype as well as the same product concept at a
later development stage. Hereinafter, we summarize previous research on idealization
tendencies in low-fidelity prototyping by Sauer and Sonderegger [8] as well as
Diefenbach and colleagues [3] and derive our hypotheses. Afterwards, we present an
experimental study conducted to advance these findings by systematically manipulating
prototype fidelity. Finally, we discuss implications of our findings for UX research and
product development.
Idealization Effects in UX Evaluation at Early Concept Stages 5
2 Related Research
Mixed Fidelity. Prototype fidelity, namely the similarity between a product concept’s
prototype and its final version [1, 12] is often used for prototype categorization, and a
broad differentiation between high and low fidelity prototypes (e.g., functional proto-
type versus paper prototype). While in general, low-fidelity prototypes are not very
similar to the final product, high-fidelity prototypes have many similarities to the
products they represent. If closely considered, however, the differences between pro-
totypes are more complex than the simple “high versus low”- differentiation suggests.
In fact, prototypes can have varying fidelities depending on the considered product
aspect, which is expressed in the mixed fidelity concept by McCurdy et al. [1]. While a
website prototype might look like the final product and have a high fidelity in its
visualization, it might be a marketing-screen without functionalities, thus being low-
fidelity in this aspect. To acknowledge this complexity, Hochreuter et al. [4] pick up the
work of McCurdy et al. [1] and Lim et al. [12] and propose the filter-fidelity-model [4]
that sees prototypes as filtering specific product dimensions. Based on this, every
prototype can be characterized by its filter-fidelity-profile, specifying its fidelity
regarding the dimensions appearance, data, functionality, interactivity and spatial
structure. A textual prototype, namely a narrative representation of a product concept
describing the product and its use through a specific scenario, has a low fidelity
regarding many dimensions, as it only describes appearance, data, functionalities,
interactivities and spatial structures but does not materially embody them.
Fidelity and Evaluation Insights. Many studies discuss the appropriate fidelity level
in view of valid prototyping. Findings show that low prototype fidelity does not
necessarily reduce evaluation insights, as for example the same usability issues were
revealed using a paper-prototype as by using a finalized product [13]. Similarly, Walker
et al. [5] compared different prototyping methods (paper vs. computer display) as well
as the general prototype fidelity (low vs. high) in the development of an online-banking
website and did not find a significant difference in the detected usability issues of the
product. Some studies even show advantages of low-fidelity compared to high-fidelity
prototyping. Whereas with high-fidelity prototypes subjects’ attention might be caught
by currently irrelevant prototype details and lead to confiding insights [14], low-fidelity
prototypes can support the focus on single product aspects, thus leading to more valid
results to be clearly affiliated to certain product aspects. Furthermore, prototyping with
low-fidelity has the potential to motivate subjects in engaging with product details, as it
might stir up curiosity by presenting only few product components [7]. Thus, low-
fidelity prototyping has great potential regarding early evaluation of innovative prod-
ucts’ success potential as it allows time- and cost-efficient but valid insights.
Idealization Tendencies at Early Stage Low-Fidelity Prototyping. Other studies
highlight undeniable challenges of low-fidelity prototyping. Sauer and Sonderegger [8]
and Diefenbach et al. [3] have found subjects’ idealization tendencies when confronted
with low-fidelity prototypes, meaning that subjects idealize product concepts, as they
perceive only few product components. For example, Sauer and Sonderegger [8]
evaluated product concepts of two different mobile phones which were first represented
6 L. Christoforakos and S. Diefenbach
by two varying paper-prototypes and then two varying final products. Obvious dif-
ferences in visual attractiveness in the final products were not detected in the evaluation
based on paper-prototypes, suggesting that subjects may have idealized the low-fidelity
representation according to their ideal imagination. Diefenbach et al. [3] used varying
prototyping methods (e.g. textual prototype, comic-story, video) to collect evaluations
of a product idea. Results showed that the lower the prototyping method’s fidelity, the
more positive the evaluation was, implying that not only might subjects use their
imagination more with low- rather than high-fidelity prototypes, but that they probably
also idealize product concepts more, the lower the prototype’s fidelity is, respectively
the less they know about the product.
Interpretation of Idealization Tendencies in Light of Psychological Theory. The
found idealization tendencies in UX evaluation comply with psychological research
such as the control theory [15], positing that people strive for explicability, pre-
dictability and suggestibility and implying that an evaluation task with more freedom of
imagination will be preferred to a more restrictive one [15]. Thus, people might react
more positively to low-fidelity than high-fidelity prototypes, since they feel freer in
imagining the final design. On the other hand, goal setting theories such as the high-
performance-cycle [16] state that the more specific tasks are set, the more motivated
people are to solve them and the likelier they will be solved. Comparing low-fidelity
prototyping to a more unspecific task than high-fidelity prototyping could imply that
people will be less motivated when confronted with a product evaluation based on a
low-fidelity prototype than a high-fidelity one, so that high-fidelity prototypes should
be rated more positively. Furthermore, previous studies regarding the expectancy
disconfirmation theory [10, 11] have shown that the more people’s expectations of
products are confirmed or positively disconfirmed, the more positively these products
are evaluated. The more negatively such expectations are disconfirmed, the more
negatively the relevant products are evaluated [9]. Accordingly, low-fidelity prototypes
leading to idealizations tendencies regarding the product concept might not be very
beneficial for stakeholders’ satisfaction with the final product.
Altogether, considering the crucial consequences of possible idealization effects for
prototyping validity, it is essential to examine the generalizability of these findings and
explore possible countermeasures. In addition, extended research insights could offer
guidelines regarding when to use which level of prototype fidelity and maximize the
potential of low-fidelity prototyping as a valid method for early and cost-efficient
evaluation, especially for currently trending innovational technologies.
3 Hypotheses
Based on the above described HCI studies on idealization tendencies [3, 8] and psy-
chological approaches such as the control theory [15] and expectancy disconfirmation
theory [10, 11] we hypothesize the following:
H1: Variations in prototype fidelity come along with variances in product evalu-
ation. This includes (H1a) the global product evaluation, i.e., a “bad-good” rating of
the product concept as well as (H1b) product purchase intention, whereby we
Idealization Effects in UX Evaluation at Early Concept Stages 7
assume (H1c) the relation between prototype-fidelity and product purchase intention
to be mediated through global product evaluation.
H2: The higher the perceived similarity of product concepts based on two proto-
types is, the more positive the product evaluation based on the second prototype
will be. More specifically, we assume that (H2a) the higher a textual prototype’s
fidelity is, the higher the perceived similarity of product concepts after confrontation
with a second photograph-prototype will be. Also, the higher the perceived simi-
larity of product concepts based on the two prototypes (textual prototype,
photograph-prototype) is, the more positive (H2b) the global product evaluation as
well as the as (H2c) the product purchase intention based on the second prototype
(photograph-prototype) will be, whereby we assume (H2d) the relation between the
perceived similarity and the product purchase intention to be mediated through
global product evaluation.
4 Study
Our study’s aim was to advance the findings of idealization tendencies in low-fidelity
prototyping and consider possible consequences of low-fidelity prototyping regarding
global product attributes. Thus, our research question is how prototype fidelity affects
users’ reactions to a product concept represented by a prototype and respectively the
same product concept at a later development stage regarding global product evaluation.
4.1 Methods
Participants. Two hundred fifty-five participants (175 female) aged between 17 and
69 (M = 28.57; SD = 11.03) were recruited through social media as well as an
information-platform of the Ludwig-Maximilians-University. The study’s aim was
presented as an exploration of innovative product ideas and incentives of Amazon gift
coupons between ten and fifty Euros were raffled among all participants.
Experimental Design. We conducted an experimental study with textual prototype
fidelity as experimental factor and global product evaluation, product purchase inten-
tion and perceived product similarity as dependent measures to test our hypotheses. In
addition, we surveyed visual attractiveness for exploratory analyses. Textual prototype
fidelity was varied at three levels (low fidelity, medium fidelity and high fidelity). The
product concept we used to assess the effect of prototyping fidelity was the money-
saving plant. Its intention is to support its users in saving a specific amount of money
within a defined time frame. One can water the plant by inserting coins in the plants
crock and therefore causing a container to water the plant, creating and supporting
feelings of competence and pride in its users. A basic motivation for choosing espe-
cially this product was focusing on a concept with many experiential aspects, such as
the feeding of the plant and the achievement of the long awaited goal of money-saving.
This allowed studying UX evaluation beyond solidly visual product components.
Another reason was its missing existence on the market in order for subjects not to have
8 L. Christoforakos and S. Diefenbach
a prior mental representation of it, possibly impairing results’ validity. The textual
prototypes described the plant and characteristic situations of use in various fidelity
levels. They were created based on a systematic procedure of continuously increasing
the fidelity regarding the data dimension according to Hochreuter et al. [4] describing
product details regarding visual, functional and usage components. After evaluating the
concept based on the textual prototype, participants were confronted with a second
prototype of the product. This was the same for participants in all conditions, i.e., a
photograph-prototype (see Fig. 1). It included a picture of the plant and a mock-up of
the according smartphone-application, representing the product idea at a later stage of
development. Thus, the time of UX measurement (t1: after textual prototype, t2: after
photograph prototype) built a second experimental factor, realized within subjects.
4.2 Results
Table 1 lists the descriptive data of product evaluations for the three fidelity conditions.
Table 1. Descriptive data of product evaluation for low (n = 86), medium (n = 82) and high
(n = 84) fidelity of textual prototype.
Experimental condition: fidelity of textual
prototype
Measure and time of measurement Low M(SD) Medium M(SD) High M(SD)
t1: After textual prototype
Global product evaluation 5.56 (1.37) 5.07 (1.39) 4.92 (1.53)
Product purchase intention 3.24 (1.23) 2.61 (1.21) 2.73 (1.28)
Product visual attractiveness 3.37 (1.01) 3.05 (1.08) 3.10 (1.08)
t2: After photograph prototype
Global product evaluation 5.59 (1.38) 5.18 (1.43) 5.26 (1.39)
Product purchase intention 3.33 (1.31) 2.71 (1.29) 2.80 (1.30)
Product visual attractiveness 2.97 (1.51) 2.51 (1.29) 2.80 (1.28)
Perceived similarity of product concepts 3.09 (1.01) 3.01 (1.06) 3.05 (1.14)
Fig. 2. Beta coefficients for mediation model of the relationship between prototype fidelity and
product purchase intention at t1 through global product evaluation. Values in parentheses
represent total effects. Note: *p < .05, **p < .01, ***p < .001.
5 Discussion
Main results showed that the lower the textual prototype fidelity was, the more positive
was the global product evaluation and the higher was the product purchase intention.
The latter relation was mediated through global product evaluation. Textual prototype
fidelity did not have a significant effect on perceived similarity of product concepts
based on the two prototypes at different times of measurement (textual prototype,
photograph-prototype). Nor did we find a significant relation between perceived sim-
ilarity of product concepts based on the two prototypes (textual prototype, photograph-
prototype) and global product evaluation after perception of the second prototype
(photograph-prototype), yet we did with product purchase intention.
The results of our study support the phenomenon of idealization tendencies in low-
fidelity prototyping according to previous studies [3, 8] and are compatible with the
theoretical approach of the control theory [15]. The fact that the found idealization
Idealization Effects in UX Evaluation at Early Concept Stages 11
tendencies are not only based on global product evaluation but also on product purchase
intention, could be a sign of robustness of the effect as product purchase intention
implies planned behaviour. The results showing no significant variance in visual
attractiveness depending on the condition of textual prototype fidelity imply that the
effect might reach beyond visual product components and therefore be generalizable to
global product evaluation. Furthermore, the effects of prototype fidelity on global
product evaluation and product purchase intention remain significant after the percep-
tion of both prototypes. Also, there is no significant within-subjects variance in global
product evaluation or product purchase intention between the prototype perceptions.
These findings further support the significance of the effect of prototype fidelity.
Moreover, results imply that perceived similarity between product concepts based
on prototypes in various stages of product development might not depend on prototype
fidelity. Based on our findings on idealization tendencies in low-fidelity prototyping, a
possible explanation could be that certain product components first shown in the
photograph-prototype were already imagined when confronted with the low-fidelity
prototype. Such an effect could have erased differences in perceived similarity between
the prototypes. According to the hindsight-bias [17], another possible explanation
could be that participants viewed the product at its more developed stage as having
been predictable after seeing the photograph-prototype. This would have erased
between-subject differences in perceived similarity of the prototypes.
Following the expectancy disconfirmation theory [10, 11] the positive relation
between perceived similarity of product concepts based on the prototypes and product
purchase intention could be explained through confirmation or positive disconfirmation
of expectations having a positive effect on product satisfaction [9]. This phenomenon
might explain the positive effect of perceived product similarity based on the two
prototypes on product purchase intention. This relation not being significant for global
product evaluation might be an issue of personal involvement [18, 19] as a global
product evaluation measured through the 7-point “bad-good”-item probably comes
with less involvement than self-disclosure about wishing to possess a product, mea-
sured through product purchase intention.
In sum, we could advance findings regarding the phenomenon of idealizations
tendencies in low-fidelity prototyping [3, 12]. It seems that choosing a low fidelity in
early stage prototyping can positively affect purchase intentions of potential users. Yet,
such a phenomenon might negatively influence prototyping validity. Furthermore,
choosing a low fidelity in early stage prototyping might negatively affect peoples’
reactions regarding the same product concept at later stages of development. Still,
interpretations resulting from our results concern prototyping as means of evaluation
and should be accepted with reservation for different prototyping purposes.
6 Limitations
Along with innovative technologies facilitating novel product concepts with only few
existing design heuristics, early stage prototyping becomes increasingly important. Yet
findings show that to collect valid results and thus ensure a cost- and time-efficient and
respectively sustainable product development process, the choice of prototyping
method and fidelity is essential [3, 8, 12].
In this paper, we showed that prototype fidelity can influence user’s reactions
regarding a represented product concept and respectively the same product concept at a
later stage of development. Namely, low-fidelity prototypes can lead to people ideal-
izing product concepts. This can have negative consequences regarding the validity of
prototyping insights as well as stakeholders’ later satisfaction with the final product.
Yet, low-fidelity prototypes have great potential in validly evaluating a product
concept’s success potential without even representing the final product in a tangible
manner [3]. Therefore, further research and practical experience is needed to find
countermeasures for the mentioned, possible negative consequences of low-fidelity
prototyping and maximize its potential for an effective, efficient and innovative process
of product development. Given that technological advances allow innovative ways to
envision and design new kinds of positive experiences, the question of early UX
evaluation and validity of prototyping will gain ever more importance.
Acknowledgments. Part of this research has been funded by the German Federal Ministry of
Education and Research (BMBF), project ProFI (FKZ: 01IS16015).
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Heuristic Evaluation for Mobile Applications:
Extending a Map of the Literature
1 Introduction
Given the proliferation of mobile devices in our everyday lives, exploring approaches
that allow for an effective, holistic usability evaluation of mobile applications is an
exciting area of research. To achieve this, one of the usability evaluation methods that
might be used by the Human-Computer Interaction (HCI) community is heuristic
evaluation [1]. During a heuristic evaluation, one or more usability experts evaluate an
application using a set of guidelines [2], with the recommended number of evaluators
being three to five [3]. In addition to being an inexpensive, relatively fast, and effective
way to surface usability issues, heuristic evaluation is also holistic in nature, allowing
the evaluation of a full application across the entire product design and development
life cycle. This mitigates two of the weaknesses of usability testing, namely the ten-
dency to be narrow in focus [4], and that the method can only be used relatively late in
the software development life cycle [5].
These strengths lend heuristic evaluation to the usability evaluation of mobile
applications. Yet, there are extensive dissimilarities between the desktop-based soft-
ware and websites of the early 1990s, which heuristic evaluation was designed for, and
the mobile applications of today. This presents a challenge for HCI researchers, edu-
cators, and practitioners [6, 7]. To that end, there has been considerable interest in
defining heuristics for mobile technologies [8–12].
Two informative research papers from Salgado et al. [13, 14] have extensively
mapped these mobile heuristic sets. Based on a mapping of the literature, Salgado
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 15–26, 2019.
https://doi.org/10.1007/978-3-319-94947-5_2
16 G. Joyce et al.
et al. [13] conclude that heuristic evaluation is commonly applied to mobile tech-
nologies, with traditional heuristics from Nielsen and Molich [1] being the most uti-
lized. As this conclusion was based on a mapping of the literature, it is possible that the
conclusion may only apply to the academic HCI community. Secondly, Salgado et al.
[14] suggest that traditional heuristics [1] may be generic enough to be effective in
surfacing usability issues within different contexts, including mobile technologies, yet
this was not empirically tested. To that end, the authors wish to take the work of
Salgado et al. [13, 14] further by addressing the following research questions:
• RQ1. To what extent is heuristic evaluation used by HCI practitioners when
evaluating the usability of mobile applications?
• RQ2. Are Nielsen’s heuristics as effective in surfacing usability issues within
mobile applications as sets of heuristics designed specifically for mobile?
2 Theoretical Background
Usability guidelines, including heuristic evaluation, are essentially checklists for HCI
experts. Therefore, the theoretical lens through which this work is viewed is that of
Michael Scriven, one of the well-known theorists of program and product evaluation.
Scriven [15] has argued that checklists allow evaluators of all experience levels to
remember all elements of an evaluation. Without the list, the theorist suggests that
novice and experienced evaluators will overlook key areas during an evaluation.
Further, Scriven [15, p. 4] states that “checklists can contribute substantially…to the
validity, reliability, and credibility of an evaluation”.
Yet, Scriven [15] also urges caution—the theorist contends that checklists, and thus
sets of heuristics, need to add value, but also be easy-to-use. Therefore, if a list of
heuristics is too long, or any of the individual heuristics are too verbose, the entire list
can be impractical to use. Indeed, unworkable lists of guidelines are not uncommon.
During the 1980s, as early user interfaces were being developed, standard usability
guidelines were needed [16]. However, initial sets of usability guidelines were unus-
able and costly to implement [17]. For instance, one set alone contained 944 guidelines
[18]. In a bid to cut costs and allow sets of usability guidelines to be easier to work
with, researchers began to define shorter sets of guidelines that addressed the most
common issues, such as heuristic evaluation [1] and cognitive principles [19]. Today,
expert-based usability inspection methods are well established. In particular, heuristic
evaluation is popular as it is widely known for being fast, inexpensive, and easy-to-
learn [20], and for the ability to find more usability problems compared to other
usability evaluation methods [21].
As with any usability evaluation method, heuristic evaluation is not without
detractors. Several HCI researchers have argued that results from heuristic evaluation
are too subjective [22]. This claim has been counter-argued, however, whereby other
researchers have suggested that this difference in perspective enables the discovery of
more diverse usability issues [23]. Additionally, despite the suggestion that heuristic
evaluation may not be as effective as it claims [24], the method remains popular for
desktop-based web applications.
Heuristic Evaluation for Mobile Applications 17
As mobile devices become prevalent, Nielsen’s [25] set of heuristics might also be
used to evaluate the usability of mobile applications. However, researchers have argued
that the heuristics need to be modified before they can be used for this purpose [26–28].
To that end, several sets of heuristics have been defined to evaluate the usability of
mobile technologies, each of which have focused on different areas of mobile usability.
The research undertaken by Salgado et al. [13, 14] is important to the HCI community
in that it extensively maps these sets of heuristics. This paper simply extends that work.
3.1 Approach
To address the first research question, namely, to what extent is heuristic evaluation
used by HCI practitioners when evaluating the usability of mobile applications, 16
semi-structured interviews were conducted. This surpasses the number of interviews
suggested by Kuzel [29], who recommends six to eight interviews should a sample be
homogenous. The interviews were held over two rounds several months apart, with ten
participants in round one (5 male, 5 female), and six participants in round two (2 male,
4 female).
To ensure the validity of the findings, the sampling techniques chosen were pur-
posive, systematic, stratified, and snowball sampling [30]. The initial non-probability
sampling technique, purposive sampling, helped to ensure that the sample chosen had
experience within HCI. This was achieved by conducting the semi-structured inter-
views of HCI practitioners at the UXPA conference in Boston, Massachusetts on May
15, 2015 [31]. Subsequent probability sampling removed bias by interviewing every
tenth attendee (systematic sampling) based on gender (stratified sampling). Following
this, only qualitative data from participants with experience in mobile HCI were
analyzed. Consequently, the interview transcript from one participant was excluded
from the analysis as the participant had no experience of mobile HCI. In addition, even
though the participant was attending a HCI/UX conference, the participant’s role was
primarily a software engineer. Further, to ensure the reliability of findings, three of the
participants from the first round were invited back for the second round of interviews
conducted on September 1 and 2, 2015. The answers given in round two were cross-
checked with the answers given in round one to ensure consistency. Each of the three
returning participants was also requested to invite an HCI colleague (snowball sam-
pling) to participate in the second round of interviews. The level of experience of the 15
remaining interviewees, both in terms of general Human-Computer Interaction and
mobile Human-Computer Interaction, is shown in Table 1.
Framework analysis [32] was employed to analyze the data, as it is commonly used
to analyze interview transcripts [33]. This analysis method follows a standard thematic
analysis [34], with the main difference being that the data is placed in a matrix, where
patterns can clearly be recognized. During the implementation of framework analysis,
thematic categories were defined within Nvivo 10 based on the interview questions and
probes. Interview participants were labelled P1 to P13, with P3, P8, and P10 having
18 G. Joyce et al.
been interviewed twice, and P6 being removed from the analysis. Case nodes were then
created, based on individual participants. This allowed the analysis of interview data on
a case-by-case and a thematic basis. As is common within framework analysis, matrix
headings initially reflected interview and probing questions. As the analysis continued,
the matrix was re-coded multiple times to reflect emerging themes.
P1: “Nothing is better than user testing in front of the actual people it’s intended for.”
P8: “[I] use prototyping, then we show it to users” and “You know what I did on mobile
applications were more like usability studies.”
P9: “We were more interested in looking at our audience to see what our audience would think
about an application than an expert review.”
4.1 Approach
To address the second research question, are Nielsen’s heuristics as effective in surfacing
usability issues within mobile applications as sets of heuristics designed for mobile, the
usability of a mobile travel app from a well-established provider was evaluated. The
heuristic evaluation was conducted using three sets of heuristics by six HCI practitioners
in a within-subjects study (2 male, 4 female). This surpasses the recommended five HCI
evaluators [3]. The experience level of the evaluators is shown in Table 2.
The three sets of heuristics selected for comparison, were Nielsen [25] (slightly
modified from Nielsen and Molich’s traditional set to account for websites [1]), Bertini
et al. [10], and Joyce et al. [36]. This allowed for the comparison of the number of
usability issues found by Nielsen’s [25] heuristics, which were not defined for mobile
applications, against two sets of heuristics which were defined for mobile applications.
The reasoning behind the choice of the other two sets of heuristics was that Bertini
et al. [10] developed one of the first sets of mobile-specific heuristics, and Joyce et al.
[36] defined a set of heuristics for mobile applications, which included heuristics for the
latest mobile technologies. To avoid recognition bias, each set of heuristics was
labelled with a letter: Nielsen-Set A; Bertini et al.-Set B; Joyce et al.-Set C. Further-
more, to avoid learning bias the heuristic sets were counterbalanced for every two
evaluators (Table 3).
In addition to the heuristic evaluation, participants stated which heuristic set they
perceived as the most applicable for mobile applications within a post-evaluation
survey. Counterbalancing the heuristic sets, therefore, guarded against recently bias
within the survey.
A one-tailed Friedman test (a = 0.05), however, suggested that the actual difference
between the number of usability issues found was only significant at X2(2) = 3.739,
p = 0.077. This could be due to the small number of evaluators as statistical signifi-
cance is easier to achieve with larger sample sizes [37]. Indeed, G*Power [38] suggests
that 28 evaluators might have been more applicable if a parametric test was used with
the significance level was set at 5% (a = 0.05), a medium effect size was sought
Heuristic Evaluation for Mobile Applications 21
(Cohen’s f = 0.25), and statistical power was high (1−b = 0.8). To that end, this study
seems to have been underpowered. Arguably, while researchers have recruited this
number of evaluators for a heuristic evaluation [12], it does not reflect a real-world
scenario, given that the recommended number of evaluators for a heuristic evaluation is
three to five [3].
Based on their mapping of the literature, Salgado et al. [14] suggest that the number
of evaluators is generally three. During our interviews with HCI practitioners, the
number of evaluators that participated in heuristic evaluations, regardless of the type of
application being evaluated (e.g. mobile, software, website etc.), was often less:
P1: “I have done it on my own. No one is going to do the test again”
P3: “One or two people”
P8: “Usually, it’s a one-man show….evaluation”
P9: “We would have one person do it”
Subsequently, it could be argued that Salgado et al. [14] are correct—It matter little
which heuristic sets are used when evaluating the usability of mobile applications.
Another viewpoint, however, might be that practical significance may be more
important than statistical significance. Practical significance, in this case, consists of
three parts. First and foremost, the perception that a set of heuristics is more applicable
toward a specific domain could increase the sense that the heuristics contribute more
substantially “to the validity, reliability, and credibility of an evaluation”, as per
Scriven’s [15, p. 4] theory. The results of the post evaluation survey indicated that
evaluators considered the heuristic set from Joyce et al. [36] as being most applicable
for mobile applications.
22 G. Joyce et al.
Secondly, even if statistical significance is not achieved, any difference between the
number of usability issues found would be detected by effect sizes. As illustrated by
Vacha-Haase and Thompson [39, p. 473], effect sizes should be reported for every
statistical study, even for results that are not statistically significant, as “statistical
testing cannot evaluate result importance”. This is supported by Durlak [40, p. 917]
who contend that “There is no straightforward relationship between a p-value and the
magnitude of effect”. To that end, a post hoc analysis with Wilcoxon signed-rank tests
was conducted. A Bonferroni adjustment was applied, which was set to p = 0.025, as
we were only interested in the results of Bertini et al. [10] vs. Joyce et al. [36], as well
as Nielsen’s [25] vs Joyce et al. [36]. Based on Pearson’s Correlation Coefficient r, a
large effect size was evident between the number of usability issues found by Bertini
et al. [10] vs. Joyce et al. [36], Z = 1.802, p = 0.036, r = −0.520. In contrast, the effect
size between Nielsen’s [25] vs. Joyce et al. [36] was small, Z = 0.422, p = 0.337,
r = −0.122 While this study may have been underpowered, the effect size in regard to
the difference in the number of usability issues between Bertini et al. [10] vs. Joyce
et al. [36] may indicate that the choice of heuristic sets is important.
Finally, the types of issues surfaced are an essential consideration. Given the
Universal nature of Nielsen’s [25] heuristics, evaluators surfaced several issues that
might be relevant to any type of user interface. However, evaluators also documented
several issues that are associated more so with desktop-based software and websites
than mobile applications. In addition, several issues applicable to mobile applications
were missed, which were surfaced by the other two sets of heuristics. Moreover, in
some cases, evaluators using Nielsen’s [25] heuristics catalogued mobile-specific
issues within the closest heuristic, even if that heuristic was a poor fit. The next section
contains multiple examples of the points raised above.
Usability Issues Surfaced by Nielsen’s Heuristics:
The heuristic “User control and freedom” was designed to capture issues that allowed
users to “leave the unwanted state without having to go through an extended dialogue”
as well as a call for the support of undo and redo. Yet, an evaluator used it to log a
mobile-specific issue, as no other heuristics within that set were suitable:
P15: “The Done button is on the top-right corner which makes it hard to reach.”
Additionally, mobile application users tend to expect in-context help and tutorials
over traditional online help and documentation [41]. This was reflected in issues raised
for the heuristic “Help and documentation”:
P18: “[I] suggest in-context help.”
P19: “I have no idea where the Help is, or where to find it.”
P14: “You can only see two results at a time. It would be nice to see more results above the
fold.”
P19: “I would need to stop for a moment to read more carefully.”
The heuristic “Aesthetic, privacy and social conventions” surfaced an issue about
privacy that is becoming more important to mobile users depending on the type of data
collected [42]:
P19: “I have connected via my Facebook account, so I am assuming my interactions are being
tracked somewhere, so not private.”
While the heuristic “Good ergonomics and minimalist design” could be clearer in
terms of software, not hardware ergonomics, several evaluators brought up related
issues:
P15: “I couldn’t swipe to navigate even though it looks like it’s swippable.”
P17: “On the map, hotel markers were close together and difficult to target.”
As previously stated, traditional help and documentation are less suited to mobile
application users. Related issues were raised around this with the heuristic “Display an
overlay pointing out the main features when appropriate or requested”:
P18: “It would be ideal to have some contextual help indicators for date range selector.”
P19: “There was no tutorial on how the Reviews work.”
Given the small size of today’s mobile devices, designers should strive to “Facil-
itate easier input”. Several issues surfaced remind us why:
P15: “The keyboard “feels” small, and there is no auto-correct.”
P18: “Target for Room selector seems too small.”
The heuristic “Cater for diverse mobile environments” recognizes that mobile
applications are often used in changing contexts-of-use. While it is difficult to consider
24 G. Joyce et al.
different mobile use scenarios when evaluating a mobile application in lab-like con-
ditions, one evaluator mentioned the following issue:
P19: “I saw no indication of the app change to adapt to various scenarios.”
5 Conclusion
To ensure that HCI community have the right tools to evaluate the usability of mobile
applications, several sets of heuristics have been defined in recent years. Two papers
from Salgado et al. [13, 14] contributed considerably to the literature by mapping these
mobile heuristic sets. The contribution of this work was to further the work of Salgado
et al. [13, 14]. Firstly, the authors of this paper set out to discover if the claim that
heuristic evaluation is commonly applied to mobile technologies was also applicable to
HCI practitioners, not just academic HCI researchers. Secondly, the authors set out to
empirically test the suggestion that Nielsen’s [25] heuristics may be generic enough for
mobile technologies.
To address the claim that heuristic evaluation is commonly applied to mobile
technologies, 15 semi-structured interviews were conducted with HCI practitioners.
Few HCI practitioners of those interviewed used heuristic evaluation to evaluate the
usability of mobile applications. The primary reasons given were that heuristic eval-
uation was not normally associated with mobile applications, usability testing with
representative users was often considered good enough, and good design was perceived
as enclosing heuristics. While this research does not attempt to generalize across the
entire HCI population, it calls into question the claim that heuristic evaluation is
commonly applied to mobile technologies.
To empirically test the suggestion that Nielsen’s [25] heuristics may be generic
enough for mobile technologies, six HCI practitioners participated in a within-subjects
study. Based on the results, the authors demonstrate how the types of issues found and
practical significance are importance considerations when deciding upon a set of
heuristics when evaluating the usability of mobile applications.
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Empirical Study on the Documentation Phase
in the Human-Centered Design Process
1 Introduction
2 Related Work
Despite the potential benefits for documenting designs, one trendy opinion is that
designers should focus efforts on activities that directly end up in products, rather than
on documenting designs [1, 2, 4].
Benefits. Documented designs facilitate the process of sign-offs on key deliverables.
Most of the time, stakeholders won’t have time to participate in ideation sessions like
brainstorms, and will only see the final deliverables. Therefore, they expect final
deliverables to convey the rationale of how designs meet user needs [5]. Documen-
tation conveys the key functions of the design to other stakeholders, even when
designers are not available because of differences in location and time zone [8]. Key
components like site maps and task flows help illustrate the big picture of the problem
and identify the scenarios which will be further developed via interactive prototypes
[12]. Documentation helps companies to visualize the design evolution and capture key
decisions made throughout the process. This history helps teams avoid making the
same mistakes again, and provides both continuity and a central reference point, even
as the project evolves [3]. Documentation records the strategic and creative process to
keep teams focused on the problem that needs to be solved, their recommended
solutions, user goals, and guidelines for implementation. It also empowers collabora-
tion and efficient team revisions [5]. Documentation helps set expectations and provide
clarity because the fallibility of human memory means stakeholders often forget small
decisions that took place across numerous meetings. Once we capture those decisions
and review with stakeholders, the documented alignment creates a safety net against
future changes to scope [5]. Documentation helps new team members understand the
design and the decisions around it when they join the project.
Challenges. Despite a designer’s best efforts, documentation may not have enough
information for development teams to start implementation. In these situations, it is
often more efficient for teams to work collaboratively in short, low-fidelity cycles and
receive feedback from all stakeholders [4]. Even when designers try to keep docu-
mentation consistent, maintaining it can be more challenging and time consuming than
creating and improving the design itself. All team members need to tell the same story,
and contribute to the same vision. File-sharing and collaborating on a single source file
always poses a challenge. In addition, designers must tailor deliverables specifically for
audiences, but struggle to meet varied stakeholders’ needs and expectations with a
single document [3, 9, 10]. Because design deliverables cannot be “shipped” and
documentation comments can be embedded in the product’s code, some thought UX
leaders argue that separate documentation is a waste of time.
Lean UX. In Agile, and more recently in Lean UX methodologies, some authors
consider documentation an overhead to the design process. Agile teams iterate swiftly
during product development and don’t often refer to outdated design artifacts from
previous sprints. The end user’s experience is ultimately what matters, and design
documentation—a literal description, rather than the experience itself—diverts effort
from solving real design problems [4].
Empirical Study on the Documentation Phase 29
The authors also argue that once the prototype is built and shared with the team—
along with the flows, user motivations, and design reasoning—any further explanation
developers need can be achieved with collaboration. Designers don’t need to spend six
weeks creating massive requirements documents. Instead, a prototype explains inter-
actions more clearly and succinctly, and it illustrates more accurately how users will
experience the product. It drives more insightful discussions among teams and can be
tested directly with users. Moreover, research teams can leverage the prototype for user
testing [4, 9].
On the other hand, some authors argue that designers should not measure the
benefits of documentation solely by the time spent to create it, but rather on its ability to
expose design problems and articulate goals in writing [5]. Moreover, Lean UX focuses
strictly on the design phase of the software development process [4]. But to be suc-
cessful with Lean UX, the teams need strong collaboration. In an ideal world, the teams
are always collocated or available via real-time communication tools. But the reality is,
when stakeholders and design teams only have cumbersome communication methods
like email available or infrequent access to each other, Lean UX cannot function
properly. This is especially true for many companies that are distributed across multiple
locations [4].
Considering both the benefits and the challenges of documenting designs, we
rethought our process and considered ways to make our documentation more efficient,
less time-consuming to create, and more useful to various stakeholders.
Identifying an opportunity to better understand their needs and expectations for our
design specifications, we scheduled a focus group with some stakeholders that we
describe in the next section.
3 Methodology
We ran a focus group with different audiences that consume our documentation often
enough to give us meaningful feedback.
We conducted two focus groups on July 25, 2016. We uncovered results around
two main points: how participants use the documentation and how we could improve it.
Seven senior practitioners in Development (3) and Quality Assurance (4), aged 30
to 55 years, female (2) and male (5), working at Kronos, participated in this study. We
divided participants into two groups by their area of expertise because we wanted to
understand the different needs of each team.
Each focus group lasted an hour and a half (1.5 h). We discussed the agenda with
designers ahead of time to make sure we addressed their open questions about docu-
mentation during the focus group. We exposed these questions to both teams of partici-
pants via slides. For each session, we included three facilitators: a moderator, a note-taker,
and a time-keeper. The sessions were recorded through the software GoToMeeting1.
1
GoToMeeting is a service created by Citrix Systems. It is online meeting software that allows the
user to meet with other users via the Internet in real time.
30 G. Viana et al.
4 Findings
Our research with Developers and Quality Assurance professionals revealed six key
opportunities to improve our documentation.
Interactions are Not Clear. Even though the text was well-written, stakeholders often
struggled to understand the interaction annotations. They explained that supplementing
the document with an interactive prototype would illustrate complex interactions more
clearly.
Time Consuming. Because updates were cumbersome, and thus our turn-around time
for changes was often slow, the design deprecated quickly relative to what the
development team was working on.
Lack of the Big Picture. Even though our documentation included detailed descrip-
tions about the interactions, someone unfamiliar with the product struggled to quickly
understand the product’s core purpose and how the screen flows related to each other
and to the overall system.
Edge Cases. They requested more elaborate explanations and better guidance around
edge cases, as those are the situations where they need the most help.
Component Re-usage Not Clear. Designs lacked clear indications of whether the
components illustrated new functionality vs. ones that other teams had already built and
were eligible for re-use.
Track Changes. Change management proved particularly confusing, so they
requested we find a way to keep them informed of changes in the design.
5 Results
Because of our study, we realized that we needed to make changes not only in our
documentation, but also to our process. We established criteria for re-thinking our
documentation: minimalistic (only the relevant information), effortless (not a lot of
reading, easy to find content), accessible (available to the team anytime), and
development-centered (make the developers’ work easier) [11].
stakeholders on these fundamental details before we even begin any design discovery,
we minimize scope creep and miscommunication around design goals in later phases.
Design Phase: Storyboard. We formalized the Storyboard phase for designers create
interactive prototypes to illustrate how personas perform tasks throughout the product.
The interactive nature clarifies interactions, reduces the amount of text, leads to fewer
misinterpretations, and accelerates our ability to test with users. Developers and QA
now understand the interactions with less reliance on the design team, and devote less
time to reading extensive annotations.
Fig. 1. Table of contents of the new documentation. The documentation now includes a
combination of the artifacts created in the previous phases, the Change History, Brief, Task
Analysis, Wireflows, and the Design Specification, Customizations Options, Dependencies (list
of pattern and re-use of components).
Change History. To track changes, we added a table which includes the version
number, the date, and who created each version of the documentation. We also created
a list of all design projects on a Confluence2 page, enabling all stakeholders to “watch”
the page and receive updates when documentation changes.
2
Confluence is an online team collaboration software.
32 G. Viana et al.
Brief. Documentation includes a summary of the design brief we created during the
Design Kick-Off Phase to remind stakeholders of the personas and main use cases.
Task Analysis. Analyzing and deconstructing the tasks in a complex transactional
product allows us to understand the mental model personas have accomplishing those
tasks. Exposing the task analysis diagram in the documentation clarifies the important
steps and focuses our design on right perspective and priority (Fig. 2).
Wireflows. Similar to a site map for a website, an application wireflow gives stake-
holders a high-level illustration of the relationship between screens. At each step of the
flow, we include a thumbnail of the wireframe, and identify both paths between pages
and dependencies on external content [7] (Fig. 3).
Design Specification. Design specifications comprise the bulk of our documentation.
They describe key elements of each page, and the elements’ interactions and rela-
tionships. They convey information hierarchy, page layout and content, relative
Empirical Study on the Documentation Phase 33
importance of elements, primary actions for users to perform priority tasks, and
responsive behaviors for mobile and tablet versions of the UI. Design specifications
supplement our interactive prototypes, rather than acting as the only source of refer-
ence, so we can eliminate repetitive pages and heavy annotations. We instead focus on
components and reference screens [8].
Customization Options. Our customization options table contains edge cases (errors,
empty states), and outlines configuration options that help Developers and QAs identify
the flexibility the product will need to support.
Dependencies. The dependency reference table identifies the components and content
used within the product, and shows how content from this product will be used across
different products in the larger suite.
With these changes, we have already witnessed some improvements in the team
workflow:
Interactive Screens. Product Owners and other stakeholders appreciate how interac-
tive storyboards let them to simulate real product functionality during presentations to
customers and prospective customers, or even conduct tests to validate workflow and
usability.
34 G. Viana et al.
More Confidence. Developers and QAs are asking designers fewer questions about
straightforward screens that follow standard design patterns. They feel more confident
about what they need to build and they understand interactions correctly right from the
start.
Easier Maintenance. By shifting the focus of documentation, we have reduced the
average number of pages from 150 pages to 50 pages—an improvement of 65%—and
eliminated most of the redundancies. With that, we made the documentation not just
more usable for stakeholders, but easier for our designers to maintain.
6 Conclusion
Acknowledgements. We thank Kronos for the support, and our colleagues who participated in
the study and improvement of our documentation and UX Process.
Empirical Study on the Documentation Phase 35
References
1. Bank, C.: (2016). https://speckyboy.com/guide-ux-design-process-documentation-2/
2. Bank, C., Cao, J.: The guide to UX Design Process & Documentation (2014). https://www.
uxpin.com/studio/ebooks/guide-to-ux-design-process-and-documentation/
3. Brown, D.: Communicating Design: Developing Web Site Documentation for Design and
Planning, 2nd edn., New Riders, Berkeley, CA, pp. 210–230 (2001). ISBN 13: 978-0-321-
71246-2, was 1
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articles.uie.com/artifacts_and_deliverables/. was 2
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documentation-best-practices
12. Unger, R. Chandler, C.: A Project Guide to UX Design: For User Experience Designers in
the Field or in the Making, New Riders, 2 edn. (2012). ISBN-10: 0321815386
13. Miller, E.: (2016). https://www.shopify.ca/partners/blog/improve-your-design-process-with-
these-4-deliverables
14. Unger, R., Chandler, C.: A Project Guide to UX Design: For User Experience Designers in
the Field or in the Making. 2nd edn. New Riders, 19 March 2012, ISBN-10: 0321815386
In Search of the User’s Language:
Natural Language Processing, Computational
Ethnography, and Error-Tolerant
Interface Design
Abstract. Teams draw from many disciplines in working to design usable and
error-tolerant systems. Anthropology is one such field, and ethnographic
methods are often used and modified for this purpose. Linguistics expertise is
commonly described as helpful; however, Natural Language Processing
(NLP) and Computational Linguistics (CL) methods have rarely been described
for aiding design efforts. Computational ethnography is described as using large
bodies of data to provide insight into the routine of users for use in subsequent
design efforts. Narrative text is often a subset of this data; NLP/CL methods are
well-matched for analyzing bodies of existing user language. Sharing our pre-
vious and new thoughts on these methods in the facilitation of design team
understanding can contribute to the discussion on computational ethnography.
Both computational ethnography and linguistics can provide insight into error-
tolerant system design.
1 Introduction
Spoken and written language is ubiquitous in health care settings, just as in the larger
world. Language is used to communicate between people and is found in tools and
information sources such as user-facing health information technology and clinical
decision support systems. Deciding on user-facing language in products and systems is
critical and time consuming. In health care systems, designing for error tolerance should
be a priority. Suboptimal language selection, organization, or orchestration has been
reported to contribute to medical and medication errors. Current approaches in selecting
language elements include design team wordsmithing activities, drawing from standard
terminologies, and word burden reduction or decluttering. Language selection can be
evaluated through human-computer interaction evaluations, for example heuristic and
usability evaluations. These approaches are valuable indeed but often capture feedback,
perceptions, and behaviors of only a fraction of potential users. Even with our best
© Springer International Publishing AG, part of Springer Nature (outside the USA) 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 36–43, 2019.
https://doi.org/10.1007/978-3-319-94947-5_4
In Search of the User’s Language 37
Error-tolerant system design is crucial in health care. Wood and Keiras state that error-
tolerant systems should facilitate error prevention, reduction, detection, identification,
recovery, and mitigation [4]. User-facing language elements can facilitate error pre-
vention or in contrast can contribute to error. For example, a seemingly simple med-
ication instruction can be confusing to patients and contribute to a dosing error.
“Take one tablet daily with meals”
Should the patient take one tablet a day with a meal or one tablet with every meal?
How many meals does the patient consume on a daily basis? What if the patient does
not know what “daily” means or misses that word when reading the instructions? If the
patient is not hungry, is a snack sufficient?
Language elements embedded within dialog boxes can also facilitate or impede the
identification and correction of system failures or errors [5]. Because of the abundance
of language elements within health care tools and environments, these elements are
likely to play a greater role in system performance. User variability in terms of clinical
domains, work environments, geographical regions, and native language increases the
challenge of selecting standard user-facing terminologies. Just as it is important to
38 T. Arnold and H. J. A. Fuller
Our intention in this section is to enter and continue the conversation on ethnography
and design and to describe characteristics, whatever the label, in an attempt to increase
our understanding of this complex landscape. As we seek greater understanding, we
look for connections to our work, but we claim no expertise in ethnography. Button
discusses the entry of ethnography in design and the controversy and discussion sur-
rounding the value of these methods [6]. Dourish provides thought-provoking con-
versation on the use of ethnography for design purposes [7]. This is important
discussion and critically relevant to keep in mind as we proceed, but it is not the focus
of this paper. Zheng et al. describe methodologies that they refer to as computational
ethnography, harnessing the flood of big data and its potential for informing design [3].
These naming conventions of ethnography and computational ethnography are reso-
nant of a discussion by Uszkoreit (2009) regarding linguistics and computational lin-
guistics [8]. We are not suggesting an exact match but instead reflecting on the changes
in meaning of words and phrases over time and across disciplines, semantic drift across
disciplines. The methodologies described as computational ethnographic methods
discuss the evaluation of computer logs, screen activities, eye tracking, and motion
capture in the study of everyday activity as a means for informing design. Language is
often an element explored and described in ethnographic work. How might analysis of
user language fit into this computational framework? In a previous discussion, we
described computational means for exploring user language, facilitating language
awareness amongst design team members, and potentially recycling language features
into subsequent design [2]. One goal of this paper is to provide a starting point for a
In Search of the User’s Language 39
The study and evaluation of HCI has long been a multidisciplinary endeavor. Human
factors, sociology, and disciplines included now in the cognitive sciences such as
computer science, anthropology, and linguistics have been instrumental [9]. Nielsen
describes the distillation of usability heuristics from multiple sources [1]. In his anal-
ysis, match between the system and the real world was one of the most crucial factors,
and he specified that the system should speak the user’s language, contain familiar
terms and natural language, and understand the user’s language. General guidance from
web usability is provided by Krug and Redish, such as simplifying, decluttering, and
talking to the user using their words [10, 11]. Johnson simplifies user-centered design
guidance, discussing how terminology should be familiar and task-oriented and how
unfamiliar vocabulary can disrupt reading [12]. He provides guidance in typographical,
formatting, and contrast components that influence readability.
The question remains: What guidance is available specific to the selection of user-
facing language elements in health care and interface design? Similar recommendations
as those provided above exist, such as the value of simplification, the provision of
concise language, and formatting guidance for enhanced readability. HCI evaluations
can provide the context in which the language is used and downstream detection of
confusing language but may only assess a small number of users. Descriptive methods
for informing decisions on initial user-facing language are sparingly provided in the
literature and, when provided, are general in nature. Utilizing NLP methods to explore
bodies of existing user language can be helpful early on during conceptual modeling
and to compliment or evaluate questions brought up during heuristic and usability
evaluations. NLP can complement HCI evaluations by providing an aggregate view of
user language. We attempted to share a glimpse into our approach in exploring user
language by using methods in NLP in a previous paper [2].
This approach can be evaluated for use wherever language is present and is not
restricted to HCI design. We will discuss this approach for our example above that
describes directions on patient-facing prescription labels.
“Take one tablet daily with meals”
Once the training text has been separated into groups and categorization tested, the
remaining body of text can be automatically classified. This classification task can help
identify language elements that we originally missed that refer to “taking with food.”
Language used in these messages can be quantified and their structure analyzed for
themes by looking at different or a combination of language features. If we can identify
which words and phrases are used to indicate that a medication should be taken with
food, then this may help facilitate the selection of less error-prone user-facing language.
We may also like to understand the prevalence of negation within instructions and
avoid this because of reported higher rates of error in interpreting these sentences [14].
Text analysis may also assist in understanding what not to do, which can be just as
important as understanding what to do. For example, when a safety concern is iden-
tified, system designers may wish to alert users of a potential interim solution in an
effort to mitigate risk in the short-term until stronger solutions can be implemented.
One proposed solution is modifications to existing warning messages. In this example,
visualization of the word co-occurrence network (Fig. 1 shows an example) [15] or
auto taxonomy construction can be a valuable tool for the design team in deciding if
modifying existing messages is a viable and safe option. Quantification of and thematic
analysis might show there are several large themes already present, and replacing
existing warning messages might introduce risk. This concept coincides with Dourish’s
point that the most important feature of ethnographic study might suggest “what should
not be built” [7].
In Search of the User’s Language 41
Fig. 1. Example word co-occurrence network for exploring drug comments. This network
visualization was created using PolyAnalyst™ (Version 6.5.2030; Megaputer Intelligence)
6 Conclusion
We present a reflection on our last five years of attempting to interlace the analysis of
user language with NLP methods for informing subsequent user-facing language
selection. An unintentional and beneficial consequence of attempting to expand our
understanding is we finally found a much earlier discussion on this interchange
between HCI and NLP: Ozkan and Paris provide a thoughtful discussion on the pairing
of these two disciplines, how each can benefit, and the limitations of each approach
[16]. Abramson et al. discuss the promise of computational ethnography and the
potential for these techniques to aid in text rich computational inquiry [17]. Equally
important, this exercise catalyzed the gathering of these publications into one place.
These publications describe limitations of the computational ethnographic and lin-
guistic approaches outlined [2, 3, 7, 16] and [17]. For example, challenges exist to
transferring methodological approaches across disciplines, and there are concerns over
the potential to stifle creativity and innovation. Also, the human to human communi-
cation process may just be so different from our interaction with computers that other
42 T. Arnold and H. J. A. Fuller
strategies should be considered [5, 16]. Other limitations or concerns include the
potential of motivating linguistic changes or drift if questionable trust in the system
arises. In addition, our work, although often tedious, may not provide any design
insight. Although, unbeknown at the time, these processes and exploration may provide
pieces of the puzzle for future operational work. Finally, how do we ensure these
activities fall within an ethical imperative? How do we design our work to reduce bias
in the processing of language and ensure we are aware of ethical principles surrounding
these techniques [18]? With the growing use of speech recognition and natural lan-
guage generation in health care, there continues to be a need for designing error-
tolerant systems with language in mind. Balancing design within the complexity of
these dynamic social-technical systems while attempting to maintain and improve
safety within health care systems will continue to be a multidisciplinary challenge.
Acknowledgments. We would like to thank everybody at the National Center for Patient Safety
for their commitment to patient safety. There were no relevant financial relationships or any
source of support in the forms of grants, equipment, or drugs. The authors declare no conflicts of
interest. The opinions expressed in this article are those of the authors and do not necessarily
represent those of the Veterans Administration.
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2. Arnold, T., Fuller, H.J.: Local lexicon extraction and language processing in facilitating
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144 (2003)
In Search of the User’s Language 43
10. Krug, S.: Don’t make me think, revisited: a common sense approach to Web usability.
Pearson Education, San Francisco, California (2014)
11. Redish, J.G.: Letting Go of the Words: Writing Web Content that Works, 2nd edn. Morgan
Kaufmann, Waltham (2012)
12. Johnson, J.: Designing with the Mind in Mind: Simple Guide to Understanding User
Interface Design Guidelines. Elsevier, Amsterdam (2013)
13. Rosenbloom, S.T., Miller, R.A., Johnson, K.B., Elkin, P.L., Brown, S.H.: A model for
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14. Tettamanti, M., Manenti, R., Della Rosa, P.A., Falini, A., Perani, D., Cappa, S.F., Moro, A.:
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(2008)
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Processing, pp. 30–40 (2017)
Disrespectful Technologies: Social Norm
Conflicts in Digital Worlds
Abstract. Social norms are the informal understandings that govern the
behavior within a society and are crucial for the feeling of togetherness and
social cohesion. However, technology-mediated behavior often stands in con-
flict (e.g., parallel smartphone use undermining the norm of full attention for the
conversation partner). Under the umbrella term ‘disrespectful technologies’, the
present research discusses potential conflicts between technology use and social
norms. We present four general types of frequent social norm conflicts, illustrate
these by examples from research in different fields of HCI and a user survey, and
discuss possibilities to address these in design. Altogether, we see the integra-
tion of social norm considerations in the user centered design approach as a
long-term goal in HCI, with important consequences on an individual and
societal level.
1 Introduction
User experience (UX) research and design increasingly shifts its focus on emotional
values and critical constituents of a fulfilling experience of technology use. If con-
sidered from a social dynamics perspective, namely effects of technology-mediated
behavior on interaction between people, an important aspect are subtle side-effects of
technology use and their potential conflicts with social norms. Social norms are the
informal understandings that govern the behavior of society members, i.e., the shared
beliefs regarding appropriate ways to feel, think and behave [1]. As such, they are
crucial for the feeling of togetherness and social cohesion. While usually not being
aware of the many unwritten laws underlying our behavior, one becomes typically
aware of social norms in the case of conflict: if someone behaves in a way, that
contradicts our informal understanding of what is appropriate (e.g., cutting in line,
entering an office without knocking, starting the meal before everybody is at the table).
If closely considered, the gradual development of routines around technology use,
particularly in the field of communication technology often breaks up such established
social norms. A typical example is the commitment to fixed appointments (old norm)
versus the nowadays-convenient last minute cancelling or delay of a date via
WhatsApp. Another example is the increasingly rare commitment of full attention for
the conversation partner, often undermined by parallel smartphone use. Any impulse
from the digital world – a phone call, a push notification, a text message – evokes
instant reaction, independent of how the direct conversation partner may feel if the
attention repeatedly shifts away from an emotional meaningful moment to the
technology-mediated communication. Accordingly, studies already demonstrated that a
silent phone lying on the table has negative impacts on the conversation atmosphere
[2]. In contrast to “full attention for the conversation partner” (old norm), “digital
communication comes first” seems to have become a new norm, especially among
younger users.
The example of technology-mediated activities in parallel to conversation
demonstrates the process of norm erosion and then norm fragmentation within a
society. Some time ago, large parts of the society probably expressed commitment to
the norm of full attention for the conversation partner, aiming to avoid interruptions
through phone calls or messaging and feeling bad about it if it still happened. Over
time, however, some people may have started enjoying this kind of norm-violation and
interruptions of a conversation through the mobile phone. In fact, some may have
discovered the benefits of this habit, e.g., using the smartphone as a welcome retreat or
even scapegoat when the direct conversation partner’s story gets boring. Over time,
these people established a new, alternative norm – at least in their own subculture. It
seems that the formerly norm-violating behavior has become the new norm and “ap-
propriate”. However, since not all members of a society undergo this process of norm
erosion in the same speed – or even not at all, since they do not want to accept the new
behavior described above and give up the established norm – norm fragmentation and
diverging views on what is appropriate can result.
In addition to norm fragmentation resulting from heterogeneous norm erosion,
technology also creates new spaces of interaction for which no norms exist to date.
People may try to find parallels and transfer social norms from the digital world;
however, there is not always an unambiguous parallel. For example, which norms
should apply for chat conversations? Should one consider it a personal face-to-face
conversation, thus having to say goodbye before leaving the (chat) room? Or is it a
non-committal open channel, an occasional meeting zone such as a marketplace, where
people are strolling around, may exchange a few words with one person or the other,
without a felt obligation to say goodbye to everybody before leaving the zone.
The naturally resulting conflicts can be compared to intercultural conflicts stem-
ming from varying social norms between cultures. For example, while it is appropriate
to yell and make loud comments in the movie theaters in some African countries, it
would be rude to do so in the United States [3]. However, while most people are aware
of cultural differences and try to take these differences into account when interpreting
others’ behavior, there is less sensitivity (and probably less acceptance) for different
norms of technology-mediated behavior. In general, one does not expect the people one
is surrounded with to be very different – and feels totally puzzled if this turns out to be
the case. One example of such a clash of social norms between social media users of
different age is “fraping”, i.e., the unauthorized alteration of content on a person’s
46 S. Diefenbach and D. Ullrich
social media profile such as changing the profile picture, typically happening in a
situation when the “victim” has left his or her phone unlocked. While many users
generally consider fraping to be an unacceptable breach of trust, it is an acceptable
social practice and considered a funny joke (even by the victims) among some younger
users [4]. In sum, contrary to intercultural differences, social norm conflicts related to
technology use could be even more unexpected, and thus easily result in an escalating
process. If two people both feel that the other is wrong, each one might distance him- or
herself, waiting for the other to apologize or somehow make up for the norm violation.
The missing action of the other may be taken as another norm violation and thus cause
further escalation.
2 Disrespectful Technologies
Under the umbrella term ‘disrespectful technologies’, the present research discusses
potential conflicts between technology use and social norms. For example, such con-
flicts may be due to technology features that imply or enable undermining established
norms (e.g., smartphone pop-up message interrupting a face-to-face conversation). In
addition, unclear technology design, missing clear cues to transferrable concepts and
norms from the non-digital world, could pave the way for alternative interpretations and
related norm conflicts. For example, as discussed above, thinking about a chat room in
parallel to a personal conversation implies norms of face-to-face discussions such as
saying goodbye. In contrast, considering a chatroom a place for noncommittal occa-
sional meetings such as a market place does not imply a personal good-bye after a chat.
Such social conflicts related to technology use are of broad relevance for private as
well as professional settings. Given that the informal compliance to shared social norms
is a basic fundament of feelings of togetherness and solidarity, the feeling that the other
one does not respect such norms can have dramatic consequences. The felt offense
creates distance between people and negative feelings – whereby, the true cause and
norm conflict underlying the irritating behavior is probably not evident in most cases.
From this perspective, social norm conflicts are an important societal phenomenon of
relevance for studying conflicts in different contexts and scopes such as within families,
intergenerational perspectives, or in business contexts, where perceived norm violation
can destroy the team spirit. Thus, the discussion of technology-use related norms and a
“digital etiquette” may be considered an important aspect of business culture design.
provided 3–4 conflict reports, related to different (assumed) reasons of conflict men-
tioned in the instructions (i.e., divergent expectations, divergent perceptions of
behavior, technological feature, general/other), resulting in a total of 110 reports. After
a qualitative description of the conflicting situation, participants rated affect valence
(1 = negative, 5 = positive) and feelings of closeness (1 = distanced, 5 = close)
regarding their own and (expected) others’ feelings on a 5-point scale. Besides
exemplification of different social norms conflicts by cases from the literature and
single narratives of our survey (Sect. 4), we present a summary analysis across all
narratives and general tendencies in the experience of social norm conflicts (Sect. 5). In
addition, we discuss possible starting points for more respectful technology design
(Sect. 6), and future research directions (Sect. 7).
tendency towards the new norm, and some may even demonstratively support the new
norm and consider it a progressive behavior, standing for a modern society.
Examples. Instant messaging enabling last minute cancelation of appointments or
information about delays. Being late becomes more and more normal, since you can
always inform the other about being late in a convenient way.
Conflict interpretation: Violated norm: Punctuality, commitment.
“I wanted to talk to my friend about an important issue and tell her how I feel. However, she
was checking Facebook and Instagram in parallel. It really hurt me to see her attention drifting
away from me all the time. I felt less important than the news feed” [P4].
Conflict interpretation: Violated norm: Full attention for the conversation partner.
“Me, my partner and my cousin met to watch a movie at home. My cousin used his smartphone
all the time, busily texting with friends. It was an uncomfortable situation. We wanted to discuss
the movie but he couldn’t join the discussion since he didn’t catch much of the content. Though
sitting together, it was a feeling of separation, knowing that he had been somewhere else with
his thoughts all the time” [P17].
Conflict interpretation: Old norm: Joint experience of joint events, no side activ-
ities. New norm: Physically close but mentally distant. Side activities are normal;
meeting at a place does not imply doing things together and showing interest for each
other (i.e., the usual picture in many Starbucks and coffee shops, where peers meet to
drink coffee together but most of the time are absorbed by their smartphone).
“I was on holiday abroad around New Years Eve and turned off my mobile in order to really
come down and get away from it all. Hence, I wrote my new year’s greetings a few days later –
which upset many people. Some of my friends were really angry and disappointed (“I thought I
am not important to you”)” [P2].
As the many examples discussed above show, there are different types of social con-
flicts related to technology use, with different origins and starting points. We showed
how many of these can be interpreted as social norm conflicts, ranging from
technology-initiated norm-violation, to norm erosion, norm fragmentation, or norm
confusion. While the qualitative reports from our survey participants provided a good
overview of the wide range of such everyday conflicts, the analysis of their numerical
ratings for own and others’ expected feelings with regard to such situations provides
deeper insight into the distancing power of such conflicts.
Unsurprisingly for conflict reports, the experience was rated as more negative than
positive and characterized by feelings of distance rather than closeness. In general,
participants estimated their own negative affect as more severe than that of others. Also,
the perceived feeling of distance was rated as more severe for oneself (see Fig. 1). The
own-other-gap was particularly pronounced for conflicts that participants saw as related
to divergent perceptions of behavior, possibly indicating a feeling of being misun-
derstood and unbridgeable differences. While the sample of conflict reports covered a
wide range of situations, also including complementary positions related to the same
situation (e.g., conflicts related to the WhatsApp Read Receipts feature from sender and
recipient perspective), the pattern of individual experience highlights a central char-
acteristic of social norm conflicts. From the individual perspective, oneself is the one
suffering more than the other, and oneself has the right to feel offended and keep
Disrespectful Technologies: Social Norm Conflicts in Digital Worlds 53
distance, expecting the other to apologize for the disrespectful behavior. As already
discussed in the introduction, this may end up in an escalating process, where feelings
of distance and possibly also aggression grow over time.
Fig. 1. Mean ratings for affect (left) and feelings of distance (right) for own and others’
experience, categorized for different reasons of social conflict related to technology-use.
Amongst others, disrespectful technologies as outlined above are a result of the cur-
rently established design process where social norms, potential norm conflicts or in
general the emerging subjective experience are often not explicitly targeted. Instead,
many companies seem to follow the logic of inventing ever-new features and filling the
market with ever-new technological “solutions” – which might later turn out to be
(social) problems. Messenger read receipts features resulting in unwanted side effects
such as a pressure for immediate and consequently often overhasty and ambiguous
answers are just one example. Such side effects could have been anticipated if designers
felt responsible to reflect on the effects of technological features in full consequence.
As already remarked by others [13], being aware of the normative powers of design is
crucial. As Hassenzahl [13] (p. 63) states: “Each product is a proposition, and we
cannot escape the fact that it has the power to change how people feel, think, and act.
To do this consciously is important.” Following this line of thought, it appears natural
to also reflect on consequences for social norms. In analogy to Watzlawick’s theorem
that “one cannot not communicate” [14] designers need to acknowledge that “one
cannot not influence”, meaning that their products will automatically interfere and
possibly change social interaction. One might argue that considering the normative
power of design bears the risk of paternalism: Designers deciding at their own dis-
cretion how they would like to change society through their technologies, holding a
great potential for political power. However, the power of design is not created by
considering it – it exists either way, but might have unwanted effects if ignored. Hence,
the most responsible thing for designers is to use this power in a conscious way. This
includes deliberately forming social interaction and reflecting on which norms are
desirable and which are not – which norms are worth protecting, and which we might
want to get rid of.
54 S. Diefenbach and D. Ullrich
Digital technology has the power to connect people across continents. It facilitates
contact between different nations and creates an advanced basis for intercultural
influence and understanding. At the same time, the digital space opens opportunities for
new subcultures emerging every day and existing in parallel, developing own norms
and views on what is appropriate. Often, norm differences as a reason for conflict may
not even become obvious, just leaving people with a feeling of anger, irritation and
somehow not being treated right. We believe it to be important to recognize this
harmful potential.
For researchers in HCI, psychology and media research, this implies the consid-
eration of social norm differences as a potential explanation for (seemingly) aggressive
behavior and conflicts in the digital world. The present categorization may provide a
helpful starting point for further research. However, besides the here presented basic
types of conflicts, many additional factors and psychological mechanisms could be
relevant and related to the scheme. One could be the fundamental attribution error, i.e.,
the neglect to account for situational factors in explaining others’ behavior, as also
reflected in some of the present study’s narratives. For example, several participants
described conflicts due to the misinterpretation of (missing) emoticons in others’
messages. The recipient typically searches for emotional reasons for a message without
smileys (Is he angry with me? What have I done wrong?), while later it turned out that
the missing smileys were just due to the situation (being in a hurry, just texting a quick
answer). Moreover, “norms” of appropriate technology usage may also vary within one
person from situation to situation, depending on their current role. For instance, in one
Disrespectful Technologies: Social Norm Conflicts in Digital Worlds 55
of our previous studies on smartphone usage routines [5], only 11% rated their own
smartphone usage in social settings as critical, realizing how their phone use takes a lot
of their attention. In contrast, 87% stated that the phone use of others hurts the con-
versation “frequently” or at least “sometimes”. Such double standards for own versus
others’ behavior can be an additional reason for conflict. DAlso individual attitudes of
responsibility attribution (i.e., do people perceive the technology as responsible for its
effects – or the one using the technology?) could be relevant. If one does not feel
responsible for the effects of his or her technology use, one may not see any reason to
align it with social norms. Finally, future studies could explore whether there are
typical patterns or processual sequences between different types of conflicts (e.g., norm
fragmentation following norm erosion).
Besides the research perspective, for all of us in our role as technology users the
present work may help to interpret others’ behavior in a more understanding manner,
realizing that there may be larger differences in social norms than one generally
assumes among people living close by and sharing the same cultural background. For
designers, we hope the present work to be helpful to consider and foresee potential
norm conflicts, and address those in the conceptualization of technological features.
User centered design from a holistic perspective implies to also consider the broader
consequences for users and how to use technology in line with their psychological
needs. One of these needs is feeling related and understood by relevant others, being
treated with respect and in line with social norms. If technology supports such
behavior, it may be termed respectful technology.
Acknowledgments. Part of this research has been funded by the German Federal Ministry of
Education and Research (BMBF), project Kommunikado (FKZ: 01IS15040D).
References
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4. Moncur, W., Orzech, K.M., Neville, F.G.: Fraping, social norms and online representations
of self. Comput. Hum. Behav. 63, 125–131 (2016)
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Smartphone-Ära. Wirtschaftspsychologie aktuell 17(3), 36–42 (2017)
6. Sabra, J.B.: “I Hate When They Do That!” Netiquette in mourning and memorialization
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56 S. Diefenbach and D. Ullrich
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presence in the workplace. In: Proceedings of the SIGCHI Conference on Human Factors in
Computing Systems, pp. 33–42. ACM (2011)
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Cent. Inform. 3(1), 1–95 (2010)
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Study of Interactional Patterns, Pathologies and Paradoxes. WW Norton & Company,
New York (2011)
The Effects of Icon Characteristics
on Search Time
1 Introduction
Icons can be found on desktops, on mobile devices, and even on traffic signs. The use
of the icon as a menu option on mobile devices is pervasive. Therefore, studying icon
characteristics that contribute to icon usability benefits both designers of icons as well
as users of icon interfaces. Numerous recommendations and guidelines exist con-
cerning mobile application icon design. Both Microsoft and Apple recommend
designers focus on simplicity in developing quality icons for use on personal com-
puters, tablet and mobile phone devices. Microsoft recommends using a low level of
complexity in icon design. Similarly, Apple’s design guidelines recommend designers
“embrace simplicity.”
Visual complexity of an image correlates strongly with visual search—the more
complex the image, the longer it will take to find that image in an array of other images
[1]. These findings support existing guidelines for simplicity in icon design. Furthermore,
icon complexity ratings correlate significantly with their respective search times [1].
Guidelines for application icon design often promote another icon characteristic,
concreteness—how realistic an icon looks, or how similar pictorially the icons are to
their counterparts in the real world [1]. Since a realistic icon is typically more complex
than an abstract icon, should designers concentrate on making icons abstract instead of
2 Purpose
Creating icons that are easily found promotes usability. Because the functions and
applications behind mobile application icons are themselves increasingly more com-
plex, the icons similarly have increasing levels of visual complexity. Mobile gaming
applications are a perfect example of this trend. Additionally, as the number of mobile
applications increases, the design of the icons representing them increases in com-
plexity as well. As the design space narrows with every new icon, icon designers
naturally create more complex icons than they did before. It follows then that an
understanding of how an icon’s visual complexity interacts with other icon charac-
teristics stands to benefit the designer, especially in mobile computing.
3 Related Work
Visual perception research has primarily focused on three main icon characteristics that
affect performance: visual complexity, concreteness, and familiarity [1, 2, 4]. Since the
time to locate an icon in an interface is indicative of its ease of processing [5, 6],
discovering icon characteristics that correspond strongly with search time becomes
paramount.
Concreteness and complexity were once considered the same icon characteristic.
Garcia’s group actually went as far as to develop a concreteness metric [7]. It measured
the complexity of icons by counting lines, arcs, letters, etc. Recent studies have
demonstrated how complexity and concreteness are separate icon characteristics that
affect performance in different ways [1, 8–10].
Visual complexity refers to the amount of detail or intricacy within an icon whereas
concreteness/abstractness refers to how real it appears. Both of these icon character-
istics have been used in explaining the perception of visual complexity [1]. The fact
that icon concreteness allows users to access existing knowledge about real world
objects infers that concreteness involves meaning for the users. If being able to ascribe
meaning to an icon made it more usable, then why do many documented guidelines
recommend simplicity in icon design when concrete icons are typically more complex?
Byrne discovered that simpler icons can be identified more easily than complex icons
and furthermore, that visually simple icons are easier to find in visual search [11].
Although visual complexity does not directly relate to icon identification, it is greatly
important in visual search [1, 12]. Perceived icon complexity has more to do with
search efficacy than concreteness does.
The Effects of Icon Characteristics on Search Time 59
Previous work found that when the concreteness and complexity of icons have been
properly controlled, they each behave in very different ways in their effects on usability
[1, 12]. His team tested how icon concreteness and complexity affect user performance.
The effects of concreteness were mainly associated with the initial grasp of meaning,
whereas visual complexity effects persisted and were connected to search efficacy.
They used a search-and-match task where participants are presented with an icon (or its
function name) and are asked to select the corresponding icon from a search set.
Although icon complexity has been shown to affect search time to a greater extent
than concreteness, we include the concreteness characteristic for examination since it
has a long history and has been shown to have some effect on search time.
In addition, recent research has focused on icon appeal and its interplay with each
of the three main icon characteristics relevant to search performance: visual com-
plexity, concreteness, and familiarity [3, 13–16]. For example, visually complex icons
were searched for and located better if the icon was also appealing. For simple icons,
there was no advantage found by increasing aesthetic appeal. This study also found that
aesthetic appeal had significant interactions with both complexity and concreteness [3].
4 Hypotheses
Given what we know from previous studies, we posited the following hypotheses:
1. Complex icons are found more slowly than simple icons.
2. Neither concreteness nor appeal alone contribute significantly to search time.
3. Concreteness and attractiveness have a significant interaction.
4. Complexity and attractiveness have a significant interaction.
5. Attractive, complex icons are found faster than unattractive complex icons.
5 Method
5.1 Materials
Researchers concerned with investigating icon search and identification typically
choose an icon stimulus set already in wide use to provide results that can be easily
compared with others’ research [4, 17]. While this is a great way to communicate
findings effectively, in this study, we selected real-world mobile application icons to
provide a more up-to-date stimulus set that is more indicative of icons used in everyday
life. Old stimulus sets such as Snodgrass and Vanderwart’s set or McDougall’s icon set
consist of black and images [17]. Our stimulus set consisted of grey-scale, mobile
application icons from Google’s GooglePlay and Apple’s AppStore.
Mechanical Turkers rated 200 icons on visual complexity, concreteness, familiarity,
and aesthetic appeal. Instructions for rating icons on the four characteristics of interest
were as follows:
(i) Visual Complexity: Rate the icon’s visual complexity, its level of detail
(–2 = very simple, 2 = very complex)
60 M. Smythwood and M. Hadzikadic
(ii) Aesthetic Appeal: Rate the aesthetic value, beauty, attractiveness of the icon
(–2 = very unappealing, 2 = very appealing)
(iii) Familiarity: Rate how familiar you are with the icon, or how often you have seen
it before (–2 = very unfamiliar, 2 = very familiar)
(iv) Concreteness: Rate the concreteness/abstractness of the icon, how realistic it
looks (–2 = very abstract, 2 = very concrete).
Sixty-four out of the 200 icons were used in the actual experiment. By choosing
less familiar icons from the larger sample, we were able to keep familiarity a relative
constant in the stimulus set. Icons were then selected for each group according to
whether they were complex/simple, attractive/unattractive, and concrete/abstract.
Each of the eight groups resulting from the different combination of complex/simple,
concrete/abstract and attractive/unattractive consisted of eight icons each. The resulting
groups were complex-attractive-concrete (CAC), complex-attractive-abstract (CAA),
complex-unattractive-concrete (CUC), complex-unattractive-abstract (CUA), simple-
attractive-concrete (SAC), simple-attractive-abstract (SAA), simple-unattractive-
concrete (SUC), and simple-unattractive-abstract (SUA). An example from each group
is presented in Fig. 1. Table 1 lists the acronyms for the groups for reference.
The groups’ descriptive statistics are listed in Table 2. A set of univariate ANOVAs
revealed differences between the icon groups in terms of visual complexity, Con-
creteness, aesthetic attractiveness, and no differences between groups for familiarity.
Since familiarity has an overriding effect on search time for icons [1], we kept this
variable constant in our experiment.
The Effects of Icon Characteristics on Search Time 61
Table 1. Acronyms for the eight groups across complexity, attractiveness, and concreteness.
Acronym Complexity Attractiveness Concreteness
SUA Simple Unattractive Abstract
SUC Simple Unattractive Concrete
SAA Simple Attractive Abstract
SAC Simple Attractive Concrete
CUA Complex Unattractive Abstract
CUC Complex Unattractive Concrete
CAA Complex Attractive Abstract
CAC Complex Attractive Concrete
Table 2. Means for each of the four icon characteristics used to compose the complexity-
attractiveness-concreteness groupings (on a scale of –2 to 2).
Complexity Attractiveness Concreteness Familiarity
SUA –0.88 –0.35 –0.91 –0.79
SUC –0.02 –0.40 0.26 –0.68
SAA –0.61 0.34 –0.63 –0.60
SAC –0.19 0.26 0.49 –0.24
CUA 0.29 –0.54 –0.64 –0.66
CUC 1.04 –0.24 0.78 –0.71
CAA 0.68 0.38 –0.24 –0.70
CAC 0.86 0.43 1.00 –0.38
5.2 Participants
Fifteen Mechanical Turkers participated in the experiment. Nine male and six female
Americans completed the online experiment. Their ages ranged from 25 to 64 with the
majority of participants falling in the 25–34 age range. All participants were experi-
enced mobile phone users with normal or corrected-to-normal vision.
5.3 Design
This study replicated icon visual search experiments conducted by McDougall and
others. These studies typically included blocks of trials in order to examine how
performance changed over time. This sort of experiment conducted in a controlled
environment (a lab) did not easily extend to online trials. Original experiments required
participants to come back day after day to perform blocks of trials over time. This was
not a realistic expectation from Mechanical Turkers. Each HIT or Human Intelligence
Task began and ended in the same session.
62 M. Smythwood and M. Hadzikadic
5.4 Procedure
After the participant accepted the Mechanical Turk HIT, they were told they would be
presented with an icon for 2 s before they would be expected to click the “Next” button
to continue to a 3 3 matrix of icons (See Fig. 2 for an example trial). They were
instructed to click on the target icon as quickly as possible once they clicked the “Next”
button. Their first choice was the only icon selection they were allowed to make, after
which they could continue to the next trial by clicking another “Next” button.
Each participant was compensated $3.00 for completing the experiment. From the
beginning, they were informed that if too many of their icon selections took too long, they
would not receive compensation. Additionally they were informed that if they did not
complete all trials, this too would prevent them from receiving payment. These efforts
were made to encourage attentiveness and provide incentive for completing all trials.
Participants were encouraged to pause, if necessary, before continuing to the next
trial. This instruction was included to encourage the participant to focus when pre-
sented with the new target icon and to allow them to take a break if needed. Since the
online experiment was conducted in a single session, having the ability to pause served
to prevent the participant from being distracted during the search task.
The Effects of Icon Characteristics on Search Time 63
6 Results
Errors accounted for 2.10% of all trials. There were no differences in errors between
any of the eight conditions (p > 0.05). Correct group means are shown in Table 3.
We used an alpha level of 0.05 for all statistical tests and partial eta-squared as a
measure of effect size. Bonferroni corrections were used throughout.
A within-subjects ANOVA on correct RT (Table 4) showed no significant three-
way interaction between icon characteristics, F(1, 116) = 3.87, p > 0.05, η2 = 0.03.
The main effect of Complexity was significant, F(1,116) = 20.30, p < 0.01, η2 = 0.15.
Neither concreteness nor aesthetic value’s main effects were significant: concreteness,
F(1,116) = 0.34, p > 0.05, η2 = 0.00; aesthetic value, F(1,116) = 0.07, p > 0.05,
η2 = 0.00.
7 Discussion
Not surprisingly, the first hypothesis proved true. As in most studies comparing visual
complexity and search time, the difference in complex versus simple icons was
significant. This test also served as a sanity check for this study. Ensuring that there
was a difference for complexity, we can then examine possible interactions between
other icon characteristics and complexity.
In keeping with previous findings, concreteness did not have a significant effect on
search time. Others have found noticeable differences in the effect of concreteness on
search time over blocks of trials. Since our approach focused on effects in a single trial,
it made sense that concreteness did not reveal any real effect on search time.
Attractiveness alone did not have a significant effect on search time. So the second
and third hypotheses that neither concreteness nor attractiveness would have a sig-
nificant effect on search time proved true.
Unlike in previous studies, concreteness and attractiveness did not have a signifi-
cant interaction. The third hypothesis was not proved correct.
Complexity and attractiveness had a significant interaction, proving the fourth
hypothesis true.
The most interesting finding from the results was the significant difference found
between simple-appealing and simple-unappealing icon groups. This trend was found
in older studies but for complex icons. Complex-appealing icons were found faster than
complex-unappealing icons.
Oddly enough, this trend among complex icons was not apparent in our study.
There was no significant difference found between appealing and unappealing icons for
the complex group. The last hypothesis was not proved true.
Another study, largely replicated here, comparing aesthetic value and concreteness’
effects on search time, found a significant interaction between them [3]. Contrary to
these findings, we discovered no significant interaction. Since familiarity did not vary
significantly between icon groups, it makes sense that concreteness, which has tradi-
tionally been considered a correlate of familiarity, did not prove especially impactful in
this study. Aesthetic appeal, traditionally an icon characteristic associated with
familiarity, did not have a significant effect by itself either; however, aesthetic appeal
did have a significant interaction with complexity.
In previous studies in controlled environments, accurate measurement of search
time was much easier to accomplish than in an online survey. This may account for
difference in results between our study and others.
8 Conclusions
According to the results from our study, we can give recommendations to icon
designers that want to create easily findable icons. The number one recommendation
would be to keep the icon simple, rather than complicate perception with complexity.
In addition, since we found attractive icons to be located more quickly than unap-
pealing ones in the case of simple icons, we conclude that the aesthetic appeal of an icon
does influence its performance. Although the former study revealed that aesthetic appeal
The Effects of Icon Characteristics on Search Time 65
affected task performance only when the task was difficult, such as when the icon was
complex, our study’s findings reflect that icons that are not difficult to find because of
their simplicity can also benefit from the advantage afforded by attractiveness. Moti-
vation to search for attractive icons may have been greater for simple icons.
The present study supports the proposition that aesthetic attractiveness can bias
perceptual systems by giving priority to attractive stimuli. Emotion can give processing
priority to positive or negative emotion in face processing [18, 19]. The effect of
emotion on face processing, then, is apparent in our study for simple icons where there
is little to no task difficulty. Visual processing of stimuli like faces with high evolu-
tionary relevance seems to translate to the role of attractiveness on performance, even if
it is only in icon search.
It is odd, however, that the same advantage was not found for complex icons. In
reconciling the difference in findings between complex icons that perform better when
also aesthetically appealing, and simple icons that perform better when attractive, it is
worth noting that our stimulus set included icons that were more complex in general.
Black and white icon images are marginally simpler than the graphic mobile appli-
cation icons used today. Making one of these graphically complex icons aesthetically
pleasing did not significantly assist in its performance.
Another source of difference between study results may originate from the wording
used to collect ratings on aesthetic value. In the previous study aesthetic value was
defined as “appealing” and “unappealing,” whereas in our study we used the words
“attractive” and “unattractive” [3]. Although appealing and attractive are in the same
family of meaning, the connotation of “attractiveness” may differ from the connotation
of “appealing” to participants.
An important distinction to make between studies is that the previous study used an
old set of icons whose main characteristic ratings were collected several years ago. This
study’s appeal ratings were collected recently. In our study, individuals recently and
during a single session, rated a corpus of 200 icons from which our stimulus set was
chosen. Our stimulus set, as opposed to their old icon set, had greater cohesion among
ratings as they were all made together.
Reducing the speed of processing in locating icons might seem a minimal
advantage to overall usability. However, users notice performance costs as small as
150 ms [20]. Since icon search is a task users perform repeatedly often in the same
session, time advantages add up over time. This study’s findings reveal that simplicity
and attractiveness improve performance in tasks common to real-world settings, where
searching for and locating icons within interfaces is a constant requirement.
Implications for Icon Design. Icons designed with particular design characteristics in
mind facilitate the visual processing involved in icon menu search. This research has
shown that the visual search for an icon is likely to be affected by:
(i) the icon’s complexity, with simple icons found faster than complex ones
(ii) the icon’s appeal, which may not affect search times for all icons but may affect
users’ attitudes towards the display [3].
66 M. Smythwood and M. Hadzikadic
9 Future Plans
While the effects observed of icon complexity on interface search were very much in
agreement with previous research, the effects of icon appeal on visual search appeared
to be much more equivocal. One possible reason for the lack of an appeal effect for
complex icons was that it is a challenge to create a stimulus set of icons with pro-
nounced differences in appeal ratings. This is particularly true of well-designed icons
currently used on mobile applications. Our next aim therefore is to examine the effect
of icon appeal with a stimulus set consisting of icons differing widely on appeal.
The role of icon appeal in determining users’ abilities to identify icons, their
emotional responses, and their perceptions of icon interface usability, will be examined.
Previous studies have examined performance over blocks of trials as well. Usability
studies conducted in a controlled environment will be necessary for a more detailed
look at icon search over repeated exposure.
The original icons from our stimulus set were in color even though we used a grey-
scale version of each icon in the actual experiment. It would be interesting to study the
difference that color makes in terms of complexity and aesthetic.
In the end, collecting data on how icon characteristics affect the search and use of
icons can help in predicting overall icon performance.
Acknowledgements. The authors would like to thank Mark Faust for his assistance with the
statistics involved in creating the icon stimulus set.
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The Limited Rationale in Decision Making,
Impacts on the Evaluation of Artifacts
in the Design Process
Abstract. Would the user able to make decisions rationally? If not, how, then,
are your decisions actually made? What happens if the decision is made on the
basis of intuition? Situations involving judgment and decision-making are daily
in the lives of human beings, including in matters of consumption. The judg-
ment and decision-making are complex functions that imply in the analysis of
the characteristics of each of the options for a particular decision-making task, as
well as the estimation of the consequences of the choice to be made and the
origin of these studies is Microeconomics. In cognitive psychology, decision-
making studies have been devoted to investigating how human beings make
decisions in reality, not following rules, but seeking rationality within limits.
This article aims to bring to light some discussions that elucidates more clearly
how these decision making processes can be efficient.
1 Introduction
Would the user be able to make decisions rationally? If not, how their decisions are
actually made? What happens if the decision is made by intuition?
Situations that involve judgment and decision making are present everyday in the
lives of human beings, even in a matter of consumption. Decision making, can be a
simple task in some circumstances, such as going out for lunch or ordering phone
delivery, but it involves complex cognitive processing, as the existing options have to
go through a judgment process, followed by decision-making between those alterna-
tives. The judgment and decision-making are complex functions that imply the analysis
of the characteristics of each options for a particular decision-making task, as well as
the estimation of the consequences of the choice to be made [1, 2], and the origin of
these studies is the Microeconomics.
In Design, Herbert Simon, a Nobel laureate in economics, an American economist
known for his work in many fields such as cognitive psychology, economics and
design, played an important role in understanding limited rationality in the field of
design. [3], describing what he named as “the sciences of the artificial”, drew attention
to the fact that Design as an area that it is the heart of professional training, with
activity centered on modifying existing situations, leading to those that are preferred or
desired by the market, using, for that, artifacts.
Heuristics are characterized as an “intuitive, fast and automatic system” [13], which
“reduce the complex tasks of evaluating probabilities and prediction of values to
simplify the operations of judgment’ [14]. Although the use of golden rules reduces
cognitive and time constraints, sometimes these golden rules can lead to serious and
systematic errors, such as prejudices, biases and fallacies in decision making [14].
The idea of heuristics was originally created by [3], who proposed a behavioral model
of rational choice, using arguments of a “limited” rationality, where decisions are derived
from processes of dynamic adjustment, both external (environmental)and internal factors
(human characteristics) factors. [15]. The anchorage heuristic, is a phenomenon very
common in human judgments, with strong influence in these judgments.
Following the study [14] many studies (see Table 1) have illustrated the prevalence
of the anchor effect in human decision processes.
Table 1. (continued)
Area Author(s) Examples researched/objectives used
Preditions Critcher e Gilovitch (2008) Estimates of an athlete’s performance
Forecasts of domestic sales of a given
product
Estimates of expenses in a restaurant
Negotiation Galinsky e Mussweiler (2001) The steps involved in negotiating the
purchase of a drug factory
Negotiation on payment of
performance bonuses for employees
Self-efficacy Cervone e Peake (1986) How many items of an initial task
(anagrams and graphs) did they think
they are able to solve?
These have demonstrated the effect of anchoring in a variety of domains.
survey. Should they group all items in the same building sequentially, or should they
mix items from different builds? What consequences come from one approach to the
other?
To address these issues, it is important to understand how people respond to
surveys. The prevailing theory is that respondents engage in four processes to develop
responses to the research items. Specifically, respondents should understand the item
that is requested, search their memories to retrieve relevant information, consolidate
this information into a judgment, and select a response to present [18]. When fatigue or
disinterest occurs during the response process, respondents may be tempted to take
shortcuts or rely on heuristics to alleviate the cognitive load. In other words, respon-
dents can get involved in the survey [19] called “satisficing” - failing to optimize the
effort in conducting research.
This experiment investigates whether respondents satisfy (in a previously undoc-
umented manner) relying on anchoring and adjusting when adjacent items in a survey
are similar. We articulate how anchoring and tuning (as well as the concurrent
explanation that focuses on memory retrieval) can apply to the research design context.
Finally, we will present our research questions and the results of three studies designed
to test these questions. As that the anchoring and adjustment phenomenon are gener-
alized to the field of opinion research, this experiment contributes to the anchoring and
adaptation of the literature. However, the main contribution of this experiment (and the
focus of the discussion) is to better understand the impact that heuristic has on data
fidelity and to provide practical guidance for Design research.
4 Research Questions
The present research uses a divided ballot project in which participants are randomly
assigned to take one of two forms of a research. Form 1 places the pairs of similar items
adjacent to each other, thereby facilitating anchoring and adjustment. Form 2 and Form
3 in the case of Experiment 3 separated the pairs of items of interest with interim items
that were dissimilar in some way, assuming that this would attenuate the anchoring and
adjustment. None of the scales examined will include items with reverse punctuation.
We will use this research project to investigate to what extent the anchorage and
adjusting heuristics occur in the questionnaire responses, what are the consequences for
the data, and whether these consequences can be reasonably accounted for the
explanation of the superior memory search.
Within each experiment, we will test three main research questions:
(1) To what extent do anchoring and (insufficient) adjusting occur between pairs of
adjacent items that focus on similar topics and use similar response scales?
(2) Will anchoring and adjustment lead to greater correlations between items within
the scale (and therefore to greater reliabilities assessed by the alpha coefficient)?
(3) Can the explanation of upper memory research adequately explain any differences
in response patterns found between the two forms of survey?
The Limited Rationale in Decision Making, Impacts 73
5 Considerations
The analytical approach will be similar across all three experiments. We will describe
the differences between the respondents and the differences between the pairs of rel-
evant items in each search form throughout the results. As the distances between items
in the two survey forms will be approximately distributed, we will report parametric
tests of mean differences (t-tests and ANOVA) for these analyzes. For research
questions 2 and 3 we will compare sets of correlation coefficients against each other. In
these cases, we are reluctant to assume that these distributions are normal and therefore
will conduct our statistical tests using non-parametric tests as a more conservative
approach. Specifically, we will use Wilcoxon’s rank test for search questions 2 and 4,
where the correlations will be paired and the Wilcoxon (also known as Mann-Whitney-
Wilcoxon or Mann-Whitney U) scoring test for the research question 3 where they do
not paired.
6 Experiment 1
6.1 Method
Participants. The participants (N = 40) professionals of the area of diagnostic imaging
that work with Magnetic Resonance Equipment in the states of Pernambuco, Alagoas
and Paraiba.
6.2 Measures
First the author and a collaborator will develop 50 items to evaluate the usability of a
Design artifact (usability in SW) to be applied in professionals who use SW in refer-
ence in five different areas with 10 items each. Based on the theory of artifact evalu-
ation. The response anchors for the four constructions will be formed by adding each
building marker to the following 5-point response anchors: not at all, slightly, mod-
erately, completely, and extremely (e.g. “not at all aware”, “slightly aware” “, etc.). The
fifth scale, evaluating the frequency with which professionals take the measurements,
will use “almost never”, “from time to time”, “sometimes”, “often” and “almost all”
response anchors.
Participants will be randomly assigned to complete Form 1 (n = 20) or Form 2
(n = 20). These forms will only vary in the order in which the items will be presented.
Form 1, items will be grouped with questions that were intended to address the same
construction being put together in a cohesive item block, while Form 2 mixed those
74 W. Fernandes et al.
A A A
Ans An Ans Ans ns ns ns
w sw Answ Answ w Answ w w w w
O O O
op- Op- Op- pti pti pti
tion tion Op- Op- op- tion on on on
1 2 tion3 Option4 tion5 tion1 2 3 4 5
A A A
Ans An Ans Ans ns ns ns
w sw Answ Answ w Answ w w w w
O O O
op- Op- Op- pti pti pti
tion tion Op- Op- op- tion on on on
1 2 tion3 Option4 tion5 tion1 2 3 4 5
Item#1 of con-
1 struction Z
A A A
Ans ns ns ns
Answ w w w w
O O O
Op- pti pti pti
Distance item-par between items 1 e 2 op- tion on on on
construction X tion1 2 3 4 5
Item#2 of con-
structionX
Item#2 of con-
structionX
A
An An An ns
sw Answ sw sw w
O
op- Op Op pti
tio Op- tion tion on
n1 tion2 3 4 5
Fig. 1. Comparing how different organizations of identical research items can lead respondents
to anchor and in some search conditions. (Gray cells indicate selected responses in the item pairs
of interest.)
The Limited Rationale in Decision Making, Impacts 75
items so that items from the same construction are not adjacent. More specifically,
Form 1 will present all items referring to the 1st area of artifact evaluation. Each
subsequent construction proceeded in the same manner. This organization resulted in
Form 1 with 20 pairs of items that were similar in the specific content of the question
and in the formulation of response anchors. Thus, we examined each of these 20 pairs
of items that were adjacent on Form 1 and not adjacent on Form 2.
7 Research Question 2
We will then investigate whether these insufficient adjustments will lead to stronger
item correlations in Form 1 on Form 2 and whether these correlations will in turn affect
the internal consistency of the scales. As expected, the correlations between pairs of
adjacent items on Form 1 will be greater than when those items were not adjacent on
Form 2. A Wilcoxon confirmation test would confirm that the mean correlation for all
relevant item pairs on Form 1 will be significantly higher than for the corresponding
item pairs on Form 2.
Using the Feldt test [20], we will compare the reliabilities of the five scales: area of
evaluation artifact 1 (to be defined), area of evaluation artifact 2 (to be defined), area of
evaluation artifact 3 (to be defined), area of evaluation artifact 4 (to be defined) and area
of evaluation artifact 5 (to be defined), through the two forms. The reliability of Form 1
will be significantly higher than that of Form 2.
76 W. Fernandes et al.
The third research question predicted that such differences in item pair distances, item
pairs correlations, and reliability of scales could not be attributed to respondents who
performed further memory surveys (although they could be explained by anchoring and
adjustment). To test this possibility, we only analyzed the respondents who completed
Form 1. If these individuals engaged in a superior memory search, then all inter-item
correlations for items within that range should be similar. In other words, since all
items belong to the same topic in Form 1, if a higher recovery process is responsible for
those results, the average distance between items within a block should be approxi-
mately the same for pairs of adjacent items and not provided, where there are no
intervention items on a different topic to stop the recovery process.
Taken as a whole, these results illustrate that anchoring and tuning will occur in
attitude/opinion questionnaires between adjacent items that use the same set of anchors
responses and contain related content. Specifically, when respondents face items that
are grouped according to the constructs they are intended to measure they invoke a
heuristic in which they use their response to an initial item as an anchor. When
responding to the subsequent item that is presented, they (insufficiently) conform to
that anchor. These findings differ from the “straight answer,” in which respondents
mark the same response throughout a section or a full survey - we selected all
respondents before beginning our analysis.
The concern with research researchers is that when anchoring and adjustment
occur, data may be compromised, particularly for shorter scales (e.g. 3–7 items).
Specifically, as respondents give artificially similar responses to adjacent items, they
introduce error in their responses. This error will lead to spurious high correlations
between items within the scale and may artificially inflate estimates of the internal
consistency of the scale. In other words, researchers may be fooled into thinking that
their scales are significantly more reliable than they really are.
For each experiment, we will also examine an alternative explanation that presenting
conceptually similar items adjacent to each other could facilitate the cognitive capabil-
ities of respondents [18, 21]. Potentially, this superior memory search process, not
anchoring and tuning, could explain the similarity of respondents’ responses. Although it
remains plausible that this approach to organizing examinations facilitates searches of the
respondents’ memory, it will not explain the effects we find. In each experiment, when we
will compare the adjacent and non-adjacent items within the focal lengths for Form 1
respondents, we will find that the adjacent distances between items will be smaller than
their nonadjacent equivalents. As described above, these adjacent/nonadjacent differ-
ences should not result from differences in the way respondents search their memories -
all issues within the item-block belong to the same construction - although these dif-
ferences are expected as a consequence of anchoring and adjustment.
The Limited Rationale in Decision Making, Impacts 77
By relating the focal ranges of interest to other measures, we found no evidence that
the (ostensibly) more reliable scales of Form 1 respondents produced correlations
between stronger scales. On the contrary, we find substantial evidence of the exact
opposite - in Experiments 2 and 3, correlations between focal scales and other measures
will be stronger in the ways in which anchoring and adjustment will be mitigated.
We postulate that this potentially counterintuitive finding is due to the fact that the
reliabilities were artificially inflated by anchoring and adjustment and that the true
reliabilities of these measures are smaller than (or towards the lower limit) of the alpha
coefficient estimate. The data [21], are also consistent with this conclusion. That the
ordering of survey items can have such a substantial impact on the results of correlation
findings demonstrates how important it is for researchers to address the order of items
in the preparation of their surveys. In our final experiment, we will also get an insight
into the behaviors associated with anchoring and tuning during a search administration.
Specifically, since anchoring and tuning are mental shortcuts, we reasoned that those
who employed anchoring heuristics and tuning would complete the relevant research
sections faster than those who were not employing heuristics. Experiment 3 supported
the notion that the anchorage and adjustment heuristic serves as a time-saving tech-
nique for respondents.
Data analysis indicates that questionnaire makers need to strategically think about
the best way to organize survey instruments to alleviate anchorage and adjustment.
Based on the evidence, the results suggest that search designers can avoid grouping
items that evaluate the same concept together - data fidelity can be substantially
degraded by doing so.
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Usability Heuristics for M-Commerce Apps
Abstract. Usability studies found that mobile users suffer from poor user
experience which might explain the low spending of mobile-based commerce
(m-commerce). This study focuses on identifying the usability heuristics to
apply when evaluating the usability of m-commerce mobile apps. An integrated
approach is applied considering the general usability heuristics developed by
Nielsen, the Google Android design guidelines and Apple human interface
guidelines. The proposed 13 heuristics are: “Visibility”, “Matching-Real-
World”, “User-Control”, “Error-Prevention”, “Recognition”, “Flexibility-and-
Efficient Use”, “Minimal Design”, “Diagnose-and-Recover”, “Help”, “Perfor-
mance”, “Information–and-Visual-Hierarchy”, “Natural-Interaction”, and
“Dynamic-Engagement”. Four usability experts test empirically the developed
mobile usability heuristics against two mobile apps that are used for secondhand
retailing where users can sell and buy used items. Usability violations are
identified and severity is ranked. Mobile apps usability is an ever evolving and
dynamic research playground. Many of research challenges posed by lack of a
comprehensive tool to understand the usability in the context of m-commerce.
This is the contribution of the present paper.
1 Introduction
Mobile apps are software applications designed to run on smartphones, tablets and
other mobile devices. It is expected by 2020, mobile apps to generate around 189
billion U.S. dollars in revenues via app stores and in-app advertising 0. The explosion
of mobile apps is seen in just about every industry such as retail, media, travel,
education, healthcare, finance and social. As of June 2016, there were 2.2 million
available apps at Google Play store and two billion apps available in the Apple’s App
store, the two leading app stores in the world 0. The increasing number of mobile apps
indicates that many businesses have deployed mobile applications to gain competitive
advantage and its share of mobile-based revenue.
In contrast to the exploded growth of mobile apps, mobile user experience research
shows that users shied away from the increasing complex unusable apps. According to
MobileCommerceDaily, about 45% of mobile app users dislike their mobile app
experience 0 and average Android app loses about 77% of its daily active users within
the first three days after the install 0. Unsurprisingly, now, mobile app usability testing
is integrated in the apps development process and conducted iteratively, especially
where agile software development is present 0 to ensure the quality of the software.
Platform providers such as Google/Android and Apple developed a set of design
guidelines for their mobile app developers00. Yet, a set of comprehensive guidelines
that would support testing the usability of mobile apps across platforms to ensure
pleasant user experience is absent. Due to limitation of space, this paper will not fully
describe usability guidelines provided by Google/Android and Apple, but will focus on
the development of usability heuristics for mobile apps integrating these guidelines.
The remaining of the paper is organized as follows. Second section introduces
concepts of usability, usability heuristics, and industry design guidelines. The section
also discusses the limitation of mobile apps that suggests more innovative approaches
to usability evaluation. Next, the current study is presented describing the integration of
Nielsen heuristics 0 with Google/Android 0 and Apple design guidelines 0. The
empirical testing of the developed heuristics for m-commerce apps is presented as well.
Finally, the paper ends with conclusion and suggestions for further research.
2 Background
The ISO 9241-11 defines usability as the “extent to which a product can be used by
specified uses to achieve specified goals with effectiveness, efficiency and satisfaction
in a specified context of use 0. Others look to usability as a “function of the context in
which the product is used…It is a property of the system: it is the quality of use in
context”0. Nielsen 0suggests five attributes of usability:
– Efficiency: Resources expanded in relation to the accuracy and completeness with
which users achieve goals;
– Satisfaction: Freedom from discomfort, and positive attitudes towards the use of the
product.
– Learnability: The system should be easy to learn so that the user can rapidly start
getting work done with the system.
– Memorability: The system should be easy to remember so that the casual user is
able to return to the system after some period of not having used it without having
to learn everything all over again.
– Errors: The system should have a low error rate, so that users make errors they can
easily recover from them. Further, catastrophic errors must not occur.
Unusable systems are probably the key variable that explains the failure of a system
or software 0. Research shows that usability is not given a simple absolute definition,
Usability Heuristics for M-Commerce Apps 81
but it is found to be relative to the users, goals and contexts of use0 0, thereby it is
contextualized 00 0.
Generally, usability evaluation can be categorized to: (i) expert-based techniques
such as cognitive walkthrough and heuristics inspection; and (ii) user studies such as
user testing, interviews and experimentation. Compared to user studies, heuristics
evaluation is a cost-effective method allowing more than 60% usability deficiencies to
be identified 0. Nielsen 0 developed via a multi-phase study a set of usability heuristics
for user interfaces. The suggested practice when applying heuristics evaluation is the
following: (i) engage a small set of evaluators as many as five to examine the interface
or software and judge its compliance with usability heuristics; (ii) evaluators aggregate
the usability evaluation results in a corresponding list of usability deficiencies and its
corresponding violated heuristics; (iii) usability deficiencies are ranked in terms of
severity from 0 to 4, where 0 is considered ‘cosmetic’ issue and 4 a ‘usability catas-
trophe’ that is imperative to fix. Usability heuristics has been found efficient to evaluate
usability of video-games, medical devices, shared workplace groupware, children
learning applications, large screen exhibits, visualization software and virtual reality
systems 0 0 00 0 0.
3 The Study
Below, the two-phase study is described. The first phase of the study demonstrates the
integration of the 10-rule heuristics of Nielsen 0 with the Google/Androids’ guidelines
0 and human interface guidelines of Apple 0. The second phase tests and validates the
developed heuristics for the context of second-hand retailing mobile apps. Rationale
and actions as they relate to the procedure applied are provided.
evaluators applied the following steps in usability inspection: (i) identify usability defi-
ciencies; (ii) rate severity of usability issues applying Nielsen severity ranking system 0;
and (iii) conduct a debriefing session where all evaluators meet and agree on usability
issues identified, its category and severity rank.
Mobile App Selection: The Case of Secondhand Retailing Mobile Apps. Secondhand
retailing is more than $18 billion industry that is projected to grow by 11% every year
to reach at least $33 billion industry on 20210. The United States giant retailers are
suffering while secondhand commerce is thriving. For example, the total secondhand
apparel market is expected to grow from $18 billion in 2016 to $33 billion in 2021. The
phenomena of secondhand retailing can be explained by factors of millennial pene-
tration, desire for value and cost savings, and the entertainment factor of the treasure
hunt for unique items. The emergence of websites such as ebay.com, Poshmark.com,
Tradesy.com and Bonanza.com has streamlined the secondhand retailing, Similarly,
mobile apps such as Letgo, Offerup, Gone, Mercari and Depop, among others, made it
easy for non-professional sellers to sell their used items. Such peer-to-peer mobile apps
offer innovative technological features and social media functionality for users that
made it easy for unprofessional sellers to develop Mobile apps such as LetGo, which
connects buyers and sellers, enables instant uploading for pictures, supports adding
item description, powers users with instant messaging and provides automatic tagging
for products using a proprietary software.
For this study mobile apps of LetGo0 and OfferUp 0 are selected to test the
developed usability heuristics. These mobile apps enable users to buy and sell items
locally using the GPS feature and/or zip code to locate items. Both LetGo and OfferUp
allow users to make offers via text and negotiate prices in real-time text conversation.
Users can apply filtering to the displayed items based on different criteria such as
geographic distance, price and item type. Both apps allow sellers to share their items
via social networking sites such as Facebook and Twitter. Users can share item found
with others via email and can setup push notifications to be alerted when an offer is
made on an item, or item status changes.
Evaluators download both apps on android and iOS mobile devises. Usability
evaluators conducted a cognitive walkthrough to learn the apps and then conducted a
usability inspection for each using the thirteen heuristics developed by the study. The
evaluators conducted the usability inspection individually, and then, they met to debrief
their findings and rate the severity of each of the identified usability violation.
Usability evaluation resulted in identifying a number of usability violations for
LetGo and OfferUp apps. Usability deficiencies varied in terms of severity (see
Tables 3 and 4). For example, when users browse the items saved on their favorites list,
they are given the opportunity to click on any items to get more details. However, when
exiting, the user is returned back to the beginning of the favorite items list, not to where
the user was browsing (see Fig. 1a–d). In addition, when favorites item is sold, the user
get notification, but user to browse the details of item sold is not possible. Instead, the
user is given the option to browse other similar items. Both usability problems show
the violation to usability rules of user control and user’s ability to recognize rather than
recall.
Usability Heuristics for M-Commerce Apps 85
Deleting favorite item on OfferUp requires multi-steps from the user. First, user
needs to open the board, and then selects the item to be deleted. Then, user to click on
the heart icon to indicate deletion. If the item is on two boards, the user needs to
replicate the steps per board. It will be more efficient, if item to delete is selected once,
to be deleted from all boards (see Fig. 2a–d).
86 S. I. Swaid and T. Z. Suid
4 Conclusion
Usability is a key factor in the quality of mobile apps, especially for its users. However,
research on mobile apps usability is still fragmented and inconsistent. In this study, a
usability heuristics model is developed based on an integrative approach using Nielsen
10-rules heuristics, and the deign guideline put by Google and human-factors deign of
Apple for their mobile apps developers. Using the developed 13 usability heuristics
allows us to assess the usability of mobile apps and identify any deficiencies. The study
supports the consistent and unambiguous compilation of the usability heuristics that
consider the special characteristics of the handheld devices. The usefulness of this
approach is demonstrated by the empirical testing of two mobile apps used for sec-
ondhand retailing. For future work, I plan to operationalize each of the heuristics based
on the flow and stages of m-purchase transaction of: On-board, Use, Transact and
Return 0. The developed heuristics and its checklist will be empirically tested using
other types of m-commerce apps to validate our m-commerce usability principles and
its checklist.
Mobile applications are growing in number and complexity, and becoming the
standard for media consumption, retailing, virtual learning, and social networking,
among others. The increasing spread of mobile app development by non-developer
Usability Heuristics for M-Commerce Apps 87
References
1. Alsumait, A., Al-Osaimi, A.: Usability heuristics evaluation for child elearning applications.
J. Softw. 5(6), 654–661 (2010)
2. Android: Google Android Design Guidelines. https://developer.android.com/design/index.
html. Accessed 28 Feb 2018
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2018
4. Baker, K., Greenberg, S., Gutwin, C.: Empirical development of a heuristics evaluation
methodology for shared workspace groupware. In: Proceedings of the ACM CSCW 2002,
New Orleans, Louisiana, USA, November, pp. 96–105 (2002)
5. Bertin, E., Gabrielli, S., Kimani, S.: Appropriating and assessing heuristics for mobile
computing. In: Proceedings of the Working Conference on Advanced Visual Interfaces (AVI
2006), pp. 119–126. ACM, New York, May 2006
6. Bevan, N., Macleod, M.: Usability measurement in context. Behav. Inf. Technol. 13, 132–
145 (1994)
7. Bevan, N.: What is the difference between the purpose of usability and user experience
evaluation methods. UXEM 2009 Workshop, INTERACT 2009, Uppsala (2009)
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CHI Conference, 2004. Vienna, Austria, April 2004. https://www.forbes.com/forbes/
welcome/?toURL=https://www.forbes.com/sites/richardkestenbaum/2017/04/11/fashion-
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www.google.com/&referrer=https://www.google.com/. Accessed 28 Feb 2018
9. Forbes: Fashion Retailers Have To Adapt To Deal With Secondhand Clothes Sold Online
(2017). www.forbes.com. Accessed 28 Feb 2018
10. Göransson, B., Gulliksen, J., Boivie, I.: The usability design process – integrating user-
centered systems design in the software development process. Software Process Improve-
ment and Practice 8, 111–131 (2003)
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docs/article/Mobile_App_UX_Principles.pdf. Accessed 28 Feb 2018
12. Harrison, R., Flood, D., Duce, D.: Usability of mobile applications: literature review and
rationale of a new usability model. Journal of Interaction Science 1(1), 1 (2013)
13. ISO 9241-11: Guidelines for Specifying and Measuring usability (1998)
14. Letgo: 2018. www.letgo.com
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uxmatters.com/mt/archives/2010/09/usability-for-mobile-devices.php. Accessed 28 Feb
2018
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Experiences: Adobe. https://www.retaildive.com/ex/mobilecommercedaily/more-than-half-
of-shoppers-are-dissatisfied-with-mobile-retail-experiences-adobe. Accessed 28 Feb 2018
17. Nielsen, J.: Heuristic evaluation. In: Nielsen, J., Mack, R.L. (eds.) Usability Inspection
Methods. Wiley, New York (1994)
88 S. I. Swaid and T. Z. Suid
Abstract. The reason why there are many kinds of handle shapes for the single
handle faucets is because there are no design guidelines for their usability. This
study is on making a design guideline for the new single handle faucet which is
now developing at TAKAGI CO., LTD. in Japan. First, a questionnaire survey
on the usability of 10 basic handle shapes was developed. We made the test
subjects evaluate those handle’s usability in 5 levels, and compared them to find
out which component improves their usability. Secondly, 4 advanced handle
shapes were developed using the results of the basic shape questionnaire survey.
We made the test subjects evaluate those handle’s usability in 5 levels and by
the image words we selected which may have a connection between the handle’s
appearance. Furthermore, we used the principle component analysis to find out
which image word has a strong mutual relation between the appearance of the
handle and their usability. Consequently, we were able to find out the compo-
nent which will improve the handle’s usability, and the image words which may
have a strong mutual relationship between the appearance of the handle and their
usability.
1 Introduction
This study is about finding the guidelines in designing the handle shapes for the user’s
usability. There are too many kinds of shapes in single handle faucets, and this is
because there are no guidelines in designing the handle shapes for their usability. This
is a serious matter to designers and to consumers, because it is hard in both developing
and purchasing the best designs for usability. It also takes innumerable time to develop
one handle which matches to the whole faucet image and fulfills their usability. But it
will make easier and faster to develop the handles by creating a guideline. This study is
a collaborative project with TAKAGI CO., LTD., an industry developing faucets in
Japan. So it was decided to refer the cartridge and the size which is used in
TAKAGI CO., KTD for our design condition, and make a guideline which matches
best to the cartridge developed in TAKAGI CO., LTD.
Fig. 1.
Usability and Design Guideline for Designing Single Handle Faucet’s 91
2.3 Result
Figure 2 shows the average level of each handle’s usability and the favorite, least
favorite handle shape which was chosen by the test subjects. From this research, the
most usable handle shapes were Sample D, G, H and their average levels were about
3.50. Moreover, the 3 handles which had the highest scores on the usability were most
chosen as the most favorite handle shapes. In addition, they were least chosen as the
least favorite handles. From this result, we found out that the basic handle shapes D, G,
H are the most acceptable shapes to the users.
Fig. 2. Average level of each handle’s usability, favorite and least favorite handle
On the opposite side, sample lever I had the lowest average level on the usability of
the handle shape, and was most chosen as the least favorite handle.
Figure 3 shows the comparison of the handle shapes with each component. By
grouping 2 handles by each component’s difference and comparing the change in the
usability, we were able to find out which component will improve the usability.
When we compared the handles by their tip shape, the usability increased when
they were round. When we compared the handles by the existence of the ring, the
usability increased on the wide-type handle when there was a ring. But, the usability
decreased on the mid-width-type, when there was a ring. There were comments such as
“The hole was too thin, the finger didn’t go through”, “It would be better to use when
the finger went through”. Referencing from these comments and the results, the
usability will approve only when the width of the hole is wide enough to insert the
finger. When we compared the handles by the width, the usability increased from the
wide-type to the mid-width-type, and they decreased from the mid-width-type to the
narrow-type handle.
92 R. Takagi et al.
Figure 4 shows the comparison of each age-groups rating. From this result, there
was only a slight difference in all the age-group’s rating. Therefore, we figured we can
propose a universal guideline for handle shape design.
According to this survey, we found out the most acceptable handle shapes were
samples D, G, H. On the opposite side, sample lever I was the least acceptable handle
shape. The most user-friendly components for the handles are round tips, the width of
the handle between 31 mm to 50 mm, and the width of the ring which people can
easily put their fingers through. Therefore, on the next survey for the advanced-forms,
they will be an improved design based on Sample D, G, H, I, which were chosen as the
most favorite and the least favorite handle shapes. The reason for taking Sample I in the
advanced-form research is, because there is a similar design in TAKAGI CO., LTD.
Furthermore, we used the principle component analysis to find out which image word
has a strong mutual relation between the appearance of the handle and their usability.
3.3 Result
Figure 6 shows the average level of each handle’s usability and their appearance, and
the favorite, least favorite handle shape which was chosen by the test subjects. From
this research, the most usable handle shape was Sample B and the average level for the
appearance was about 3.50, and 4.1 for the usability. Moreover, the handle which had
the highest score on the appearance and usability, was most chosen as the most favorite
handle shapes. In addition, it was least chosen as the least favorite handle. From this
result, we found out that the advanced handle shape B is the most acceptable shape to
the users.
Table 1 shows the results for the correlation between the appearance, usability and
the image words for advanced-form handle B. The numbers inside each cell stands for
the correlation factors for each appearance, usability, and the image words. When the
correlation factor gets bigger it able to know which image word has a strong mutual
relation between the appearance and the usability [1, 2].
94 R. Takagi et al.
Fig. 6. Average level in the single handle faucet’s appearance and their usability, most favorite
and the least favorite handle shape
According to the analysis, we found out the image words which has a strong mutual
relation between the appearance and the usability are, “fresh in shape”, “high grade”,
and “maturity”.
Table 1. The correlation between the appearance, usability and the image words for advanced-
form handle B
B Appearance B Usability
B Appearance 1.000 0.471
B Usability 0.471 1.000
B Soft 0.096 0.068
B Fresh in Shape 0.532 0.376
B Neat Shape 0.323 0.082
B Natural 0.040 0.261
B Delicate 0.271 0.075
B High Grade 0.527 0.373
B Womanly 0.102 0.084
B Round 0.087 0.102
B Maturity 0.362 0.356
B Static 0.130 0.053
Therefore, those image words will help to develop designs of single handle lever
shape and improve those appearance and usability.
Through this survey, we obtained the components and image words which will
improve the usability as given in Table 2. In this survey, since we evaluated each
handle by their appearance, usability and image words, we were able to find various
factors for each item.
As a result, we were able to find out the design guideline on the components and
the image words, which will improve the single handle faucet’s usability. By devel-
oping a handle based on the components above (Table 2) and designing it in the
directions of “fresh in shape”, “high grade”, and “maturity”, we will be able to design a
handle which is good in both appearance and usability.
Usability and Design Guideline for Designing Single Handle Faucet’s 95
4.3 Result
Figure 8 shows the average level of each handle’s appearance and usability, and the
favorite, least favorite handle shape which was chosen by the test subjects. From this
research, the most usable handle shape was Sample C and the average level for the
appearance was about 4.00, and 4.33 for the usability. Comparing with Sample A
(advanced-form handle B) and both final-form handles, the appearance and usability
improved on both final-form handles. Moreover, a total of 80 percent of the test
subjects chose the final-form handles as their most favorite handle shape and a total of
17 percent of the test subjects chose the final-form handles as their least favorite handle
shape.
Fig. 8. Average level in the single handle faucet’s appearance and their usability, Percentage of
the most favorite and the least favorite handle shape.
Usability and Design Guideline for Designing Single Handle Faucet’s 97
Figure 9 shows the image word evaluation using the semantic differential method.
When we compared the results between the advanced-form handle and the final-form
handle, the “Fresh in Shape”, “High Grade”, “Maturity” image has improved on the
final-form handle. These words were the image words which we abstracted that has a
strong mutual relation between the image words.
From this result, we were able to make a handle shape which has a good appearance
and usability, by using the design guideline.
Fig. 9. The image word evaluation using the semantic differential method
5 Conclusion
In this study, we abstracted the components and image words which will improve the
appearance and usability. We developed 10 basic-form handles and had a questionnaire
survey on the usability, and found out the basic components which will improve the
usability. In this survey, we found out the most user-friendly component for the handles
are round tips, the width of the handle between 31 mm to 50 mm, and the width of the
ring which people can easily put their fingers through. Moreover, by comparing each
age-groups rating, there was only a slight difference in all the age-group’s rating.
Therefore, we figured we can propose a universal guideline for handle shape design.
Next, we developed 4 advanced-forms of chrome plated handles referencing the results
of the first questionnaire survey. From this survey, we found out that the handle with
the ring which people can put one finger in was the most usable shape. Furthermore, we
98 R. Takagi et al.
used the principle component analysis to find out which image word has a strong
mutual relation between the appearance of the handle and their usability. According to
the analysis, we found out the image words which has a strong mutual relation between
the appearance and the usability are, “fresh in shape”, “high grade”, and “maturity”.
Therefore, those image words will help to develop designs of single handle lever shape
and improve those usability. Finally, we made a design guideline for the handle shape’s
usability and developed 2 handle shapes using that guideline, and compared the
usability with the advanced-shape handle which had the highest average level in the
usability and the existing single handle faucet which was developed in LIXIL Cor-
poration. As a result, the usability level of the designed handle was significantly
improved thanks to the guidelines we developed. In conclusion, we believe our
guideline will make the design work easier and adjustable for usability and design
image at the same time.
References
1. Minrou, S.: A primer of multivariate analysis, studying from Exel
2. Meitetu, K.: Deta Science using R
3. Boger, J., Craig, T., Mihailidis, A.: Examining the impact of familiarity on faucet
usability for older adults with dementia
4. https://bmcgeriatr.biomedcentral.com/articles/10.1186/1471-2318-13-63
5. Taati, B., Snoek, J., Mihailidis, A.: Video analysis for identifying human operation
difficulties and faucet usability assessment
6. https://www.sciencedirect.com/science/article/pii/S0925231212003918DESIGN
7. Takumi, W., Masayuki, O., Ryouta, S.: An influence on Hot Water saving effect of
operability saving hot water using single-Lever kitchen faucets, The society of Heating, Air-
Conditioning and Sanitary Engineers of Japan
8. https://www.jstage.jst.go.jp/article/shasetaikai/2013.1/0/2013.1_13/_article/-char/ja/
9. Li, Z., Mihailidis, A., Boger, J.: The Usability Of Water Faucets For Older Adults With And
Without Dementia: How Important Is Familiarity
10. http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.514.8218&rep=rep1&type=pdf
11. Boger, J., Mihailidis, A.: Familiarity and Usability of Products by People with Dementia,
Toronto Rehabilitation Institute, University of Toronto
12. Lo, S., Helander, M.G.: Developing a formal usability analysis method for consumer
products
13. Chen, Y., Zhao, Z.M., Wang, X., Wu, G.X.: The production capacity analyses and balance
improvement of faucet assembly line. Inst. Ind. Eng. Zhejiang University of Technology,
Hangzhou 310032, China
14. http://en.cnki.com.cn/Article_en/CJFDTOTAL-GYGC200903020.htm
15. Soewardi, H., Pradana, V.: Developing features of water faucet by using user centered
design approach, Department of Industrial Engineering, Industrial Technology Faculty,
Islamic University of Indonesia, Yogyakarta, Indonesia. http://www.arpnjournals.org/jeas/
research_papers/rp_2016/jeas_0416_4016.pdf
A Comparative Study of Product Usability
and Ergonomic Assessment of Server Lifts
Dosun Shin(&)
1 Introduction
This paper explores the process of product evaluations comparing 3 different com-
peting server lift products using human factors and ergonomics methods focusing on
safety and usability testing. This independent study was conducted by faculty and
student teams from Arizona State University’s Industrial Design program and Engi-
neering program collaborating to evaluate and analyze current designs based on the
direct feedback from lift operators working in the field.
An executive comparison among all three competitors was conducted to provide data
on the SL-350X’s performance in comparison with its current lift market competitors.
The Manual ServerLIFT SL-350X, manufactured by the sponsored company, RackLift’s
RL 600S lift and the Warehouse Lift constitute the most common alternatives, were tested
and evaluated on their functions and product performance. All three lifts underwent
identical testing processes and were evaluated and documented based on the following
categories.
• Functionality During Navigation
• Safety During Use
• Ergonomics
• Installation Functionality
• Crank Functionality
• Obstruction Avoidance Capability
• Feature Evaluation
• Server Installation
• Engineering Assessment
This paper will discuss the testing process and discuss the results of only the
Navigation and Safety tests done on the three lift products, and an Ergonomics
assessment of the ServerLIFT SL-350X product.
2 Competitor Overview
The following product images and descriptions are providing the overview of com-
petitors that were tested and evaluated for this study (Table 1).
Built speci cally for the data The RL600S Manual Server Great for shipping/receiving,
center, the SL-350X Equipment Lift was created to the heavy material on shelves,
ServerLIFT has become the need to more safely, easily and HVAC installation/ repair
industry standard world-wide. productively lift up to 650 pounds and more. Can be used as a
This lift can lift blade chassis, in a data center or head end facili- hand truck, forklift or dolly.
switches, server hardware and ty. Non-marking rear wheels
any other heavy IT equipment. and dual-wheel, front-swivel
casters.
A Comparative Study of Product 101
The navigation speed test is a detailed assessment of the lift’s efficiency in traveling
between the narrow corridors of a data center. In this test, efficiency was evaluated
using time. Variables impacting time such as change in the direction being traveled,
made by the operator to avoid collision, were recorded to help evaluate where effi-
ciency is lost. The result of this test compares the competitors using an average travel
time derived from numerous runs with specified variables and constants.
Based on the overall aisle dimensions and layout of common server centers, the
navigation course map was created in the testing room of the sponsor’s company, and
server racks were also installed. The team recorded the navigation time from the
starting point and compared the speed with different server lift conditions. The testing
procedure that was developed by industrial design team is shown below (Fig. 1).
(1) Mark designated start point in adjacent aisle from targeted server slot. (18 ft
Away)
(2) Place lift at designated starting point with the lift platform at the height of the
intended server slot.
(3) Record the time lapsed as operator navigates through the course and up to the
target Server Slot.
4) During the test observe and record how many adjustment movements must be
made by the operator to avoid any collisions.
(5) Simultaneously record the amount of time it takes for the operator to travel from
START to TARGET.
(6) Repeat steps 1–5 moving in the opposite direction.
(7) Repeat steps 1–6 with the server loaded on the lift.
(8) Collect user feedback from lift operator about experience with each product being
tested.
102 D. Shin
This data presents Warehouse (WL) was the fastest, ServerLIFT (SL) was second
and RackLift (RL) was the slowest. Both operators showed the same results regardless
of lift operation directions and a server on the lifts.
A Comparative Study of Product 103
For operator 1, SL without a server had only one adjustment in forward and
backward operation. SL with a server shows only one adjustment in backward.
For operator 2, SL without a server, there was no adjustment, and only one
adjustment with a server in backward operation. The other two product competitors
104 D. Shin
showed 4–7 adjustments in navigation test, and this data demonstrated SL was the
easiest product among the three in regard to maneuverability.
In order to discuss the product safety, the test team conduced operational observations
for all products, and looked for critical issues, such as pinch points, awkward posi-
tioning, poor ergonomics, etc. in evaluating safety characteristics (Figs. 4, 5 and 6).
5 Ergonomics Test
5.1 Testing Process
The objective of this test was to evaluate the ergonomics of each lift and compare their
ease of use. This was done by observing the ability of lift operator to reach and use
certain interaction points while driving, loading and unloading the lift at various
heights. The testing procedure with the operators is listed below (Fig. 7).
(1) Have the operator begin at start with the server shelf at the lowest point.
(2) Observe as the operator drives the lift and aligns it with the server rack.
(3) Observe as the operator applies the breaking mechanism
(4) Observe as the operator adjusts the shelf height.
(5) Observe as the operator loads the server onto the lift.
(6) Starting from the beginning and complete steps 1–5 to reinstall the server into the
housing.
(7) Conduct steps 1–6 at the minimum, medium, and maximum heights with all three
different servers.
(1) Drive the lift from point A to B. (See the image in Handle Observation)
(2) Adjust the lifts position to load and unload lift
(3) Raise and lower the lift.
B. Crank Evaluation
The measurements to the average grip diameter of United States anthropometric
data for the crank handles were compared and documented the grip size and
comfort while observing operator:
(1) Adjust the lifts position to load and unload lift
(2) Raise and lower the lift.
Evaluate the operators’ ability to line up the server and operate the crank
simultaneously.
C. Foot Operating Evaluation
The testing team evaluated foot clearance and comfort while operating lift brakes.
We observed the foot space and contact while both driving the lift and installing
the server.
D. Visibility Evaluation
The operators’ visibility was observed while both driving the lift and installing the
server at,
(1) Max Height
(2) Mid Height
(3) Low Height
E. Operation Evaluation
The testing team had the operator begin at start and observed any contact points
made by natural tendencies while aligning the lift to the server housing. While the
operator unloads the lift at all three heights, we observed any uncomfortable arm
contact, angles, or obstacles experienced by the operator.
A. Current handles place additional pressure between the thumb and pointer finger and
at the wrist.
B. Once the operator reached the housing, he would sometime push the lift from the
side to get as close as possible to the server housing.
A Comparative Study of Product 107
Operator naturally grabs onto the top handle brackets while operating the crank to
lower or raise the platform, though this position is contrary to the published operating
instructions. It was found that the top bracket of the handle encountered a high level of
interaction with the operator’s hand both during crank operation and navigation,
although positioning one’s hand there is contrary to the published operating instruc-
tions. This is a crucial point both used to support the weight of the operator and
increase the leverage while making turns.
(1) ServerLIFT handles cover 53% of optimal arm height between the 5th and 95th
percentile of users.
(2) ServerLIFT handles fall within the maximum and minimum grip width between
the 5th and 95th percentile of users.
A. When operating the lift, the operator needs to be able to see the rails and lift the
shelf to drop in the server simultaneously. When attempting to install or un-install
108 D. Shin
the server off the left side of the lift, the operator has to reach further for the crank
compromising level of visibility on the server rails.
B. While operating the crank the operator has a tendency to want to continue holding
the handles as leverage and to support body weight bending over.
C. Operator can only line up one side of rails while operating crank simultaneously
causing continuous trips back and forth to make small adjustments.
Small adjustments of the shelf height are crucial to lining up servers with the
housing rails. Each small adjustment of the shelf height made by the crank is followed
by re-evaluation and adjustments with the alignment of the rails on the side of the lift
opposite the crank. The number of times traveled between the crank and the far side of
the lift created a process that operators found tedious or annoying.
(1) While the crank is within the optimal height for lower percentile users, operators
in the higher percentiles have to bend over to fully operate the crank.
(2) The ServerLIFT crank handle has an appropriately sized grip for lower percentile
users (i.e. does not exceed the max. grip width), however, it may feel small for
operators in the higher percentiles.
A. Plenty of room for the operator’s foot to engage and disengage the brake
B. While navigating the lift, there is enough clearance for the operator’s foot to
comfortably make steps underneath the frame.
A Comparative Study of Product 109
A. Though, there is a decal on the unit that says “MUST READ & UNDERSTAND
OPERATOR’S MANUAL BEFORE USING”, operators were unclear as to the
order in which the accessory should be used.
B. To use the accessory crank without obstruction the lift must be lined up far enough
from the server housing that the server does not pass the end of the lift shelf when
fully extended on the rails.
C. The accessory crank cannot be used simultaneously with the shelves sliding feature
as it becomes obstructed by the frame.
Operators did not find the accessory intuitive, as it took some time for the operators
to figure out the best way to make use of the accessory. Operators also tend to over-
power the accessory when possible by lifting server themselves, but would find this
accessory useful for the larger servers.
In general, both operators agreed that the use of the accessory could prove helpful
after experience mastering the timing of its use. The largest obstacle with this accessory
110 D. Shin
is knowing exactly where to the line up the lift, so that the server will not obstruct the
path of the accessories crank. The crank of the accessory itself faced many obstacles.
A. Small amount of space between server and the lift frame on the right sight limits
visibility.
B. The majority of operators have limited visibility when unloading server into the
highest rack position.
The visibility of ServerLIFT suffers in three primary areas. Limited visibility server
while operating the crank, limited visibility while installing and un-installing servers at
maximum heights without a ladder or outside step, and visibility between the server
and lift frame on the operator’s side of the lift.
6 Conclusion
Product interaction, ergonomics, and usability are the most significant elements to be
considered and evaluated in developing industrial products. The server lift prod-
ucts involve human interactions and must include a safety evaluation or their operation
could cause serious body injuries. This study’s thorough product evaluation and
observation looking at product safety and ergonomics will provide continuing valu-
able information to the product developer, as well as, the potential product buyers and
users.
In general, the ServerLIFT product shows better performance in regard to the
navigation test using the measures of operation time and adjustments at the corners of
aisles. A number of discussions and brainstorming activities were conducted among
the team members to come up with testing procedures, data collection, analysis tech-
niques, and the methods for conducting observations. Through this study, Industrial
Design Students were able to understand the importance of product evaluation and gain
valuable experience in developing testing methodologies.
User Evaluation of MyStudentScope: A Web
Portal for Parental Management of Their
Children’s Educational Information
1 Introduction
Parents and caregivers often struggle to successfully manage data from a variety of
sources in a myriad of formats regarding their children’s education. Over the years,
information can get lost or become extremely difficult to recall or retrieve for parents.
To address challenges that have been identified by previous research (e.g., [3]), a web
portal, named MyStudentScope (MSS), was designed with the integration of proposed
solutions and recommendations from subject matter experts in education. Specifically,
MSS has four primary functions: monitoring, retrieving, communication and decision-
making. These functions are expected to help its users, namely parents, guardians or
anyone else that is responsible for school-aged children, access and analyze collected
data. In order to ensure that the design of MSS can fully meet users’ needs, a user study
2 Related Work
in the school system. However, if the student changes school districts, the parent is no
longer able to view the students’ academic history on one site.
A prior literature review revealed only one application that was specifically
designed to assist parents in organizing and gathering information related to their
child’s education. That function of that application was to assist parents in preparing for
Individualized Education Program (IEP) meetings. Recent inquiries indicate that the
application is no longer available.
MSS is a web portal that was designed for parental management of information
regarding their children’s education. MSS is meant to be used with the current methods
and systems via which parents receive information regarding their children’s education
like existing electronic student information systems. Instead of archiving information
using paper, parents will archive the information in MSS by entering grades their
student receives on assignments or in courses and uploading documents including
samples of their student’s schoolwork.
Based on feedback received from the review of the pilot system, a new user
interface was designed to improve parents’ interaction with the tool. The design pre-
mise for the functions remained largely the same, but the look and feel of the tool was
modified to make it more user friendly and engaging.
Retrieving. Using search mechanisms, parents are able to retrieve previously saved
information. In a previous study, the majority of parents surveyed said they would be
willing to document the following information for each piece of educational infor-
mation saved; date, source, category and description for items categorized as ‘Other’.
MSS was designed to allow parents to save and then later search and retrieve infor-
mation based on these details.
Communication. The communication function allows parents to correspond with
educators, coaches, and other providers from the tool. Because parents will ideally save
important documents like work samples and assessments in the tool, the communi-
cation function provides a means for parents to attach these documents to messages
with the goal of improving communication.
Decision Making. The decision making function of MSS is based on the extended
data–information–knowledge–wisdom (DIKW) hierarchy as described by Mannion.
The DIKW hierarchy is a method for describing how we move from data to infor-
mation to knowledge to wisdom, but the extension includes decision-making, which
reveals what direction to take in the future [2]. Via the decision making function,
parents are able to observe trends and detect changes in their child’s academic per-
formance by viewing graphs and/or reports of the educational information stored in
MSS. The graphical presentation of the data mitigates the need for parents to compare
number values manually. For example, parents can view their child’s average grades
for all courses for all school years. However, if parents want to review numeric scores,
they are able to search for them as needed.
associated with a student or students. After account creation and initial login, the user is
prompted to add a student to the account. A parent may add an unlimited number of
students to his/her account. This flexibility allows parents of many children in different
school systems to manage all of the information in one place. The general interface
design of MSS is described in detail in a previous paper [4]. Some of the changes that
were made to the interface as a result of preliminary user testing are described here.
Some existing education management systems allow users to export data; however,
some do not. To accommodate both situations, MSS allows parents to enter assignment
and course grades in bulk, file upload, or individually. The information requested and
stored for both course and assignment grades includes Course, School, Teacher, School
Year, Term and Grade. For assignments, the user also may enter an Assignment Name.
Figure 2 shows how the grade input was improved from the pilot to the current version
of the portal.
Fig. 2. Comparison between old and new assignment grade entry pages
For subsequent logins, the user is presented with the Dashboard page (Fig. 3). The
Dashboard includes the course report as well as a graphical view of assignment grades
that have been entered so that at a glance the user can see if anything is abnormal. The
pivot tables at the bottom of each graph give the user the calculated average for the
grade set they are currently viewing in the graph. The user has the option to filter each
graph by school year.
Other improvements were made to the Events section of the portal. In the pilot, it
was challenging for users to see details regarding events that had been added.
The portal was therefore modified to give the user month, weekly and daily view
options (see Fig. 4). By default, the user is still initially presented with the month view.
116 T. Matthews et al.
The user is permitted to schedule more than one event at the same time, but the conflict
is visible to them.
4 Methods
We conducted a user study to evaluate the efficacy of the revised MSS portal as com-
pared to traditional paper-based methods. We simulated situations parents/caregivers
may encounter related to their children’s education and extracurricular activities. The
goals of the evaluation study are:
• To evaluate the overall functionality and interface design of MSS
• Collect user feedback on additional functions to implement in the portal
• Collect user feedback on communication functions currently under development
Regarding the third goal, we would like to collect information regarding how users
currently and/or would like to record information regarding positive and negative
events related to their children’s education that they would like to or may need to recall
later. This is particularly relevant to information that is not received in written or
electronic form.
4.1 Participants
The typical user of MSS is a parent or guardian who is responsible for a school-aged
child in grades Kindergarten through 12th grade. Eight parents (4 males) with at least
one child in Kindergarten through 12th grade participated in the study. Six out of the
eight participants were between the ages of 41–50 (average: 45, stdev: 5.41)
All participants have been using a computer, smart phone or tablet daily for more
than ten years. Seven of the participants have an education management system
available to them via their child’s school. They all indicate that they accessed the
system at least quarterly. Most access the system more frequently.
Each user was given a brief demo of MSS prior to starting the MSS condition. For each
condition, the participant was given a different sample student data set so the task
results for both conditions would not be the same. The participants were not given any
time constraints for task completion. If the participant asked for help or if we observed
that the participant was not making progress toward task completion we would provide
clarification on the task or guide the user to how they could solve the task.
At the end of each test condition, the participants completed a questionnaire to
provide feedback on their experience. After completing both conditions, participants
completed a survey comparing their experiences, reporting challenges and recom-
mendations for changes or additional functions.
5 Results
All participants answered a questionnaire after each test condition to evaluate their
experience. The questionnaire after the MSS condition also asked participants to
provide suggestions for improving the portal. The majority of the participant feedback
was positive in favor of MSS. As shown in Table 3, all but one participant strongly
agreed or agreed that using MSS to perform tasks was easier than using paper-based
methods.
Participants also provided some recommendations for improving MSS. Some of the
recommendations are already in development (e.g. communication function). Others
were new. One participant recommended that parents be able to link to the school
website from MSS. Another parent suggested that MSS have a designated place for IEP
data.
120 T. Matthews et al.
Table 3. Summary of answers to MSS v. paper post-test comparison questionnaire Likert scale
questions
ID 1. MSS was 2. Completed 3. More 4. Recovered 5.Easier to 6. More
easier to use task more productive from errors find frustration
than paper quickly with with MSS faster with information using MSS
paper than paper paper with MSS than paper
P1 5 1 5 1 5 1
P2 2 2 2 4 2 4
P3 5 1 5 1 5 1
P4 5 2 5 2 5 1
P5 5 2 4 2 4 2
P6 4 2 4 2 4 2
P7 5 2 5 2 5 2
P8 5 4 5 2 5 2
The user feedback indicates that MSS has great potential for improving how parents
use the information they receive regarding their children’s information. Most partici-
pants were able to complete tasks using MSS after only a brief demonstration of the
tool. With more use and with more instructive on-screen documentation and prompts,
we expect the benefits of using MSS to surpass the use of paper.
For future work, we will modify the portal based on feedback received during this
study and challenges observed during the user test. We will complete a comprehensive
study where users are asked to complete common tasks encountered by parents
managing their children’s educational information and extracurricular schedules using
MSS. The communication and alerting capabilities that were not previously exercised
will be included in that study.
References
1. Crabtree, R.K.: The Paper Chase: Managing Your Child’s Documents (1998). http://www.
wrightslaw.com/info/advo.paperchase.crabtree.htm. Accessed 14 Feb 2013
2. Mannion, P.: Optimal Analysis Algorithms are IoT’s Big Opportunity, 12 January 2015.
http://electronics360.globalspec.com/article/4890/optimal-analysis-algorithms-are-iot-s-big-
opportunity
3. Matthews, T., Feng, J.H.: Understanding parental management of information regarding their
children. human interface and the management of information: information, knowledge and
interaction design. In: 19th International Conference, HCI International 2017, Proceedings,
Part I, Vancouver, BC, Canada, 9–14 July, pp. 347–365. Springer International Publishing
(2017)
User Evaluation of MyStudentScope: A Web Portal for Parental Management 121
4. Matthews, T., Feng, J.H., Zheng, Y., Chen, Z.: MyStudentScope: a web portal for parental
management of their children’s education information. human interface and the management
of information: information, knowledge and interaction design. In: 20th International
Conference, HCI International 2018, Proceedings, Las Vegas, Nevada, July 15–20 2018.
Springer International Publishing (2018)
5. Patrikakou, E.N.: The Power of Parent Involvement: Evidence, Ideas, and Tools for Student
Success. Lincoln: Center on Innovation and Improvement (2008)
6. Roshan, P.K., Jacobs, M., Dye, M., DiSalvo, B.: Exploring how parents in economically
depressed communities access learning resources, pp. 131–141. ACM (2014)
7. Wright, P., Wright, P.: The Special Education Survival Guide: Organizing Your Child’s
Special Education File: Do It Right!, 21 July 2008. http://www.fetaweb.com/03/organize.file.
htm. Accessed 14 Feb 2013
Usability Evaluation of a State University
Grade Encoding System
1 Introduction
The way by which computer system communicates with human is through its user
interfaces and this component highly affects the productivity of the users in performing
their tasks. The growth of Human Computer Interaction (HCI) focuses on developing
an effective, efficient and easy to use interactive computer system to avoid deterioration
of user performance, confusion, panic, boredom, frustration, incomplete use of the
system, system abandonment, modification of the task, compensatory actions and
misuse of the system [1, 2]. The field of HCI intends to design a computer system that
assists the users in performing their tasks safely and without wasting any resources
such as time [3]. Increasing computer technology does not guarantee improvement in
the productivity of the users. Thus, it is more essential to give consideration on the
needs of the users rather the application of advancement in technology. The principles
of HCI promotes designing user interface of computer systems that reflect on the
appropriate application of available technologies [4]. Moreover, a well-developed
interface design can provide substantial influence on learning duration, performance
speed, minimization of errors, and level of user satisfaction [5].
Usability refers to the attribute of the product or a system of being easy to use. Based
on ISO 9142, it is also parallel to the degree of effectiveness, efficiency and satisfaction
2 Conceptual Model
In order to evaluate the usability experience of the users, identify possible error prone
segments, and recommend abstract design principles in enhancing the overall usability of
the system, the proponents developed a three-phased methodology usability test (Fig. 1).
The methodology requires interview and survey questionnaire for pre-task and
post-task survey. The scenario and tasks performance needs a formative system eval-
uation to assess the elemental activities of encoding and posting of grades. Lastly, the
expected output of the study includes ergonomic intervention consisting of abstract
design principles applicable in enhancing the current user interface of grade encoding
system.
3 Methodology
Descriptive Statistics for Pre-task Survey. The preliminary phase of the usability test
involved pre-task survey, which described the characteristics of the respondents and
displayed the overall assessment of the usability of the system design interface. The
result showed that the highest number of the respondents was at the age of 51 and
above which exhibited the most severe limitations on the system design interface.
Moreover, 70.65% of the respondents have used the grade encoding system with
utmost 10 times (Figs. 2 and 3).
In addition, the pre-task survey initially evaluated the overall usability experience
of the respondents to the grade encoding system. The result revealed that the mean
score for satisfaction rating is 1.8112, which implied that the system design interface
126 J. P. Isip and H. Caparas
required improvement. A test of hypothesis one sample t-test verified that the mean
score for satisfaction was statistically less than 3 or below satisfactory level (P-
value = 0.000). Moreover, 67.32% of the respondents manually encoded grades and
only 32.68% imported worksheet to the system. It indicated that there was a presence
of workaround or the use of alternative method to complete the tasks in which manual
encoding of grades represented the workaround option.
Scenario and Tasks Performance. The second stage of usability test consisted of
scenario and tasks performance of encoding and posting of grades. The proponents
established a scenario that comprised of encoding and posting of final grades of a class
having an average of 50 students. Then, the scenario was divided into elemental parts
called tasks. The proponents predetermined the tasks given to the participants. The
prescribed tasks for manual encoding consist of the following: (1) Going to grade
encoding module; (2) Going to the class section where the final grades will be encoded
and posted; (3) Encoding of grades; (4) Saving and posting of grades; and (5) Logging
out. Likewise, the prescribed tasks for importing the worksheet comprise of the
following: (1) Going to grade encoding module; (2) Going to the class section where
the final grades will be encoded and posted; (3) Importing the worksheet of final
grades; (4) Saving and posting of grades; and (5) Logging out (Figs. 4 and 5).
The result has shown that tasks of importing worksheet of final grades, saving and
posting of grades and going to the class section consumed 80% of the performance
time. Task 3 or importing the worksheet of final grades to the system occupied the
greatest portion of performance time for the reason that the respondents encountered
setback in verifying the imported worksheet. The respondents were required to input
some character to proceed with the importation of worksheet in which this activity was
not part of the normal process. Moreover, the respondents encountered slight difficulty
in finding the location of icon for importing file. Similarly, scenario and task perfor-
mance for manual encoding indicated that the tasks of manual encoding of grades,
Usability Evaluation of a State University Grade Encoding System 127
saving and posting of grades and going to the class section occupied 82% of the
performance time. Evidently, manual encoding of grades had the highest completion
time, which was equivalent to 41% of the performance time. Manual encoding time for
the given scenario was 78.71% higher than the importing the worksheet of final grades
to the system.
Post-task Survey. The last phase was the post-task survey wherein respondents
evaluated different usability measures such as consistency, error tolerability, efficiency,
learnability, memorability, and likeability using a 5-point likert scale with 5 being the
highest satisfactory rating. The first criterion was consistency of the user interface design
of the grade encoding system, which referred to the similarity or the likeness of each
components of the system. A test of hypothesis using one sample t-test was used and the
result indicated that the consistency rating was statistically less than 3 or below satis-
factory level (Consistency Rating = 1.89; P-value = 0.000). The main area to be
enhanced in terms of consistency was the grouping and presentation of information in
logical order. The second criterion was error tolerability of the grade encoding system
wherein the system itself prevented the users from making errors and helped to avoid
starting over from the beginning once an error occurred. The result revealed that the
error tolerability rating was statistically less than 3 or below satisfactory level (Error
Tolerability Rating = 1.99; P-value = 0.000). The main area to be improved was the
presence of feedback when a nonconforming action was executed. For instance, there
was no indication or feedback given by the system when the user failed to save the
grades prior to posting. The third criterion was efficiency or the performance of the user
while using the system without wasting any resources such as activity time. The out-
come indicated that efficiency rating was statistically less than 3 or below satisfactory
level (Efficiency Rating = 1.93; P-value = 0.000). Based on the qualitative data gath-
ered from the respondents, the user interface design of the grade encoding system
needed to be improved to cater both novice and elderly users efficiently and effectively.
The fourth measures were the learnability and memorability of the grade encoding
system design. These criteria focused on how fast an infrequent user could adapt to the
128 J. P. Isip and H. Caparas
design of the system to be able to perform the task at ease. The result identified that the
learnability and memorability rating was statistically less than 3 or below satisfactory
level (Learnability and Memorability Rating = 1.88; P-value = 0.000). The respondents
reviewed that instructions about the use of the system should be readily retrievable when
necessary particularly for limiting users such as novice and elderly users. The last
measure was the likeability or the subjective rating of the usability experience and
satisfaction of the users in using the system. The result of the evaluation revealed that the
likeability or the overall satisfaction rating of the users was statistically less than 3 or
below satisfactory level (Likeability Rating = 1.96; P-value = 0.000). Given the above
discussion, the usability measures that obtained the lowest ratings were learnability and
memorability of the system design.
5 Conclusion
6 Recommendation
As from the results of the three-phased evaluation, the researchers found out that there
are significant issues within the current interface that needs to be improved. Primary
findings are low usability experience in terms of error tolerability, learnability and
memorability. The used of feedbacks and dialog boxes are suggested so human error
such as slip click or accidentally clicking of a specific command would be prevented. In
addition, the users could recover easily once an error occurred [8] (Fig. 6).
Making the text and icon design scheme more visible and grouping these elements
into logical order support in increasing the usability experience of the users in terms of
consistency [9]. The interface design should assist novice and elderly users in executing
the task. The system has to make all necessary steps visible [10]. This approach increases
the efficiency of all types of users even the identified limiting users of the system.
One observation concerning the task of going to class sections showed that the
execution of the activity was not straightforward thus added up to the performance
time. The user had to search and select the current academic term to display the list of
Usability Evaluation of a State University Grade Encoding System 129
class sections. Thus, the study recommended discrimination of the present period from
previous academic periods. The system could provide direct selection or automatically
displaying the list of class sections to avoid searching time of the users [11]. Important
principle to be considered is the graying out of inactive sections to emphasize the area
for the task.
The developer also needs to consider eliminating unnecessary visual elements of
the user interface in order to easily find the needed functions and highlight the
important information [12]. Other than text, graphical representations, sound, color and
spatial position at the same time may increase the ease of use of the system [13]. The
interface should also include large and vivid font and color for headings. Color helps us
in memorizing certain information by increasing our attention levels. The more
attention focused on a certain stimuli, the more chances of the stimuli to be transferred
to permanent memory storage [14].
These abstract designs approach are seen to minimize the performance time and
enhance the usability experience of the users in terms of consistency, error tolerability,
efficiency, learnability, memorability and likeability. Nevertheless, area for future study
could consider the technical feasibility of these recommendations to develop a high-
fidelity usability test in order to evaluate the level of usability of the proposed system.
References
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Comput. Stud. 41, 385–397 (1994)
2. Galitz, W.: The Essential Guide to User Interface Design Second Edition, An Introduction to
GUI Design Principles and Techniques. John Wiley & Sons, Inc., New York (2002)
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Efficiency, 2nd edn. Pearson Education, Asia Pte Ltd. (2001)
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task/specific display design. Interact. Comput. 7, 151–165 (1995)
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review. Malays. J. Med. Sci. 20, 3 (2012)
How to Get to Know Your Customers Better?
A Case Analysis of Smartphone Users
with Chinese Input Method Based
on Baidu Index
Abstract. The purpose of this paper aims to proposal a new idea to know the
customers with using Chinese input method on smartphone better based on the
big data analysis. Nowadays, China has the largest group of smartphone users.
Everyday hundreds of millions of people get used to using their smartphones
shopping, texting and searching for information and so on. A more efficient
Chinese input method will definitely enhance their user experience and speed up
the transactions. Furthermore, based on the massive user’s behavior data anal-
ysis through Baidu Index, it can be identified the target-users attribute for the
Chinese input method, and advance a more user-friendly Chinese input method
of smartphones considering the social-cultural factors affecting users. So, it’s
meaningful to cluster the users and specify the user-based design features.
Firstly, the most popular Chinese input method tools are introduced. Secondly,
the research on the Chinese input method is analyzed to find the current research
limitation. Thirdly, considering the limitation of the research on the Chinese
input method, a big data analysis platform-Baidu Index is selected in order to
research on the people’s attributes and geographical distribution of using
smartphone’s Chinese input method. The conclusion and discussion are at the
end of the paper.
1 Introduction
For 2017, the number of smartphone users in China reached 663.37 million based on
the statistic by TABLEAU company [1]. Chinese input method, as a key tool for
inputting information in a smartphone, is playing a more and more important role in
people’s daily life. For example, “WeChat”, designed and operated by Tencent
Company, is a messaging and calling App that allows you to easily connect with family
and friends across the world. This App is the most famous smartphone Application in
China and has 963 million monthly active users, among which over 50% are female
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 131–138, 2019.
https://doi.org/10.1007/978-3-319-94947-5_13
132 W. Zuo et al.
users [2]. When people want to text message with their friends using WeChat, they
need to input the words using Chinese input method. Another interesting example is
Alibaba Group’s 11.11 Global Shopping Festival in China. Consumers including over
70% women spend RMB 168.2 billion (USD 25.87 billion) during the 24-h period and
about 90% consumers used smartphones for their deals. So, obviously the target-users’
attribute for different App is very different, and the social-cultural factors, such as
geographical distribution, age, sex and so on will affect the usability. As a result, it’s
meaningful to identify the target-users attribute for the Chinese input method and
advance a more user-friendly Chinese input method for smartphones.
2 Literature Review
The Chinese input method has many useful application scenarios on a smartphone,
such as texting with friends, shopping online, searching for information, writing paper
works and so on. When the user wants to edit a piece of Chinese words on mobile,
Chinese input methods are always necessary. There are currently two kinds of Chinese
input method: structure based input method and pronunciation based input method. The
structure based on input method mainly includes Wubizixing (Chinese: ),
Wubihua (Chinese: ), Cangjie (Chinese: ), Sucheng (Chinese: ),
Sanjiao (Chinese: ), Dayi (Chinese: ); The pronunciation based input method
mainly includes Pinyin (Chinese: ), Shuangpin (Chinese: ), Jianpin (Chinese:
), Bopomofo (Chinese: ). In iPhone’s App store, the top-3 ranking in the
Chinese input method are Sougou Pinyin Method (Chinese: ), Baidu
Input Method (Chinese: ) and IFLY Input Method (Chinese: );
The ranking result of Chinese input method in Google Play is same as iPhone’s App
store (Fig. 1).
There are many studies in Chinese input method, and the outcome is significant.
The research on Chinese input method mainly focuses on six aspects: (1) Spelling or
typing correction in the Chinese words inputting process [3–5]; (2) Errors tolerant
study, such as mistyped Pinyin [6], spelling errors [4, 7, 8]; (3) Input speed improving
[9]; (4) Layout design [10]; (5) Pinyin-to-character conversion advance [5, 11, 12];
(6) Pinyin input method improving, such as neural network language model [13]. The
previous work were summarized as follows: Chen and Lee set up a new Chinese
language model based on the trigram language model and statistically segmentation, in
order to solve the typing errors and spelling correction of Chinese input method. The
result showed that both the total error rate and English error rate have reduced by 30%
[3]. Zheng et al. proposed an error-tolerant Chinese pinyin input method named
“CHIME” to solve the users’ typing errors. The error rate in detecting mistyped pinyin
and correcting mistyped pinyin methods are Significant lower than ever [6]. Wu et al.
develop a Chinese input method Editor (IME), which can specify the precise Pinyin
and promote advice on patterns of frequent spelling errors. The system advances and
evolves interactive functions for Chinese input method by correcting the use of Pinyin
and fixing spelling error automatically [7]. Based on an end-to-end method, Suzuki and
Gao created a new online scenario referring to the spelling correction when typing,
which could reduce the character error rate by 20% (from 8.9% to 7.12%) over the
How to Get to Know Your Customers Better? 133
Fig. 1. Texting with friend on WeChat’s interface (the left pic) and shopping in Taobao’s
interface (the right pic) using Sougou Pinyin Method
previous noisy channel model [4]. Zhang, et al. developed a unified framework named
“HANSpeller++” to help Chinese learners of non-native speakers check spell error.
The experiments showed effective performance, such as error-detection: 19.92%
improvement in precision and 14.4% improvement in recall rate; error-correction:
27.22% increase in precision and 16.67% increase in recall rate [14]. Considering that
inefficient input system requires extra user’s corrective effort and leads to a poor user
experience, Jia et al. Applied the Markov hidden model and K-shortest path to the
Pinyin-to-character conversion processing. Results outperformed both academic sys-
tems and existing commercial IME in reducing conversion errors. In contrast to the
insufficient translation and recommendation sub-system leading to a wrong decoding,
Yang et al. built a hybrid model (mini-path+LM) incorporating Minimized-Path Seg-
mentation and Statistical Criteria. Results showed a common way to measure the
spelling checking system’s performance and achieved 12% improvement over the
baseline.
That being said, there are still some areas that need further study: (1) No research
has considered special attributes of different group of users. Since no product could
satisfy all users, different design features should be considered for different group of
users. For example, over 70% female clients spent 168.2 billion RMB (USD 25.87
billion) during the 24-h period on the Alibaba Group’s 11.11 Global Shopping Festival
in China [15], so the “TIANMAO” (Chinese: ) App should pay more attention to
women customers in the design feature to enhance the customer satisfaction. However,
there are few papers talking about special group users. (2) Most of the research focused
on the Chinese input method and advanced some model, such as Markov model and so
on, but few evaluated the relationship between the usability and the design features of
Chinese input method. Considering the limitation among the current research in the
134 W. Zuo et al.
Chinese input method design area, firstly, we will use the big data analysis platform-
Baidu Index to research on the women’s attributes and geographical distribution of
using smartphone’s Chinese input method; Secondly, we will analyze different design
features of Chinese input method and find out how they affect the usability; Thirdly, a
case study will be conducted to show the result of key design features for women user
when they use the smartphone Chinese input method.
Baidu, set up on Jan, 18th, 2000, is the largest multinational technology company in
China, also, is one of the largest internet companies all over the world. Baidu owns the
most advanced search engines, which can get the massive users’ behavior data for
digging and analysis in different areas. The Baidu Index, based on the massive users’
behavior data collected by people searching through Baidu search engines, can draw
the trend and distribution of some special group users using algorithms. It’s meaningful
and optimized for us to find some rules through digging and analysis big data, and help
us better know different group users’ behavior habits and advance the Chinese input
method’s user-friendly on the mobile phone. Some interesting results can be found
through the Baidu Index as follow.
Figure 2 shows the Top 3 Chinese input method Apps’ using trend on the mobile
side in the past 7 years. It can be found that the most popular App is Sougou Pinyin
Method, and this App has the largest user group. The No. 2 popular App is Baidu Input
Method. However, in 2016, the user number of IFLY Input Method is greater than
Baidu Input Method in a period. In a word, the Sougou Pinyin Method is more popular
than the others Apps in China.
Fig. 2. The trend of top 3 Apps with Chinese input method on the smartphone side in 2011–
2017 (Bule line: Sougou Pinyin Method; Green line: Baidu Input Method; Orange line: IFLY
Input Method)
Fig. 3. The geographical distribution of using Sougou Pinyin Method on the smartphone
Figure 4 shows the geographical distribution of Baidu Input Method usage on the
smartphone. The color from deep to light represents the number of users from high to
low. The rank of the provinces based on the number of users from high to low is
Guangdong, Shandong, Henan, Jiangsu, Hebei. Beijing has the largest user group in all
the cities in China.
Fig. 4. The geographical distribution of using Baidu Input Method on the smartphone
Figure 5 shows the geographical distribution of using IFLY Input Method on the
smartphone. The color from deep to light represents the number of users from high to
low. The rank of the provinces based on the number of users from high to low is
Guangdong, Sichuan, Shandong, Henan, Hunan, Jiangsu, Hebei. Beijing and
Chongqing have more people using IFLY Input Method.
Figure 6 shows the user age statistic of top 3 Apps with Chinese input method on
the smartphones. It can be found that the younger people (age under 29 years old)
preferred Sougou Pinyin Method. People between 30–39 years old is more likely using
Baidu Input Method. IFLY Input Method is popular with the person who is above 40
years old. In a nutshell, people with different age will choose different Chinese input
136 W. Zuo et al.
Fig. 5. The geographical distribution of using IFLY Input Method on the smartphone
method to be their mainly Chinese words tools in the character editor processing.
Generally speaking, 30–39 years old users are the largest group using Chinese input
method. Together with the group of age between 40–49 years old, users between 30–49
years old are over 80% of the whole users. So how to improve the cell using group’s
usability becomes the key point for the designer.
Fig. 6. The user bute statistic of top 3 Apps with Chinese input method on the smartphone side
(Bule: Sougou Pinyin Method; Green: Baidu Input Method; Orange: IFLY Input Method)
In this paper, a new design philosophy of Chinese input method is proposed.in order to
improve the satisfaction of target-user and user experience. Based on the massive user
behaviors data and big data analysis, we will know the potential users better, and
design more user-friendly product in different application scenarios.
Based on the Baidu Index’s big data analysis, the Chinese input method Apps could
get to know better and serves better its customers. Some design feature suggestions are
provided as follows in new application scenarios of shopping. (1) Build a new
shopping-vocabulary of database systems with Chinese input method in order to
How to Get to Know Your Customers Better? 137
reduce the input time when searching for shopping information online using smart-
phone; (2) Considering special attribute like age, sex, geographical distribution and so
on, select property target-users group to investigate their preferred habit when they are
shopping using smartphone. For example, the younger people (age under 29 years old)
preferred Sougou Pinyin Method. If the background color of Sougou is attractive by
them, they may willing to shopping in special application scenarios; (3) Crossing-area
social culture need to pay more attention. The prefer of different areas in China emerge
from using different Chinese input method tools. The crossing-area social culture
influence on human’s behavior and thinking, further human’s using habit. How to
affect the App’s design feature using smartphone need to further study.
In the future, we can design more user group specific Chinese input method and
build more rational model considering the human factors, such as age, sex, geo-
graphical distribution and so on.
Acknowledgments. This work is partially funded by the National Natural Science Foundation of
China (71301061;71503103); Natural Science Foundation of Jiangsu Province (BK20150157);
Social Science Foundation of Jiangsu Province (14GLC008); The research base of Chinese IOT
development strategy (133930), The Fundamental Research Funds for the Central Universities
(JUSRP11583; 2015JDZD004); Funding of Jiangsu Innovation Program for Graduate Education
(KYZZ16_0305).
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Human Machine Interfaces
Determining the Effect of Training
on Uncertainty Visualization Evaluations
1 Introduction
1.2 Scenario
One of our goals was to develop a realistic scenario that would lower the barrier of
entry for a comparatively more complex scenario. To this end, we created a simulated
civilian scenario to serve as an analogue to a Naval Intelligence Unit operational task—
specifically, drug interdiction. Tasks of this nature require the integration of multiple
components into a single decision outcome, sometimes referred to as Course of Action
(COA) selection task [18]. Relevant decision processes in our scenario were meant to
mimic those found in an environment where operators are faced with variable forms of
Determining the Effect of Training on Uncertainty Visualization Evaluations 143
Fig. 1. Example a vignette extracted from the application illustrating the scenario.
2 Method
2.1 Experimental Design
We used a between-subjects design to evaluate the effects of training on decision
making under uncertainty in a COA selection task.
Independent Variable. Type of training served as the independent variable and was
manipulated at three levels: Control, Traditional, and Full.
Control Training. Control Training was the least informative condition. Participants
read a brief introductory paragraph (see Fig. 2) before proceeding to the experimental
tasks. We used this format based on previous studies with similar formats [11–13, 17].
Traditional Training. Traditional Training was designed to mimic what is sometimes
found in the literature on visualization to support decision making [10]. Participants
were presented with a text-only description of game components (see Fig. 3, left),
along with rudimentary information about the game’s rules and scoring system.
144 S. M. Fiore et al.
Full Training. Based on prior work on computer-based training for complex tasks
[19], we designed a more comprehensive training to help participants make inferences
about and comparisons across task elements. The aim was to more thoroughly ground
participants in the task environment to aid learning [20]. Full Training included the
same information from Traditional Training, with the addition of images, tables,
comparison charts, and supplemental text (see Fig. 3, right).
In all conditions, training was self-paced with no time limit. Traditional and Full
Training were split into multiple sections describing game elements, rules, and
uncertainty visualization.
Dependent Variables. We investigated the effect of training on performance accu-
racy, workload, and cognitive efficiency. To obtain these measures, we developed
assessments tapping both knowledge acquisition and knowledge application based on
prior work on decision making in complex contexts [19, 20]. First, we had two mea-
sures of knowledge acquisition—the degree to which participants could recognize and
understand basic concepts related to the decision-making task. First, the Recognition
Knowledge Test assessed participants’ recognition and identification of core training
concepts (e.g., resources, supplies). Second, the Declarative Knowledge Test assessed
learners’ mastery of basic factual information associated with the training (e.g., value of
assets). These tests each comprised ten multiple-choice questions with four response
options, one of which was correct.
Determining the Effect of Training on Uncertainty Visualization Evaluations 145
Hypothesis 2: Workload. The Full Training condition will lead to lower subjective
workload during testing compared to Traditional Training and Control Training.
Specifically:
2a. Training condition will have a significant effect on a naive population’s overall
workload experienced during knowledge assessment.
2b. Training condition will have a significant effect on workload during knowledge
acquisition for the Recognition Knowledge Test (REC) with Full Training leading
to lower workload compared to Traditional Training and Control Training.
2c. Training condition will have a significant effect on workload during knowledge
acquisition for the Declarative Knowledge Test (DEC) with Full Training leading
to lower workload compared to Traditional Training and Control Training.
2d. Training condition will have a significant effect on workload during knowledge
application for the Simulation Vignette Test (VIG) with Full Training leading to
lower workload compared to Traditional Training and Control Training.
Hypothesis 3: Cognitive Efficiency. The Full Training condition will lead to higher
cognitive efficiency during testing compared to Traditional Training and Control
Training. Specifically:
3a. Training condition will have a significant effect on a naive population’s overall
cognitive efficiency during knowledge assessment.
3b. Training condition will have a significant effect on cognitive efficiency during
knowledge acquisition for the Recognition Knowledge Test (REC) with Full
Training leading to greater cognitive efficiency compared to Traditional Training
and Control Training.
3c. Training condition will have a significant effect on cognitive efficiency during
knowledge acquisition for the Declarative Knowledge Test (DEC) with Full
Training leading to greater cognitive efficiency compared to Traditional Training
and Control Training.
Determining the Effect of Training on Uncertainty Visualization Evaluations 147
3d. Training condition will have a significant effect on cognitive efficiency during
knowledge application for the Simulation Vignette Test (VIG) with Full Training
leading to greater cognitive efficiency compared to Traditional Training and
Control Training.
2.3 Participants
We recruited 247 participants (132 female), ranging in age from 21 to 70 (mean
age = 35.68 years) from Amazon’s Mechanical Turk (AMT). 87.45% of participants
were located in the United States. Participants were eligible if they identified English as
their primary language. Also, because some task elements had alcohol related themes,
participants had to be at least 21 years old. Participants were compensated $2.00 USD
for completing the study. To increase effort and motivation, we awarded a $1.00 bonus
to participants scoring in the top 10% on the COA task.
2.4 Procedure
First, participants were directed to our survey hosted on Qualtrics. Following confir-
mation of age and informed consent, participants were randomly assigned to Control,
Traditional, or Full Training. Following training (or introductory paragraph), all par-
ticipants completed the knowledge acquisition assessment, consisting of the Recog-
nition Test and Declarative Knowledge Test. Prior to both tests, participants completed
a practice question and were given feedback about the correct response. Following the
knowledge acquisition assessment, participants completed a practice task to familiarize
them with the knowledge application assessment, and were given feedback about the
correct solution. Participants then completed the Simulation Vignette Test. For all
assessment sections, question order was randomized, as was order of response options.
Finally, participants completed a demographic questionnaire. To determine rankings
for bonuses, partial points were awarded. For each vignette, optimal (best) solutions
counted as 1 point, suboptimal solutions counted as 0.5 (better) and 0.25 (worse)
points, and the completely incorrect option counted as 0 points. Participants who
scored in the top 10% based on these criteria were awarded a $1.00 bonus.
3 Results
Performance Accuracy
0.8
0.6
0.4
0.2
0
Recognition Declarative Vignette
Test Type
Control Traditional Full
3.2 Workload
To test Hypothesis 2, a MANOVA compared the effects of training type on workload
for the three assessment types. In support of Hypothesis 2a, training condition had a
significant effect on overall workload (see Fig. 5), Wilk’s Lambda F(6, 484) = 12.49,
p < .001, observed power = 1.0. Workload was lowest in Full Training (M = 3.05,
SD = 1.35), next lowest in Traditional Training (M = 3.38, SD = 1.28), and highest in
Control Training (M = 4.27, SD = 1.23).
In support of Hypothesis 2b, training had a significant effect on REC workload, F
(2, 244) = 32.56, p < .001, observed power = 1.00. REC workload was lowest in Full
Training (M = 2.23, SD = 1.32), next lowest in Traditional Training (M = 2.92,
SD = 1.22), and highest in Control Training (M = 3.77, SD = 1.09). Post-hoc com-
parison showed workload for each condition was significantly different from one
another.
Determining the Effect of Training on Uncertainty Visualization Evaluations 149
Reported Workload
5
4
3
2
1
0
Recognition Declarative Vignette
Test Type
Control Traditional Full
0.8
Cognitive Efficiency
0.6
0.4
0.2
0
-0.2
-0.4
-0.6
-0.8
-1
Recognition Declarative Vignette
Test Type
Control Traditional Full
4 Discussion
Our overarching goal was to document the importance of training to support task
comprehension and the ability to appropriately apply knowledge when making deci-
sions under uncertainty. As predicted, the results document how appropriately designed
training can facilitate both knowledge acquisition and knowledge application and thus
contribute to improved evaluations of uncertainty visualization interventions.
Broadly, our results suggest that providing any training prior to a decision-making
task involving uncertainty visualization improves overall performance. However, the
effect of training on performance may vary for different tasks, and performance on
certain tasks may benefit more from comprehensive training. Our results suggest tra-
ditional, text-only training may be sufficient to facilitate acquisition of factual knowl-
edge when recognition of visual stimuli is not needed. However, when recognition and
application of visual stimuli are required, traditional training may be insufficient. As
such, to truly determine the effectiveness of visualizations, more comprehensive
training may be needed for the complex tasks used in uncertainty visualization studies.
Additionally, comprehensive training may aid in the reduction of cognitive effort
during complex tasks compared to traditional training, and lack of adequate training
can result in reduced information processing capacity, and thus, impaired performance.
Importantly, our measure of cognitive efficiency provides an additional diagnostic for
evaluating performance. As hypothesized, providing any training led to greater cog-
nitive efficiency. Our results suggest basic training may sufficiently improve cognitive
efficiency during tests of factual knowledge and decision-making tasks. However,
comprehensive training was more beneficial for cognitive efficiency when identifying
Determining the Effect of Training on Uncertainty Visualization Evaluations 151
visual stimuli, and overall performance on decision-making tasks benefits more from
comprehensive training.
With respect to potential limitations, because the study was run online, we could
not monitor participants or control for external distractions. However, one of the
advantages of an online study was that we were not limited to a narrow segment of the
population and tested a wider demographic. Furthermore, the use of a scenario that is
more relatable to a civilian and naive population, in lieu of a traditional military
scenario, bolsters the ecological validity of this study. Essentially, this study serves as a
jumping-off point for improving uncertainty visualization research by providing evi-
dence of the impact of training in studies with non-expert participants. Despite a
general understanding of the importance of training, there is not a standard,
empirically-supported approach to training for experimental tasks in this area. This
highlights the need for research that focuses on the impact of training on performance
in decision-making tasks when evaluating uncertainty visualizations.
5 Conclusion
Acknowledgments. This work was supported by the Office of Naval Research Grant N00014-
15-1-2708, under the Command Decision Making program. The views and opinions contained in
this article are the authors’ and should not be construed as official or as reflecting the views of the
University of Central Florida or the Office of Naval Research.
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Adaptive Control Elements to Improve
the HMI of an Agricultural Tractor
Abstract. Agricultural tractors are used for a multitude of work scenarios with
appropriate implements. This leads to a large number of changing operating
scenarios. However, the human-machine-interface (HMI) is mainly static and
consequently a compromise solution for all possible operating scenarios.
Therefore, it is often challenging drivers to understand the operating logic, the
operating procedures, and the assignment of control elements (CE) to functions.
This reduces efficiency and can lead to operating errors. An approach to avoid
the previously mentioned ambiguities is an HMI comprising adaptive control
elements that adapt to the operating scenario. This paper shows the automated
and objective analysis of the operation of a state of the art tractor in 14 scenarios.
Based on this, it is shown how the concept for an adaptive HMI can be derived
from the analysis results.
1 Introduction
The tractor plays a key role in the agricultural sector and is also used in the forestry
sector, the municipal sector, and on construction sites. It is particularly designed to pull
trailers and pull, push, carry, and operate implements [1]. According to this definition,
the design of a tractor allows to couple it to suitable implements to successfully fulfill a
given work task. For this sake, a standard tractor can offer the following standardized
interfaces in the back and in the front: trailer hitch, three-point hitch (TPH), power take
off shaft (PTO), and selective control valves (SCV) for driving hydraulic cylinders and
motors. Besides the primary task of driving the tractor, these interfaces - with the
exception of the trailer hitch - have to be operated by the driver as well. These four
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 153–165, 2019.
https://doi.org/10.1007/978-3-319-94947-5_15
154 T. Schempp et al.
main function groups driving, TPH, PTO, and SCVs are significant when operating a
tractor to achieve added value. Figure 1 shows different contexts in which a driver has
to operate these four main function groups. There are much more operating scenarios
than the depicted ones but these set the frame of this research project.
Fig. 1. The 14 operating scenarios that were logged and analyzed in this research project.
Beginning from top left: Tractor solo, manure tanker, universal spreader, 3x cultivator, 2x
mower, loading wagon, large square baler, reversible plough, seeding combination, and 2x body
tipper.
Fig. 2. Concept variants of adaptive control elements based on the adaptivity feature form [6].
Haptic standard control elements on one side and a software based terminal with
touch display on the virtual side mark the frame of the range of how an operator can
control a system. Whereas the haptic standard control element is permanently assigned
to one function, the touch display can show an adaptive behavior. Coming from the
156 T. Schempp et al.
touch display side, softkeys are the next step towards the haptic side of the range. Then
there is a gap up to the standard control elements. Adaptive, haptic control elements
can fill that gap. Both the interface designer and the operator will benefit from the
ability to have the best of both worlds while designing or using an HMI with adaptive
control elements.
Coming back to the tractor and its four main function groups, a differentiated
consideration is needed. The “driving the tractor” group does not offer a wide design
scope for adaptive CEs because all these functions are needed in the same way all the
time and should be in the same place to avoid confusing the operator. There is room for
improvement in the operation logic but that does not belong to the adaptivity features
as described above.
The same holds true for the “three-point hitch” group. Different implements can be
coupled but it is always about lifting or lowering them and about the same settings on
the tractor side.
For the PTO group, the state of the art is that the operator switches on/off the PTO.
However, it is actually not about the PTO, it is about switching on/off the implement
that is driven by the PTO. Hence, an adaptive graphic would help the operator to
Adaptive Control Elements to Improve the HMI of an Agricultural Tractor 157
understand the actual user task namely to switch on/off the baler or the mower. This
also helps when the PTO is not needed in an operating scenario: A prominent placed
CE can be for the PTO driven function in one operating scenario and for another
function in an operating scenario without the PTO.
The highest potential for adaptive control elements can be expected for the oper-
ation of the SCVs for hydraulic actuators. Because of their technical implementation,
incompatibilities in the HMI arise when operating them. Three issues can be named
when talking about operating the SCVs in a state of the art tractor - across all
manufacturers:
• The HMI does not support the driver sufficiently in finding out which of the up to
eight CEs for the SCVs belongs to which hydraulic actuator on the implement.
• The HMI does not support the driver sufficiently in finding out if the CE has to be
pulled or pushed for example to lift or lower the support leg of a trailer. In addition,
it can be that the CE has to be pulled to lower the support leg.
• The operation characteristics of the CEs are always the same whereas the charac-
teristics of the controlled functions differ: reversing the plough is a black/white
function, changing the working width of the plough is a greyscale function, and
switching on/off the hydraulic oil flow for the manure tanker is yet another function
characteristic.
Fig. 4. The control armrest of a Deutz-Fahr 9340 TTV Agrotron as a state of the art control
armrest. The orange CEs belong to the main function group “driving”, the green ones to “three-
point hitch”, the yellow ones to “power take-off”, and the blue ones to the selective control valves
for hydraulic purposes. The white dashed line marks the system boundary in this project.
for each CE is listed, a heatmap (Fig. 5), and a frequency distribution of the CEs
regarding their number of operations (Fig. 6).
The logged data was separated for each operating scenario. An operating scenario
starts shortly before an implement is coupled to the tractor and ends shortly after the
tractor is decoupled from the implement. The remaining data is tractor solo. The time
shortly before coupling and shortly after decoupling has to be taken into account
because sometimes there are operations needed to bring the three-point hitch and the
hydraulic top link in a suitable position for coupling an implement.
For example, the two topmost buttons on the joystick for the TPH (Fig. 5, #1) are
just needed to couple the weight in the front but not during field use. The decoupling
process is also the reason why seven CEs for the SCVs were operated at least one time
although for this cultivator just three SCVs are needed: it is common practice to bring
just all SCVs in float position when decoupling an implement and not just the ones
where hydraulic actuators are coupled.
Based on the heatmap, one can see which control elements are actually used very
often and which not. Moreover, by visualizing the frequency in different colors, one
can see how the hotspots of the use of control elements are spread over the control
armrest. Later in the project, it will be possible to make sure that the identified high
frequency functions are always linked to adaptive CEs in prominent places of the new
control armrest (see PTO example in Sect. 2.2). For a better distinction, the middle of
the color scale is the mean of the number of operations of all CEs with at least one
operation - like 206 in Fig. 5. Otherwise, outliers with a relative high number of
operations lead to a very compressed area in the color scale for the other CEs without
Adaptive Control Elements to Improve the HMI of an Agricultural Tractor 159
Table 1. The available and analyzed dataset of operating and work scenarios with a tractor in
the order of the pictures in Fig. 1.
Operating scenario Work Logged Drivers
scenario working
hours
Deutz-Fahr 9340 TTV Agrotron Tractor solo 57.57 8
Zunhammer MKE14PUL with ISO-Bus Manure 75.08 3
tanker
Bergmann TSW 5210 S with ISO-Bus Universal 21.50 2
spreader
Horsch Terrano 3 FX Cultivator 14.78 1
Kerner Komet K420 Cultivator 18.00 2
Horsch Tiger 4 MT Cultivator 36.92 2
Krone EasyCut 32 CV Float and EasyCut R 320 CV Mower 11.78 1
(Side mower)
Krone EasyCut 32 CV Float and EasyCut B 870 Cv Mower 63.40 2
Collect (Butterfly mower)
Krone MX 400 with ISO-Bus Loading 43.63 3
wagon
Krone BigPack 1270 XC with ISO-Bus Large square 15.15 2
baler
Lemken Juwel 8 with ISO-Bus Plough 32.12 2
Lemken Solitair 9 with ISO-Bus Seeding 32.73 3
combination
Krampe Big Body 750 Body tipper 35.47 2
Wagner WK600 Body tipper 50.02 2
14 10 508.15 8
Fig. 5. Computed heatmap of an operating profile for 36.92 working hours with a Horsch Tiger
4 MT cultivator (2nd line, 3rd column in Fig. 1).
Fig. 6. Computed frequency distribution of the CEs regarding their number of operations in the
operating profile for 36.92 working hours with a Horsch Tiger 4 MT cultivator (2nd line,
3rd column in Fig. 1).
Adaptive Control Elements to Improve the HMI of an Agricultural Tractor 161
Regarding errors in operation, the text file of the operating profile shows that this
CE (Fig. 5, #2) for the depth control was brought to float position 87 times although
float position is not needed except this one time for decoupling. Thus, it appears that it
is too easy to get over the mechanical threshold for float position when pushing the CE
(Fig. 5, #2) upwards.
The heatmap can also be used to quickly identify errors in operation. Although the
cultivator was operated without headland management the button for it (Fig. 5, #3) was
pressed a few times. An explanation could be that it was pressed accidentally when the
driver did not have his eyes to support the placement of his thumb on the correct button
when he actually wanted to hit forward, reverse, or cruise control.
Looking at the frequency distribution of the 64 CEs in Fig. 6, just 48 are used at all
in this operating scenario: 18 CEs with a low frequency, 22 with a moderate frequency,
seven with a high frequency, and one with a very high frequency.
The 16 not used CEs confirm the idea that good placed CEs - except the ones from
the main function group “driving” - can be assigned to other functions with the
adaptivity feature graphic and color depending on the operating scenario (see PTO
example in Sect. 2.2). Regarding beneficial gripping areas for this operating scenario,
there should be a spot in the most advantageous position for the hand-arm-system for
the eight highly used CEs whereas the others can be grouped around.
Fig. 7. Method to generate the specification sheet for an adaptive control element out of the
basic and universal operation characteristics.
angle area can be used when the CE is linked to the function “tilting of body tipper”.
The change in the operation characteristics is realized with the adaptivity features
operating force and position. Each angle area (position) has a characteristic curve that
limits the angle of movement of the lever with a strongly increasing torque in opposite
direction (operating force). Changing the operating scenario changes the characteristic
curve of the lever depending on which operation characteristic is wanted.
Another technical concept comprising more operation characteristics and based on
operating force is depicted in Fig. 9. The degrees of freedom that a rotary-push switch
can have allow the integration of several operation characteristics without breaking
with the compatibilities of meaning in ergonomics. The operator is informed with a
graphical symbol which function currently lies on the rotary-push switch. According to
that function, the characteristic curve of one operation characteristic is active. The
characteristic curve can be modelled with snap-in points or with a continuous behavior.
Coming back to the 3rd bullet point in Sect. 2.2, this would be a solution.
Adaptive Control Elements to Improve the HMI of an Agricultural Tractor 163
Fig. 8. Technical concept for an adaptive control element comprising the operation character-
istics back/forth (beige) and up/down (green) realized with the adaptivity features operating force
and position. The blue angle area can be used when the function “tilting of body tippers” is linked
to the CE.
Fig. 9. Technical concept for an adaptive rotary-push switch (top view) offering the depicted
operation characteristics.
164 T. Schempp et al.
5 Conclusion
Haptic and adaptive control elements have not made it to the market to date. This paper
describes a research project about haptic and adaptive control elements in an agricul-
tural tractor. Because the tractor is an off-highway vehicle, haptic control elements will
never be completely replaced by a touch monitor. So haptic control elements are
essential. Because the tractor is a universal machine that can be coupled to a countless
number of implements, the operator encounters changing operating scenarios again and
again. However, static HMIs are state of the art for tractors. Consequently, adaptive
control elements are beneficial because they adapt to an operating scenario to provide
the operator a better usability.
In the first phase of the project, the operation of a state of the art tractor was logged
and analyzed: 14 operating scenarios in more than 500 working hours. For the analysis
of the data, an automated tool was developed that computes profiles for each operating
scenario. The data and results serve as a basis for the development of the HMI with
adaptive control elements in the second project phase. For this, a new method had to be
developed first as there is no publication known to the authors that describe the
development of an HMI comprising adaptive control elements. Based on that method,
it was possible to derive specification sheets for adaptive control elements. Bringing the
specification sheets together with the adaptivity features, first technical concepts can be
developed. When it comes to adaptive control elements the adaptivity feature graphic
has to be used in any case to inform the operator about the changed functionality. In
this paper, concepts based on the adaptivity features operating force and position are
presented. It remains to be seen whether these concepts can be realized and imple-
mented in a control armrest of a tractor. During the project, it will be worked on more
concepts based on the adaptivity features form, operating force and position whereby
graphic and sometimes color are needed for every adaptive control element as men-
tioned before. In the third phase, a prototype of the new control armrest will replace the
current armrest for validation purposes in the field.
References
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forestry - Basic types - Vocabulary. Beuth, Berlin 65.060.01 (2013)
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Adaptive Control Elements to Improve the HMI of an Agricultural Tractor 165
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Research on Interface Design of Full
Windshield Head-Up Display Based on User
Experience
Abstract. HUD’s technology has been more mature, the market is relatively
stable, but penetration is still not high, while the more sophisticated WSD is still
the concept stage. Based on the HUD/WSD technology, the research will build a
simulation WSD driving simulation system, based on the OLED display, virtual
traffic scene simulation software, ADAS and simulation cockpit, to test the
visual guidance of distance, brightness, chromaticity and contrast of different
images to the driver, to explore the information presentation mode to increase
the driver’s emotional cognition and driving performance. Finally, a develop-
ment of a prototype of an all-window windshield display based on different
target groups and the assessment of usability will provide. As a reference to
other researchers, it will further improve the combination of driving assistance
and the market, provide driver protection.
1 Introduction
Traffic accidents caused by vehicle driving become a serious problem all over the
world. Research on road safety technology and vehicle safety driving have become a
hot topic. In particular, research on vehicle-assisted driving technology has drawn great
attention [1].
Head-Up Display (HUD) is a visual aid in car-assisted driving technology, can
improve driving safety and user experience. It projects car-assisted information onto
the car windshield, such as vehicle conditions, road conditions and external environ-
ment and so on. So that drivers do not need to bow down to see the dashboard. They
can always maintain the posture of looking forward, avoid ignoring the environment
changes and adjust the focal length delay and discomfort [2–4].
As technology advances, HUD can display more basic parameters of the car,
navigation and complex traffic information. And its information display more in line
with cognitive characteristics, for example, interact through the voice system, gesture
recognition. Common HUD usually only 3–5 inches [5], it is small display areas that
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 166–173, 2019.
https://doi.org/10.1007/978-3-319-94947-5_16
Research on Interface Design of Full Windshield Head-Up Display 167
Head-Up Display (HUD) is a commonly used flight aid on aircraft. The information is
projected onto the glass in front of the aircraft and reflected by the glass in front of the
aircraft to reflect the projection information to the driver Eyes Can reduce the pilot’s
need to bow down to see the meter’s frequency, avoid disrupting attention and losing
awareness of Situation Awareness. Because of the convenience of the HUD and the
ability to improve flight safety, the automotive industry and researchers are also
researching and using HUDs one after another, with a growing consumer base.
Windshield Head-Up Display (WSD) is a product of further development of the
HUD. There are two kinds of display modes at present, one is on the glass and the other
is at a distance in front of the glass, relative to the HUD Larger display area [9, 10].
Drivers No longer need to distract themselves from front sight in driving when they
worry about their speed. And for the first time, the information on the windshield is
fully color-coded and clearly displayed under any lighting conditions. In addition,
allowing the driver to read information faster while focusing on the road, BMW’s head-
up display system also has a height adjustable to ensure that information is projected to
the driver’s head-up range [13]. BMW night vision system is also very powerful, such
as pedestrian identification warning information, or lane change warning function
instruction information [14]. BMW Vision Next100, fully automatic driving concept
car design, the screen is the windshield of a piece of the largest touch screen. The future
touch BMW head-up display system uses the entire windshield to communicate with
the driver. The system focuses on real driver-related information: ideal routes, turning
points and speed. What’s more, real-time connectivity, smart sensors and continuous
data exchange capabilities allow the HUD to generate digital images of the vehicle’s
surroundings. For example, small obstacles such as stones appear in the road, and the
driver can immediately feel it. Combined with a head-up display system, a subliminal
communication with the driver takes place and an intuitive signal is used to anticipate
an upcoming event [6].
Ford Motor Company is developing a laser-based WSD that shows the path of the
pavement on the windshield in rainy days, snow, and even very hazy fog. Where
visibility is unknown, driving safety is a major threat. The head-up display system
jointly developed by GM and Southern California and Carnegie Mellon University. To
assist driving effectively identify the poor front of the line of sight, it combines a
number of sensors and cameras to detect the presence of the front windshield through
the UV laser radiography.
Starting with the initial configuration of BMW’s high-end cars, HUD’s application in
cars has been developed over a decade, many companies are beginning to step foot in
this area. But from the current domestic market performance, HUD has slow devel-
opment and low loading rate. The reason can be summarized as its user experience is
not good enough, as a smart hardware to improve driving safety [16]. Specific factors
that affect user experience include HUD display area, imaging quality of displayed
images, system performance, information awareness, depth perception and parallax.
The most current research status of these factors is showed blow.
car, then the driver’s vision will be concentrated at a distance closer to the real obstacle,
which is not appropriate [34]. HUD pattern colors and real-world color mixing can
cause delays in driver perception, and color mixing studies have found four types of
color shifting: chromaticity erosion, brightness erosion, chroma and brightness erosion,
chromaticity linearity Conversion. At the same time, it also brings about the impact of
HUD images and the real world on the contrast ratio, as well as contrast sensitivity
(distinguishing objects with ambiguous boundaries) and visual acuity (ability to dis-
tinguish morphological details).
4 Conclusion
Firstly, this paper reviews the research status of HUD and WSD systems at home and
abroad. HUD technology has been relatively mature, its market is relatively stable, but
the penetration rate is still not high. Most of the WSD is still concept stage, even
though its function is more perfect. Secondly, based on the above situation, the research
level of HUD related technologies is deeply analyzed. The data shows that the laser
projection has a great improvement over the traditional optical reflection image quality.
Advanced Assisted Driving System (ADAS) has developed rapidly, and driving safety
monitoring has provided driver safety. The combination of information conversion
with HUD/WSD is a challenge. Then, paper also summarizes the current situation of
the interface design and design methods of HUD are preliminarily studied. The
research flow, experimental setup and conclusions of these literatures have certain
reference value for our further research.
172 T. Deng et al.
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Study on Human-Computer Interaction
in the Design of Public Self-service Equipment
1 Introduction
The convenience of payment means, some security risks also surfaced. At present, the
consensus of the payment industry is that biometric identification will lead to a wave of
mobile payments. The so-called biological characteristics, that is, each person’s body
can provide the unique characteristics, these characteristics through a series of algo-
rithms to form a “unique” identification, the system through checking the identification
to determine and operate.
different users should be fully taken into account in hardware design. Design a reasonable
and comfortable operating area to avoid muscle fatigue; In the aspect of software inter-
action, the operation flow should be simple and smooth, easy to learn and operate, and the
memory burden of users should be reduced. At the same time, the psychological demands
of users’ safety, privacy and trust should be satisfied.
2.2 Factors Affecting the Design of Public Self-help Facilities and Design
Principles
The influencing factors of the design of public self-help facilities mainly include natural
factors, spatial factors and behavioral factors
(1) Natural factors: The design of public facilities should take into account the natural
environment factors, the selection of materials, structural planning and other
aspects should be adapted to local conditions, reasonable planning.
(2) Spatial factors: In general, the public environment has only limited space and use
area, so the design of public facilities should be planned from the whole to meet
the needs of different activities.
(3) Behavioral factors: People’s behavior is unpredictable, the same facility will often
face a variety of different use behavior and treatment, so public facilities need to
consider the characteristics of human behavior based on the characteristics of non-
controllable and diverse.
The basic principles of public self-help facility design mainly include functional
principle, security principle, aesthetic principle, sustainable principle and humanization
principle.
Study on Human-Computer Interaction in the Design 177
Taking the subway gate system as an example to analyze the application of multi-
channel biometric recognition technology in payment field. The following is through a
comprehensive analysis of the fingerprint identification technology and the existing
Metro ticket-buying and ticket-checking system, presenting a new type design plan of
Metro ticket-buying and ticket-checking system based on fingerprint identification and
palm recognition technology to solve some deficiencies in the current Metro ticket-
buying system, so as to achieve the purpose of simplifying the subway ride process.
3.1 User Studies and Existing Problems of Bank Self-service Card Issuers
Bank self-service card issuers in China are a relatively new facility (see Fig. 3). Unlike
ATM’s simple deposit and withdrawal functions, self-service card issuers also have
complex functions such as face recognition, fingerprinting and instant card issuance, of
which the requirements for safety, stability and high efficiency are higher. The user
group of bank self-service card issuers is huge, almost includes all kinds of people in
society, the age, education level, behavior habit of users are uncertain, this design uses
observation method and interview method to carry on the user research.
The author randomly selected 15 people of different ages from the users who had
successfully picked up the card, interrupted the use of the card and handled the manual
window, conducted interviews with them, modeled the users and established three user
models as shown in the figure below (see Fig. 4):
Through the collation of the contents of the interview, it is found that the bank self-
help card issuers have the following problems:
(1) Too many sockets and exits, disordered placement, and time consuming to find
places;
(2) The operation process is complex and unclear;
178 H. Peng et al.
(3) The “sense of technology” of the self-help card issuers makes it difficult for some
elderly users to accept.
(4) The function is not complete, such as unable to deal with the business of changing
the pre-stored telephone number, etc.;
(5) Screen tactile operation is not sensitive, need to force or repeat click;
(6) The interface of the previous user interrupting operation will affect the next user’s
use;
(7) Users have higher aesthetic requirements for self-service ticket vending machines.
(2) Simplify the process: The main functions of the existing self-service card issuers
are information query and instant card issuance. The simplification of the process
includes the software system flow also includes the hardware operation process;
(3) Clear interface: Clear and easy to understand the hardware interface can help users
to complete the operation quickly and efficiently, at the same time reduce the error
rate, simple interface gives a friendly feeling;
(4) Timely feedback: The user should give timely feedback on every step of the
operation behavior system, which is helpful for the user to make a correct
judgment on the current state, make the operation smooth and reduce the
interruption.
(5) Fault-tolerance: In the key operation steps, such as purchase and payment, the
system should give the user a proper reminder to avoid the wrong operation, and
at the same time provide the remedy for the possible misoperation.
After investigation and analysis, combined with this design, according to the user
card handle process and the function of the operating parts, the software interface is
rearranged and simplified as follows (see Fig. 8).
4 Testing
were close to 1: 1. The education level was high school and above. Based on the
previous questionnaire design experiment task: Task 1: verify identity information;
Task 2: check the account balance; Task 3: handle a debit card. The completion of all
the three tasks was regarded as an accomplishment of the gross tasks. The subjects
performed the above three task operations one by one, and the experiment contents
were not allowed during the waiting process.
Indicators: The usability indicators used in the experiment are effectiveness, effi-
ciency and satisfaction. The details are as follows (see Fig. 9).
0.01, and the standard deviation of the task time was much smaller, which indicates that
the task completion time of the improved interface was relatively stable. The main
reason is that the task completed the obvious operation path standardization, so that
different users to complete the same task according to the same operation path (see
Fig. 11).
(3) Satisfaction
The statistical results of SUS scale showed that the two groups had similar satis-
faction to the improved interface, and there was no significant difference (Fig. 12).
5 Conclusion
This paper mainly studies the design of public self-help facilities under the background
of information technology. Based on the theory of human-factor engineering and
interactive design, the user-centered self-service card issuers of the bank are improved.
Based on the existing products and research, this paper analyzes the characteristics of
the times and products of the public self-help facilities under the background of
information technology, the paper studies the physiological characteristics of the user
group and the needs of the users, and is guided by the theory of interactive design. In
order to improve the frequency and efficiency of this kind of products and give users a
more pleasant user experience, this paper optimizes the design of the product function,
structure and usage flow of the self-service card issuing facilities of the bank. In the
aspect of hardware design, a more reasonable structure is designed according to the
man-machine dimension, so that the device can be applied to a wider group of users.
Simplify hardware interface layout, reduce memory burden and improve product
availability. In the aspect of software design, optimize the function structure and
system operation flow, improve the system function and enhance the interactive
experience according to the needs of users. Finally, the effectiveness, efficiency and
satisfaction of the improved self-help card issuers are evaluated with eye movement
tester. The research results of this paper greatly improve the user interaction experience
and achieve the optimization and upgrading of human-computer interaction. The the-
oretical results of this paper are referential, and the experimental results are repeatable,
which is conducive to the reference and reference of different disciplines.
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Evaluating the Usability of a Head-Up Display
While Driving a Vehicle
Abstract. This study highlights issues concerning the visual and tactile ergo-
nomic comfort inside a vehicle, specifically in a human-technology system.
Therefore, we evaluated a HUD in an imported vehicle sold in Juiz de Fora
(Brazil), analyzing the pros and cons for users, who tend to show increased use
of their spatial perception, which may alter their visual perception. Moreover,
this study covers the symbolic as well as the technological evolution of motor
vehicles in Brazil. Based on literature review, documentary analysis and a case
study, this work reflected upon the technology available in Brazil in a vehicle
with a factory-installed HUD.
1 Introduction
The analytical study of a Head-Up Display (HUD) is the primary objective of this
research, covering the advances in automotive technology, and the understanding of the
relations between the HUD, its users, and the influences in Brazil in the end of the 20th
century and the beginning of the 21st century.
During this time, Brazil was and still is under great external influence. This pro-
vides the theoretical basis necessary for the conscientious development of the process
to construct this documentary narrative.
This study addresses the trajectory that led to the formation of the automobile user
in Brazil, where cars became a national passion, exploring some details that drove this
change.
The Second World War led to great advances in the studies of the relationships
between human beings, machines, and designed environments, bringing about the
so-called human engineering that, in the post-war period, promoted enormous tech-
nological growth [12].
Without the advent of algorithm, modern life would be different, as computers,
internet, virtual reality, and artificial intelligence would not exist. Calculus is the “first
greatest scientific idea of the West” and algorithm is the “second greatest scientific idea
of the West”, because calculus resulted in modern physics, but algorithm allowed
computer and, later, software development. “An algorithm is an effective procedure. It
is a way of doing something in a finite number of discreet steps” [7].
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 184–194, 2019.
https://doi.org/10.1007/978-3-319-94947-5_18
Evaluating the Usability of a Head-Up Display While Driving a Vehicle 185
In Brazil, based on the study of the period mentioned previously, the government of
President Getúlio Vargas and President Juscelino Kubitschek marked the years of 1953
and 1965, respectively. During this time, the European and American influence that,
historically, was already part of our cultural references, became extremely important in
the country under both of these governments.
Volkswagen introduced the 1953 models of the Beetle and the Kombi campervan
to President Getúlio Vargas. These models were manufactured using imported auto
parts at the factory in São Paulo. The German company was the first to accept the
invitation to manufacture its vehicles in Brazil. During Juscelino Kubitschek’s gov-
ernment (1965–60), the expansion project launched by the automobile industry was set
off and several factories that had been set up in the country started manufacturing [8].
This was the beginning of the automobile history in Brazil. A history that devel-
oped from a new model of consumption that started with the trajectory of the Brazilian
industry in the 1950’s. There was a perception of great progress and people started
migrating from the countryside to the cities, as the new developments greatly attracted
the society, and people started concentrating in the main centers, accelerating indus-
trialization and development. The Brazilian automobiles were easternized, as the East
often influenced the design and the functionality of the automobiles, in addition to
enriching the Brazilian culture for a whole period after the beginning of the 20th
century.
However, this has been changing over the last years. Since the middle of the 20th
century, there has been a revival of nationalism, a search for a new Brazilian design
identity, which led to increased space in the national industrialization.
2 Objectives
Today, the number of people who buy an automobile has increased considerably, as
there are many financing options and the ads are compelling. Media life is persuasive,
and influences and encourages the user to buy leading-edge consumer goods, driving
the Brazilian consumer to make use of all the resources offered by the technological
growth. Among them, it is worth mentioning the inclusion of the HUD installed in a
hybrid car that uses little fossil fuel.
This study highlights issues concerning the visual and tactile ergonomic comfort
inside a vehicle, specifically in a human-technology system. Therefore, we evaluated a
colorful HUD in an imported vehicle sold in Brazil, analyzing the pros and cons for
users, who tend show increased use of their spatial perception, which may alter their
visual perception.
Specifically, we propose questions and criteria to be taken into account as rec-
ommendations to use the HUD technology, its usability, and whether the user is
prepared for the resources that the automobile industry updates every year.
186 G. G. Bara et al.
3 Strategies/Methodology
Based on literature review, documentary analysis and a case study, this work reflected
upon the technology available in Brazil in a vehicle with a factory-installed HUD. This
exploratory and descriptive study investigates concepts and relevant cases, taking into
account the historical context, delimiting the research phenomenon, and seeking to
classify and interpret the data investigated. We also carried out some fieldwork to
further our investigation in a car dealer in Juiz de Fora (Brazil).
Based on the analysis of the interpreted data, we described the qualitative diagnosis.
We systematized the data based on the analysis of the research results, the con-
frontation between the theories present in the concepts to formulate questions, and the
relevant criteria of the design applied to the HUD. The main option to develop an
automotive HUD was determined during the documentary work and analyzed based on
the considerations brought forth during the steps.
Together with the automotive technological development, artificial intelligence has
been increasingly advancing. The advent of the HUD system made it possible to
interact with a graphical user interface, using codes and symbols to help the driver,
stimulating the senses and developing cognition [2].
The automotive electronic systems are part of the cars’ usability, communicating
through wires and wireless networks, using longitude and latitude to navigate, and
interacting in three dimensions plus time. However, often, its main function of helping
the driver to drive safely may fail, as this requires attention and human interaction [10].
The HUD was first developed for use in the helmets of the pilots of military aircraft.
The air space is virtually divided into corridors that are freer from human interference,
making it necessary to have a direct view of the coordinates and other information
under extreme circumstances that require reflexes and actions to prevent the unex-
pected. This is very different from driving a car, as the urban roads have more inter-
ference and objects around the vehicle that contribute to distracting the user [4–6].
Having artificial intelligence inside the vehicle may require more attention from the
driver. This precaution starts with the capacity of the human brain to interact with new
technologies that use leading-edge resources. Thus, more autonomous and safe vehicles
are developed, with hybrid systems, on-board computers, state-of-the-art integrated
GPS systems, access to Google Earth, cameras, front and lateral sensors, autopilot,
GSM, among others [9].
Today, the ergonomics of car dashboards benefits the user, who can interact with
the multi-function display, indicators, multimedia system, and buttons on the dash-
board, the steering wheel, and the driver’s door. With the advent of the Head-Up
Display (HUD), we have an extra visual element that drives the human brain to work
differently, devoting attention to more digital information, all of which are projected
onto the windshield and have to be processed.
Evaluating the Usability of a Head-Up Display While Driving a Vehicle 187
The user focuses on viewing the pedestrians and cyclists who travel on the urban
roads, in addition to other vehicles, crossroads, traffic lights, signs, among others.
Moreover, if the driver comes across an obstacle, an animal, an object or another
human being in the road, this is going to distract the driver’s attention and take his or
her eyes off the road for a fraction of a second, even if the driver has good peripheral
vision. As for driving in highways at night, excessive lighting may lead to drowsiness
due to the several light options on the dashboard or the strange blindness caused by the
headlights from other vehicles coming from the opposite direction. Alternatively, a
lapse in concentration may reduce visibility depending on the present environmental
conditions, as this becomes a natural reaction of the brain towards the optic nerve.
The ocular globe is a complex optical system composed of transparent media where
light passes through and other parts that ensure protection, maintenance, mechanics etc.
The ocular globe functions similarly to an analog camera. Thus, the objective combines
a real object to a real image, but inverted in the back of the eye on the retina (sensitive
membrane). The iris, whose central opening is the pupil, controls how much light
enters the eye, working as a camera diaphragm. A person with normal vision is able to
see objects between the least distance of distinct vision of 9.84 in. and the horizon line.
To form the image on the retina, the focal length of the lens must be variable and this
focalization system is called visual accommodation [11].
By looking at the projection surface, the observer sees the HUD through refraction
in a certain region of the car windshield. This region is called visual field of the
reflective mirror in relation to the observer. The visual field depends on the dimensions
and the position of the observer (Fig. 1).
The eyesight is one of the most important organs to guide the driver towards the
desired direction; in addition, the visualization of objects and everything around is
necessary when driving a vehicle. However, the new technologies can be used to
sharpen our other senses, such as our hearing, making these new technologies much
188 G. G. Bara et al.
more effective in the studies of more autonomous vehicles. Therefore, these superior
technologies would be necessary for use in new environmental situations, physical or
virtual, such as in augmented reality. Within the context of adaptive capacity, the
knowledge practices and techniques employed by the visually and hearing impaired
can be used, as they require much more from the other senses, to increase the command
capacity of vehicle users. This requires further investigation and studies. A human
being without any deficiency has a balanced body, but the absence of one of the senses
makes the other cognitive capacities stand out.
Based on the current technologies available in the market, some generic classifi-
cation criteria have been conveniently established. The displays are classified into two
categories. The first includes the analog displays and the second the electro-optical
displays. The automotive Head-Up Display is a device that is installed in the car’s
dashboard and reflects the information onto the windshield in the line of vision of the
driver, in accordance with its ergonomic and functional proposal. The HUD, classified
as an electro-optical display, offers better visualization from dawn. However, during
this time, its projections conflict with the several night-lights. During the day, it has
problems that arise from brightness, shadows, the reflection of the trees and buildings
on the windshield, and natural lights [3].
Moreover, the HUD installed after the manufacturing of the vehicle is connected
externally to the OBDI or OBDII port to read the speed of the automobile, use navi-
gation data, infer the position of the car using GPS and also display the fuel con-
sumption, among other information, according to each different model available in the
market.
Thus, the HUD is a multimedia device positioned in front of the driver that makes
the user glance quickly at the projection, reducing the need to keep on checking the
activities required on the dashboard while driving and that are necessary for safe
driving [13].
The new automotive technologies, such as the HUD, have been slowly adopted in
Brazil. They have been used in sports models, hybrid cars, and medium sedans.
However, the graphical interfaces vary according to each car brand and model.
For example, some factors are different from the subject of this case study. In this
vehicle, the cover of the HUD internal compartment opens up and rises automatically
once the system is started, and a special acrylic screen rises up, onto which the
information you will be projected. In addition, the sensors to turn the HUD on and off,
and the configurations for automatic lighting, day and night lighting, image positioning
towards the left, right, top, or bottom are located in the multi-function display and are
used by touching the touchscreen (Fig. 2).
The graphical representation of the HUD is cohesive and coherent with its repre-
sentation of the virtual world, which, if otherwise ineffective, may lead to some visual
disturbance that distracts the attention away. The HUD in passenger vehicles and
military aircraft does its best to offer the information in a simple manner, trying to keep
from distracting the user’s attention away, unless in an emergency [1].
The HUD technology has to advance more and more. It can make the future easier
by using technology to further this great progress, offering new value to automobile
drivers. Still, the automotive resources have to comply with conventional traffic signs,
Evaluating the Usability of a Head-Up Display While Driving a Vehicle 189
reflective crosswalks, bright signs, and traffic controllers, among others, that help the
drivers to keep organization, direction, and safety in traffic.
The introduction of new technologies is gradual; the human beings may improve
their spatial ability to feel safe with everything that has been happening, as their media
life tends to expand with all that.
At the same time, there is technological advance in the productive capacity of the
population, as the user tends to stop using visible connection wires and simply starts
preferring communication technologies that do not require wires, and the information is
usually conveyed through wireless frequencies.
The technologies used in car dashboards have been increasingly growing over the
last years. Our society is living a fast expansion in this sector; our cars communicate
with increasingly more sophisticated codes and symbols, making it easier for the driver
to arrive at his or her destination. However, due to the complexity of these highly
sophisticated electronic devices, often, this does not happen as efficiently as planned.
Human failure is part of the lack of knowledge to keep up with all the technological
industrialization that is moving towards a more evolutionary growth.
All that may jeopardize safety, because, often, in some countries, the public roads
are not as modern as this technology and have problems to keep up with it. Another
major factor is the driver’s attention, as sometimes the cognitive senses are not able to
process too much information at the same time, and this may lead to distraction and
potential accidents.
The user’s ergonomics is favorable, offering proportions that help handle the
multi-function display, the indicators, the multimedia system, and the buttons on the
car dashboard. However, by using the HUD, which is an extra visual element for
capacitation, the human brain has to work much harder, devoting attention to infor-
mation that, perhaps, it is not able to process so quickly.
190 G. G. Bara et al.
5 Case Study
The vehicle analyzed is classified as a medium sedan, has automatic transmission and
123 HP. It is manufactured in Japan and entered the Brazilian market in 2012 with the
2013 model that includes a factory-installed, monochromatic HUD.
Based on the fieldwork carried out in a car dealer in Juiz de Fora (Brazil) and a
test-drive in a 2018 model manufactured in 2017, we were able to check how the
colorful HUD worked, observing and analyzing its failures and qualities in relation to
its usability for end consumers.
In the subject of this study, the HUD is located on the upper left side of the
dashboard and projects the current speed and the variable information onto the vehicle
windshield. According to the driver’s choices, it shows several kinds of information
that help driving the vehicle, such as the indicator of the hybrid system, the assistance
to driving, and the navigation. Moreover, whenever the warning light turns on or
flashes on the dashboard, its icon is also projected onto the windshield (Fig. 3).
Fig. 3. HUD projection onto the windshield displaying the speed and the hybrid system.
Only the driver is able to see the Head-Up Display over the steering wheel,
reducing the need to look at the multi-function display, the indicators, or the multi-
media system in the center of the dashboard. This projection window is due to the
limiting dimensions (5.12 in. 2.36 in.) of the device installed in the dashboard,
preventing the passengers from seeing it (Figs. 4 and 5).
Evaluating the Usability of a Head-Up Display While Driving a Vehicle 191
Fig. 4. HUD reflective internal device on the upper left side of the vehicle dashboard.
The button to turn the HUD on/off is at the bottom left of the dashboard next to the
steering wheel. When the device is turned off, the information is not projected onto the
windshield until the button is used to turn the HUD on again, as this function is not
linked to the engine start button (Fig. 6).
192 G. G. Bara et al.
6 Results
The machines have been addressing the human needs effectively, whether in driving
vehicles and for other purposes. The HUD technology is one of them. However, to
improve it, it is necessary to demand much more from the technological universe and
think about the environment surrounding the cars. Based on that, it is important to
emphasize that the Brazilian urban roads are not prepared for this kind of technology,
making it unnecessary as one more device on the windshield.
These research results are qualitative and analytical and reflect upon the HUD
technology available in the vehicle subject of this case study.
Some of the benefits of the Head-Up Display investigated include its graphical
design and the brightness of the images projected that aims at reducing energy
consumption.
The HUD adjusts the brightness on the windshield automatically based on the
current use of the headlights (On/Off) and the lighting conditions in the surroundings of
the vehicle. Even when the driver adjusts the brightness of the projection, it is auto-
matically reduced when the vehicle is parked and, once it starts moving, from 5 km/h,
it goes back to the brightness configured previously.
In addition, the graphical representation of the elements projected is cohesive and
consistent, seeking to display the information in a simple manner. However, this
efficacy may lead to some visual disturbance that distracts the driver’s attention away,
as follows.
Work, daily routine, and light and noise pollution may often make the human being
tired and this may lead to lapse, as everybody is susceptible to human failure. By trying
to use so many brain functions, there may be traffic accidents involving the user and
other people.
Evaluating the Usability of a Head-Up Display While Driving a Vehicle 193
Therefore, based on the analysis of this study, questions are raised regarding the
drawbacks that may be harmful to the user and the human-technology system itself.
Staring at the projection on the windshield is not recommended, as this may lead to
increased distraction in the users of passenger vehicles, reducing the driver’s ability to
see pedestrians, objects in the road, or other elements in front of the vehicle, and
possibly leading to accidents with severe or deadly injuries. This is associated to the
communication waves that travel the air as a huge net that covers all space-time, and
everything can communicate without any difficulties; however, the human being is
growing increasingly more isolated in a unique and digital world surrounded by
superior technologies. When the human being immerses in these technologies, a flow
state may be achieved and the space-time relationship becomes completely different,
almost as a hypnotic effect. The HUD may be viewed in this context; so singular and
imperceptible to the human mind.
The HUD projection may also be dark or blurry, making it difficult to see the
information when wearing regular, or mainly polarized, sunglasses. This difficulty of
visualization may also be present in extremely cold weather, as the presentation of the
pre-selected information that is projected onto the windshield may experience visual
distortions.
In addition, the GPS navigation is not displayed simultaneously on the HUD and
the multi-function display, even if it is pre-selected on the multi-function display. This
has a negative impact on the presentation of the navigation regarding spatial orienta-
tion, as the multi-function display is significantly larger than the HUD projection onto
the windshield, in addition to showing more detailed and refined information.
Finally, another question was raised about cleaning the glass cover of the HUD,
located on the upper left side of the car dashboard, which poses a handling problem, as
the interior of the HUD projector should not be touched, otherwise leading to
mechanical malfunction.
Self-sufficient technological tools are developed to help the human being, who should
master them completely and adjust them to offer better usability and comfort to the user.
Based on that, the HUD technology has to improve, bringing more benefits to the
driver, offering more safety to the user when driving the vehicle, and contributing to
improved ergonomics and automotive interior design.
In future studies about the efficiency of the HUD, we recommend the use of other
driver-related parameters, such as the length of time the driver has a driver permit; the
driver’s age; innate or acquired eyesight problems (myopia, photophobia, color-
blindness, among others); any potential deficiencies; driver’s reaction time; and social
or cultural standards to check if this graphical language is going to be well absorbed
and understood by the users.
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Usability Evaluation and User-Centered
Design
Getting the Complete Picture: Using Surveys
as a Complementary Method for Assessing
Usability
Abstract. Medical errors are an important area of study given their impact on
patient safety. While new health technologies are created to reduce these errors,
improperly designed solutions may unintentionally contribute to them. Current
methods used by manufacturers to identify design issues, such as usability
testing and heuristic evaluations, may not uncover issues that only arise when
the product is exposed to a breadth of users, scenarios, and environments. Other
methods, such as the System Usability Scale (SUS), have the potential to
quickly assess a product’s overall usability but provide little insight into specific
aspects of the design that need improvement. Therefore, additional methods for
gathering usability data, to complement current ones, need to be investigated.
This study begins this investigation by evaluating the feasibility of an in-situ
usability survey to provide insight into an infusion system’s design issues. The
findings and implications for health technology manufacturers are discussed.
1 Introduction
According to the 1999 Institute of Medicine report, approximately 98,000 patients die
in hospitals each year as a result of preventable medical errors [1]. New health tech-
nologies are created to reduce these errors by streamlining workflow and automating
processes. However, these same technologies have the potential to introduce new errors
into hospital systems that can endanger patient safety.
One factor that contributes to these errors is poor design that prevents users from
effectively using the technology. As demonstrated in a study by Kushniruk and col-
leagues, these usability problems can lead to actual medical errors [2]. Findings
identified that the most common usability problem experienced by users of a handheld
prescription writing program was display visibility (not seeing required information on
the screen) and this problem was closely associated with medication errors that went
unnoticed and uncorrected by users [2].
The link between usability problems and medical errors highlights the importance
of identifying and eliminating design issues before products are released. One way
health technology manufacturers identify potential issues is through usability testing.
The method typically involves a small sample of users performing predetermined tasks
with the product in a controlled environment. Miller and colleagues showed this
method to be effective when applied to evaluating infusion pump design [3]. In their
study, 22 nurses from three hospital units performed 10 tasks designed to assess the
function or operation of the pump and seven tasks designed to assess the nurses’ ability
to use the device to deliver care [3]. Sixty-eight percent of their participants experi-
enced at least one error while performing functional tasks and 100% experienced an
error while performing clinical tasks [3].
Although Miller and colleagues were able to identify design flaws with usability
testing and, subsequently, develop nursing procedures and policies to mitigate the risks
associated with these flaws, several limitations were noted [3]. The two primary lim-
itations were the substantial time and financial resources required to implement the
method [3]. Additionally, participants were asked to perform a number of tasks, during
testing, that were not representative of those performed while on the job [3]. This
discrepancy may have impacted the participants’ performance during prescribed tasks
more so than the pump’s design.
In addition to the limitations noted by Miller et al., Schmettow and colleagues
noted that sample sizes traditionally recommended for usability testing may not be
sufficient for health technologies [4]. When usability testing is applied to commercial
products, it is believed that only five users are needed to identify 85% of a product’s
usability problems. However, Schmettow and colleagues developed a statistical model
that indicated larger sample sizes (25 or more users) are required for rigorous testing of
complex, high-risk systems [4].
Other methods have addressed some of the limitations of usability testing. One such
method is heuristic evaluation, where a small set of experts evaluate a product’s com-
pliance with recognized usability principles. According to usability practitioners, this
approach can capture up to 60–75% of a product’s usability problems [5]. Although this
method has been commonly used to identify potential usability issues for websites and
software applications, researchers have found it to be a successful approach for evalu-
ating medical device design [5, 8]. Zhang and colleagues demonstrated that when using
this approach to evaluate two 1-channel volumetric infusion pumps they could identify
89 usability problems for one pump and 52 problems for the other [5]. Identified issues
were generally associated with the physical interface, primary screen, and pump per-
sonality screen for one pump and the options menu for the other [5].
Chan et al. successfully applied a similar approach to the evaluation of radiotherapy
systems [6]. With this approach, two human factors experts were able to identify 37
low severity usability problems (problems that cause user frustration), 20 medium
severity problems (problems that may contribute to user error but have no major impact
on patient safety), and 18 high severity problems (problems that can have major impact
on patient safety) [6].
Getting the Complete Picture 199
2 Methods
2.1 Participants
Participants were identified for the study through an online scheduling system used by
nurses at a Texas pediatric hospital. A stratified sample of 500 nurses from six hospital
units (acute care, critical care, neonatal intensive care, ambulatory care, perioperative
services, and women’s services) were randomly selected to receive an email invitation
to complete the survey through a web-based survey system.
Once respondents completed the survey, their name was entered into a drawing to win
a $100 Amazon gift card. Three respondents were randomly selected to win a gift card.
2.2 Instrument
Survey items were derived from observations of current usage of the infusion system, a
review of human factors literature, the SUS, and feedback from nurse leaders and
human factors specialists. The survey underwent three rounds of review and revision
by nursing staff to ensure items were understood and appropriately worded.
The final 59-item survey consisted of three types of questions – demographics,
Likert scales, and open-ended. Example demographic questions were “years working at
the hospital” and “did you attend a formal training [for the infusion system].” For the
200 C. Titus et al.
Likert scales, respondents were asked to rate the extent to which they agreed or dis-
agreed with statements regarding the infusion system’s physical qualities, error pre-
vention, alarms, emergency interventions, unexpected actions, compatibility with the
environment, training requirements, and overall usability. Open-ended questions
allowed respondents to indicate any changes they desired to see in the system’s design
to make it more user-friendly.
2.3 Device
The chosen system for the study was currently being used by nursing staff throughout
the hospital. The system featured a programming unit, which allowed users to cus-
tomize infusion delivery, and three modules – large volume pump module, syringe
module, and patient-controlled analgesia (PCA) module. Each module could be con-
nected to the programming unit, as needed, for patient care.
3 Results
4 Discussion
4.1 Strengths
The aim of this research was to determine if an in-situ usability survey could help
address some of the limitations identified for other usability methods. The data pre-
sented in this paper suggests that it can be.
202 C. Titus et al.
Unlike usability testing, the survey required minimal cost and effort to perform. The
researchers were able to administer the survey through a free online survey system
provided by the hospital and, therefore, only needed to invest $300 to provide gift cards
to drawing winners. Three email reminders, delivered over an eight week period, and
one phone call were all that was needed to encourage participation in the survey and
achieve a robust response rate of 46.4%.
The survey gathered data from a larger and more diverse sample than those typical
of usability tests and heuristic evaluations. With over two hundred respondents from
five different hospital unit types, the researchers gained better insight into how the
infusion system worked within different contexts and with users of varying levels of
experience with the device.
Similar to the SUS, the survey was able to provide insight into the overall usability
of the infusion system. However, the survey had the advantage of revealing specific
problematic areas of the infusion system, like the alarms, that require further investi-
gation and may need refinement for future device iterations.
4.2 Limitations
As with other methods, the survey had limitations. One such limitation is the potential
for nonresponse bias. Although 500 nurses were invited to complete the survey, 268
didn’t respond to this invitation. It is possible that some non-respondents didn’t use the
infusion system as part of their duties. However, other factors may also be contributing
to their lack of response.
The researchers called non-responders during work hours to encourage their par-
ticipation. However, the end of the data collection period limited the number of calls
that could be made. Additional effort is needed to ensure a true random sample is
obtained and the full range of experiences with the infusion system are captured.
Another limitation is survey items related to general usability were less informative
than more specific items related to system functionality. The responses to these non-
specific usability items lacked variability and, therefore, suggest they may be less
sensitive to respondents’ perceptions. It is also possible that respondents interpreted
these items as a measure of their individual competency rather than the system’s
usability.
5 Conclusions
Despite the limitations of this study, the findings suggest that an in-situ usability survey
may be an inexpensive and efficient method for identifying usability issues for health
technology manufacturers. The researchers caution that this method should not be used
in place of more traditional techniques. Rather, it is an additional technique for man-
ufacturers to add to their toolkits that can complement other methods and help provide
a more complete picture of a technology’s design issues.
Getting the Complete Picture 203
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System. National Academy Press, Washington (1999)
2. Kushniruk, A., Triola, M., Stein, B., Borycki, E., Kannry, J.: The relationship of usability to
medical error: an evaluation of errors associated with usability problems in the use of a
handheld application for prescribing medication. Stud. Health Technol. Inform. 107(2),
1073–1076 (2004)
3. Miller, K.E., Arnold, R., Campbell, M., Zern, S.C., Dressler, R., Duru, O.O., Ebbert, G.,
Jackson, E., Learish, J., Strauss, D., Wu, P., Bennett, D.A.: Improving infusion pump safety
through usability testing. J. Nurse Care Qual. 32(2), 141–149 (2017)
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usability heuristics to radiotherapy systems. Radiother. Oncol. 102(1), 142–147 (2012)
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Inform. 73, 771–779 (2004)
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comp-sus/
The Effects of Grid- and List Design
of E-Commerce Result Lists on Search
Efficiency and Perceived Aesthetics
1 Introduction
High growth rates were recorded in E-commerce in recent years. In Germany for
instance, online business sales increased about 50% from 2010 to 2016 [1]. Online
shoppers rely heavily on information provided by the website. An online shops’
interface design is, therefore, a highly important aspect of customers’ choice in
E-commerce. Liang and Lai [2] asked participants to buy books in different online
shops. Afterwards the participants had to explain the reasons for their buying decision.
Results showed, that –besides the price of a book– the websites’ design was the most
important reason for their decision. Similarly, Cooper-Martin [3] stated that customers’
behavior in E-commerce is influenced by how specific product information is presented
on a website. Result lists can present product information in two different designs: grid
and list design. Grid designs show more than one result in a row. List designs show one
result in a row. This distinction is important depending on the customers’ behavioral
intention. This means that it makes a difference whether customers have a clear
shopping intention or not. With respect to the customers’ intention, recent literature
differentiates between browsing tasks and searching tasks [4]. The term browsing task
means that a customer has a general but not explicit idea of what he or she is looking
for. In contrast a searching task is a task where the customer exactly knows what
product or information he or she is looking for. In 2004 Hong, Thong and Tam
examined the time needed to search for information and the possibility to recall product
information among the two different designs and searching types [5]. The results of
their study indicated that participants performed a browsing task faster when the results
were presented in a list design. The grid design led to faster searching times for
searching tasks.
Nowadays, it isn’t enough to consider customers’ efficiency when evaluating web-
interfaces. Aesthetic aspects of interfaces are important for a customers’ shopping
experience as well. Consequently, these aspects have received more attention in
research. Leder, Belke, Oeberst, and Augustin showed that aesthetic impressions form
ad-hoc evaluations [6]. Moshagen and Thielsch state that aesthetic aspects influence a
multitude of constructs [7] like perceived usability [8], satisfaction [9], the willingness
to buy an offered product and the probability for recommendation [7]. Mahlke [10]
found that the perceived aesthetics of a web-interface affects the intention to revisit the
site. In addition, the results of Vogel [11] indicate that people tend to rate the aesthetics
of an interface higher the more they become familiar with it. This effect shows that
there might be differences in customers’ perceived aesthetics depending on their online
shopping experience.
The objectives of the present study are twofold. Firstly, we want to examine the
effect of grid- and list design of E-commerce result lists on a customers’ search effi-
ciency. The present study complements Hong et al.’s work [5] regarding a couple of
factors. It concentrates on searching task, but varies the length of the result lists and the
presence or absence of the target. Corresponding to Hong et al. we expect a higher
search efficiency with the grid design compared to the list design. Secondly, we want to
examine the effects of grid- and list designs and the participants’ E-commerce expe-
rience on perceived aesthetics. This objective is explorative because of missing liter-
ature on the topic.
2 Methods
whole list of items. In the list design, each row showed one item. In the grid design,
each row consisted of three items. Figure 2a shows an exemplary list design and
Fig. 2b visualizes the same result list as grid design.
The 48 result lists differed regarding their design, length, and the absence or
presence of a target item, a skirt for €30. In both result list design conditions, the target
was either present (18 result lists) or absent (6 result lists). If present, the target
appeared in random position within but not between the participants. In addition, the
result lists included two skirts with different price or two different items of €30 each as
distractors. If the target was absent, the participants could only find a skirt with another
price or another type of clothing of €30. Search efficiency was defined as the time a
participant needs to find the target item, the skirt of €30, in a number of other items.
To assess perceived aesthetics of the result lists, the participants were asked to
complete the Visual Aesthetics of Website Inventory (VisAWI) [8]. The VisAWI
measures the subjective aesthetics of a web-interface. It defines aesthetics as a positive
experience based on an object, a product in this case. The VisAWI has 18 items grouped
into four facets: simplicity (5 items), diversity (5 items), craftsmanship (4 items) and
colorfulness (4 items). Participants answer each of the items on a seven-point Likert
scale ranging from 1 (strongly disagree) to 7 (strongly agree). Reliabilities of the sub-
scales range from .85–.89 [8]. In the present study, the items were presented in different
shades of grey. Therefore, the facets simplicity, diversity and craftsmanship were chosen
for the evaluation only.
Procedure and Experimental Designs. Participants received a link to the online-
study after they agreed to participate. They started the experiment by clicking on this
link. Upon the start of the online-experiment, the participants were asked to read the
written instructions on the screen of their own computer. These instructions included
that they should only start the experiment if their monitor is sufficiently large and that
they should not use the buttons of their browsers.
Then the participants were introduced to the procedure and the task. Their task was
to search for a skirt of €30 among other items in a result list. Participants were
instructed to decide whether the item of interest was in the list or not as fast and as
correct as possible. They selected their answers by clicking on one of two buttons
(yes/no).
The Effects of Grid- and List Design of E-Commerce Result Lists 207
Fig. 2. Exemplary result lists in list - (A) and grid-design (B) with 9 items each and the item of
interest at position 3.
After reading the instructions, the participants familiarized themselves with the task
and practiced it by completing two searches. The main experiment consisted of two
blocks of trials with 24 trials (searches) each. The design of the result list was the
blocking factor. In each trial the participants saw the question whether a skirt of €30
was included in the result list on top of their monitor. Below the question one of the 48
result lists were shown. Finally, the two buttons yes (right) or no (left) were presented
under the result list. A trial (and the assessment of the participants’ reaction time)
started with all three elements (question, result list, buttons) appearing on the partici-
pants’ screen at once and ended after the participants pressed one of the two buttons.
After each block of trials the participants filled in the VisAWI and rated the
perceived aesthetics of the previously presented result list. The blocks of trials were
balanced across participants. This means that half of the participants searched the item
of interest 24 times in a list design first (block 1), followed by searching the item of
interest 24 times in the grid design (block 2). The other half of the participants saw the
results presented in a grid design first (block 1), followed by a list design (block 2). At
the end of the experiment the participants answered some demographic questions and
reported how often they shop online. The whole experiment took about 10 to 15 min.
The experimental design for the effect of list design and list length on participants
search efficiency was a 2 (result list design: grid or list) 3 (list length: 3, 6 or 9 items)
within-subjects design. The experimental design for the effects of grid- and list-design
on perceived aesthetics was a 2 (list design: grid or list) 2 (experience: less or more)
mixed design with list design being a within-subject factor and experience being a
between-subject factor.
208 F. Schröder et al.
3 Results
The analysis of the behavioral results was performed using the correct trials only.
Correct means that participants did find the target item if it was present. We computed
average reaction times across possible target positions for each list length.
Statistical data analysis included two steps. Firstly, behavioral and subjective data
was screened for outliers on the participant and the group level. Outliers were defined as
individual scores exceeding the group mean by more than ±3 SD. Eight participants
were excluded from further analysis of the behavioral data because more than 10% of
their data exceeded the group mean by more than 3 SD. No participants were excluded
from the analysis of the aesthetics data. Secondly, behavioral data was subject to analysis
using ANOVAs. The effect size partial η2 is reported for small (0.01 < η2part < 0.06),
medium (0.06 < η2part < 0.14), and large (η2part > 0.14) effects [12].
3.1 The Effects of E-Commerce Result List Design and List Length
on User Behavior
A 2 (design of the result list: grid or list) 3 (list length: 3 or 6 or 9) ANOVA was
calculated to examine the effects of the design of the result list and list length on the users’
reaction time (RT). Results revealed main effects for the factors design of the result list
(F(1,76) = 4.30, p = .04, η2part = .05), length of the result list (F(2,152) = 111.49,
p < .001, η2part = .59), and an interaction effect of design and length of the result list on
participants’ search efficiency, F(1,152) = 4.44, p = .01, η2part = .06. Figure 3 visualizes
the result of the analysis. It shows that participants’ reaction time became significantly
longer with increasing list length. In addition, grid design led to faster reaction times with
increasing list length compared to list design.
Fig. 3. Effects of the design of the result list and list length on participants’ reaction time. Error
bars indicate 95% confidence intervals.
The Effects of Grid- and List Design of E-Commerce Result Lists 209
Fig. 4. The effects of result list design on (a) participants’ simplicity rating, (b) their diversity
ratings, and (c) their ratings of craftsmanship. Error bars show 95% confidence intervals.
210 F. Schröder et al.
the participants’ simplicity ratings revealed a main effect for the design of the result list
(F(1,83) = 5.83, p = .02, η2part = .07) and an interaction effect of list design and online
shopping experience, F(1,83) = 4.54, p = .04, η2part = .05. No main effect of online
shopping experience on participants’ simplicity rating was obtained, p = .18. Figure 4a
visualizes the superiority of the grid design for participants with less shopping
experience.
Another 2 (design) 2 (experience) mixed ANOVA showed a main effect of list
design on participants’ diversity ratings, F(1,83) = 20.24, p < .001, η2part = .20. Again,
no effect was obtained for their online shopping experience (p = 0.92) and no inter-
action was observed, p = .13. Figure 4b shows that the grid-design receives higher
diversity ratings compared to the list design. Finally, the same analysis was repeated for
participants’ craftsmanship ratings. Here the ANOVA revealed another main effect for
list design (F(1,83) = 14.49, p = .003, η2part = .15) but no effect of online shopping
experience (p = .51) or an interaction of both factors, p = .66 (Fig. 4c).
4 Discussion
The present study had two objectives. Firstly, it examined the effects of grid- and list
design of E-commerce result lists on peoples’ search efficiency. Secondly, the study
assessed the effects of result list design on perceived aesthetics considering the par-
ticipants’ online shopping frequency.
In accordance with the first objective the study replicates the results found by Hong
et al. [5]. Participants had faster search times when a target item was presented in a grid
design compared to a list design. This finding was affected by the number of items
shown in the result list in both result list designs, complementing the findings of Hong
et al. A higher number of items in the result list lead to longer reaction times in both
designs. In addition, the benefit of the grid design increases with more items that are
included in the result list. However, there were only three, six or nine items shown in
the result lists to avoid effects caused by scrolling. Under natural circumstances E-
commerce result lists are much longer. Therefore future studies should test the validity
of our result for longer result lists. Moreover, in most cases the user interacts with the
website and result list by scrolling, sorting and filtering. Regarding this issue, future
studies should examine possible effects of user interactions on search efficiency for
each result list design.
In addition to the search efficiency, the second objective of this study examined the
perceived aesthetics of the two result list designs. Results revealed that the grid design
was rated higher in each of the aesthetic dimensions of the VisAWI than the list design.
However, the effect of the result lists’ design on the aesthetic facet simplicity was
affected by the participants’ self-reported online shopping experience. In E-commerce,
result lists of searches for clothes are often presented in grid design. It might have been
that the grid design was more familiar to the participants and therefore might have been
perceived as being simpler. Future work should examine whether the results of this
study can be applied to online shops offering other product categories than clothes e.g.
electronics or furniture.
The Effects of Grid- and List Design of E-Commerce Result Lists 211
Finally, most studies examined the effects of result list design on search efficiency
on a computer desktop. In 2016, 33% of all E-commerce transactions in Germany
included more than one device [13]. Consequently, further research should analyze the
perception and efficiency of grid and list design on different devices with various screen
sizes like smartphones, tablets or laptops and interaction modalities (i.e. tapping or
clicking). In the long run a consistent cross-functional solution of result lists could be
needed to guarantee a good customer experience on different devices.
References
1. HDE: Handel Digital - Online-Monitor 2017 (2017). https://de.statista.com/statistik/daten/
studie/3979/umfrage/e-commerce-umsatz-in-deutschland-seit-1999/
2. Liang, T.-P., Lai, H.-J.: Effect of store design on consumer purchases: an empirical study of
on-line bookstores. Inf. Manag. 39(6), 431–444 (2002)
3. Cooper-Martin, E.: Effects of information format and similarity among alternatives on
consumer choice processes. J. Acad. Mark. Sci. 21(3), 239–246 (1993)
4. Carmel, E., Crawford, S., Chen, H.: Browsing in hypertext: a cognitive study. IEEE Trans.
Syst. Man Cybern. 22(5), 865–884 (1992)
5. Hong, W., Thong, J.Y., Tam, K.Y.: The effects of information format and shopping task on
consumers’ online shopping behavior: a cognitive fit perspective. J. Manag. Inf. Syst. 21(3),
149–184 (2004)
6. Leder, H., Belke, B., Oeberst, A., Augustin, D.: A model of aesthetic appreciation and
aesthetic judgments. Br. J. Psychol. 95(4), 489–508 (2004)
7. Moshagen, M., Thielsch, M.T.: Facets of visual aesthetics. Int. J. Hum.-Comput. Stud. 68
(10), 689–709 (2010)
8. Moshagen, M., Musch, J., Göritz, A.S.: A blessing, not a curse: experimental evidence for
beneficial effects of visual aesthetics on performance. Ergonomics 52, 1311–1320 (2009)
9. Cyr, D., Kindra, G.S., Dash, S.: Web site design, trust, satisfaction and e-loyalty: the Indian
experience. Online Inf. Rev. 32, 773–790 (2008)
10. Mahlke, S.: Factors influencing the experience of website usage. In: CHI 2002 Extended
Abstracts on Human Factors in Computing Systems, pp. 846–847. ACM, Minneapolis
(2002)
11. Vogel, M.: Der “Mere-Exposure-Effekt” in der Mensch-Technik Interaktion und seine
Auswirkungen auf das Nutzererleben. Dissertation, Technische Universität Berlin (2016)
12. Cohen, J.: Statistical Power for the Social Sciences. Lawrence Erlbaum (1989)
13. Criteo: The State of Cross-Device-Commerce (2017). http://www.criteo.com/media/6617/
criteo-state-of-cross-device-commerce-2016-h2de.pdf
vis-UI-lise: Developing a Tool for Assessing
User Interface Visibility
1 Introduction
The importance of user interface (UI) visibility has been well established and the lack
of it has been described as a crisis [1, 2]. With the development of modern UIs [3, 4],
particularly smartphones, there is a worrying trend to interfaces with poor visibility. For
example, analysis of the home screens of a popular smartphone showed that only 8% of
the available functions were visible at the top level [5]. The problem of UI visibility can
be broken down into three key aspects. Firstly, that some user interface elements are
effectively ‘missing’ as in the example above. Secondly, they are ‘missed’ because they
are not seen by the user, and thirdly they are seen but ‘misunderstood’ [6]. This
categorization of visibility issues can be conveniently referred to as the 3 M’s. These
three categories of problems are addressed by previous work through a model of user
interface visibility which is shown in Fig. 1.
‘Missing’ interface elements are addressed through understanding the functions the
‘program’ provides and the fact they lack visual ‘presentation’. If a function is visible
but ‘missed’ this can result from poor ‘presentation’, difficulties in the physical envi-
ronment such as poor lighting (physics), the user’s ability to resolve the image presented
(physiology) and whether it grabs their attention (psychology). Finally, ‘misunder-
standing’ comes primarily from the interpretation (psychology) of the ‘presentation’.
2 Method
Fig. 2. Summary of research method showing the iterative process of drawing on multiple
sources to develop the new tool (Visibility UEM).
With regards to RQ1 and assessing current UEMs, Fernandez et al. [8] provide a
systematic mapping of UEMs for the web. The UEMs identified are not restricted to
use on web interface evaluation so it provides a useful, generalizable categorisation and
identification of tools. Table 1 is a summary based on this work. A review of these
shows that in general they do not specifically address visibility. They are under-
standably more holistic, and outcome-oriented in nature. Visibility, although important,
is only one of many contributory factors to overall usability. There is, however, scope
for a specific UEM to augment these approaches and being more diagnostic in nature
with regard to visibility. Having established a gap for a tool addressing visibility, with a
focus on identifying underlying issues, helped set the direction for the work on RQ2.
The development of the new UEM followed the iterative approach outlined in
Sect. 2 and shown diagrammatically by Fig. 2. There was a constant referencing back
to the visibility issues identified across a range of products to see how the tool would
identify these. Initial elements of the proposed UEM were derived from a basic
understanding of human-computer interaction [9, 10] allied to task analysis [11, 12].
These are as follows:
• Establish a representative scenario for the use of the product and perform a task
analysis to determine the steps of the task sequence
Then each task step is broken down into the following, based on the typical
interactive loop:
• Can the user ‘see’ the function (interface control)
vis-UI-lise: Developing a Tool for Assessing User Interface Visibility 215
• Can the user ‘see’ how the function (interface control) operates
• Can the user ‘see’ feedback that the function (interface control) has been operated
correctly
Table 1. A table summarizing the categorization of UEMs from Fernandez et al. [8].
Category Usability evaluation method
Use Testing
Think-Aloud Protocol
Question-Asking Protocol
Performance Measurement
Log Analysis
Remote Testing
Inspection
Heuristic evaluation
Cognitive Walkthrough
Perspective-based inspection
Guideline review
Inquiry methods
Questionnaire
Interviews
Focus group
Analytical Modeling
Cognitive Task Analysis
Task environment analysis
GOMS analysis
Simulation
Agents or algorithms whose intention is to simulate user behavior
The distinction between the visibility of the function and the operation of the
function is important as the user may be able easily work out what a control does but not
know how to operate it. This is particularly an issue with multi-finger, multi-gesture
touch interfaces that have no or limited visibility with regard to the use of such gestures.
Drawing further on the human information processing model of Wickens [10] and
the work of Green et al. [13] ‘seeing’ was broken down into ‘sensation’‘perception’
and ‘attention’. This control level view was allied to higher order cognitive processes
related to goals and prior knowledge. Review of this initial framework against the type
of problems identified on various interfaces showed that it was too abstract for a
designer to apply to the specifics of an interface design. A further iteration addressed
this by considering it in terms of mapping the capability of the user in relation to the
properties of the interface. This revised approach was influenced by the interface
demand to user capability model outlined by Persad et al. [14] and the teaching of this
in secondary school (11–14 years olds) which is discussed by Nicholl [15]. This
educational work lead to the conceptualisation of interaction as being like a series of
216 I. Hosking and P. J. Clarkson
‘hurdles’ that the user has to overcome. The greater the demand of the product (in-
terface) the higher the hurdle the user has to overcome. Where the demand exceeds the
user’s capability then the user is excluded. For example, if the text is too small and low
contrast this is high demand from a visibility perspective and may exclude the user.
Increasing the text size and improving the contrast will reduce the demand
Looking at Fig. 3 from right to left, the interface shows five ‘hurdles’. The
implication is that the user has to get over each hurdle to reach effective comprehen-
sion. In reality this a simplification as cognitively there will be the process of perceptual
exploration [13] i.e. it is not sequential but more of networked interaction between the
elements. However, this is a compromise to produce something that designers can use.
Fig. 3. UEM framework representing series of visibility ‘hurdles’ that the user has to overcome.
The five hurdles are described as a series of questions in Table 2 below. For each
‘hurdle question’, there are a series of sub-questions that aim to unpack the underlying
contributory factors.
The process for answering these questions systematically is shown in Fig. 4.
The process starts by defining a scenario that represents typical use of the product.
Multiple scenarios can be considered to explore a range of functionality including
things such as potential error states that the user has to recover from. Based on the
scenario a task analysis is performed breaking the scenario down into a series of task
steps. For each task step, an image is captured (either via a screen grab or camera) of
the state before and after the operation of the function related to the task step. The
granularity of the tasks steps is based on their only being a single operation at the user
interface level.
vis-UI-lise: Developing a Tool for Assessing User Interface Visibility 217
The pre-operation image is analysed using the questions outlined in Table 2. This is
repeated for the visibility of the function and the visibility of the operation of the
function. The feedback is analysed from the post operation image. In the case where
feedback is more dynamic e.g. through the use of an animation, this is noted through a
text-based description in addition to the image. In the current form of the tool, this is all
recorded in a PowerPoint template. PowerPoint was chosen as the recording tool as it is
widely used, flexible and is convenient for presenting back the results to relevant
stakeholders. For each task step the following information is recorded in a series of
slides as follows:
• Slide A: Pre and post operation images of the UI with summary ratings for each of
the 5 hurdles
• Slide B: A table recording the answers and ratings to all the sub-questions for the
visibility of the ‘function’
• Slide C: A table recording the answers and ratings to all the sub-questions for the
visibility of the of the ‘operation’ of the function
• Slide D: A table recording the answers and ratings to all the sub-questions for the
visibility of the ‘feedback’
• Slide E: A table of predictions of potential usability problems generated using
insights from the analysis.
218 I. Hosking and P. J. Clarkson
The rating scale is four levels and colour coded as shown in Table 3. The key thing
is the rationale for the rating as much as the rating itself supporting the diagnostic
purpose of the tool, i.e. to identify underlying visibility issues.
vis-UI-lise: Developing a Tool for Assessing User Interface Visibility 219
Fig. 5. An example task step analysis from the PowerPoint based tool (Type A slide) showing
turning on a car heating and ventilation system (note: this has been converted into a grayscale
format suitable for publishing in this journal)
both a rotary control and push button (in the centre of the control). This duality of
function results in a red rating for ‘concept’, ‘conspicuity’ and ‘clarity’. However, once
the button is correctly operated the unit displays the passenger and driver temperature,
the fan speed and three LED indicators come on. This gives strong feedback compared
to the pre-operation state and is rated at level 4 (green) for all five hurdles.
Taking into account the problem raised it is relatively easy to see a design alter-
native which would be to make the dedicated ‘off’ button an ‘on/off’ button which
would immediately address the issues without any additional controls being required.
The later task step of turning on the rear heated window shows a problem of
differentiation. This is because there is a button for front and rear window demisters.
These are identified using a rectangular icon for the rear window and curved for the
front window. This would require prior knowledge of what these icons mean to know
which is which. The situation would be different if there was only a rear window
demister option. This shows the importance of understanding the context of other
controls that are present or used elsewhere that may hinder effective differentiation.
Having stepped through this example it is self-evident that the tool performs a very
detailed analysis. This in part reflects the complexity of vision and the key role of the
psychological layer outlined on the visibility model. However, this may be a barrier to
use by designers and the implications of this are discussed in the next section.
Although the work to date has been informed by a set of visibility issues identified
across a range of products, further work is required to determine the predictive relia-
bility of the tool. This will be achieved by analysing a product using the vis-UI-lise tool
and then testing with real users to see how many problems it predicts. Depending on
that outcome, the tool will then be tested with user interface designers to see how
repeatable the predictions are with different designers (inter-rater reliability), the
usability of the tool and the likelihood of them using it. This work is all planned using
the DRM framework [7].
It has already been stated that the aim of the tool is to augment existing UEMs to
provide additional insights around visibility. However, further work is required to see
how it would integrate in practice with other tools. The detailed nature of the tool may
be a deterrent to designers and therefore evidence of how well it predicts problems may
prove crucial in encouraging uptake. There is an interesting trade-off between the
‘time’ cost of using the tool versus the cost of testing with real users. The tool has the
potential to spot problems early in the design cycle to reduce the amount of user testing
and also to direct testing to areas that have been identified as potentially problematic.
5 Conclusion
It has been strongly argued that user interface visibility is critical for usability and that
trends in user interface design represent a crisis with regard to visibility. Therefore,
having tools that provide rigorous insight to visibility issues can help address this crisis
vis-UI-lise: Developing a Tool for Assessing User Interface Visibility 221
providing designers with insights to where there may be problems in their design. vis-
UI-lise is such a tool and has been developed to identify the range of visibility issues
from missing to missed to misunderstood. It has been developed against a set of real-
world examples. As such it represents an intermediate deliverable of on-going research.
However, it is at a point where it can be critiqued, discussed and inform the thinking in
this key area of user interface design.
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An Investigation of Key Factors Influencing
Aircraft Comfort Experience
1 Introduction
In recent years, de-regulation in the airline industry and the rapid expansion of low-cost
carriers (LLC) have conspired to produce significant changes about the global airline
market. Airlines are facing a fiercer competition in the international context. Comfort
has been an increasingly important issue in air travel. Passenger comfort is clearly a key
variable in research on user acceptance of transportation systems, and it is related to
passenger’s satisfaction and the willingness to fly again. After realizing its importance
in capturing and retaining customers, a growing number of airlines are focusing on
comfort. How to improve the experience of passenger comfort has become a major
strategic goal for the airline management.
The solution of improving the aircraft comfort experience is to prevent the negative
experience and to enhance the positive experience. The aim of this study is to present
underlying factors influencing the passengers’ experience during the flight.
This paper is organized as follows. First, the definition of comfort and aircraft
comfort experience is addressed by prior literature. We formally state the problem that
aircraft comfort experience is a core competitive power for airliner and it is a complex
construct and involves multiple factors, then a variety of factors elicited from a review
of literature in Sect. 2. The method of Kano and questionnaire was used in Sect. 3.
Result and discussion were shown in Sect. 4. Finally, some conclusions and per-
spectives are given in Sect. 5.
perceived subjectively and interpreted as three different kinds of comfort feelings. The
interaction (I) with an environment is caused by the contact between the human and the
product and its usage. This can result in internal human body effects (H), such as tactile
sensations, body posture change and muscle activation. The perceived effects (P) are
influenced by the human body effects, but also by expectations (E). These are inter-
preted as comfortable (C) or you feel nothing (N) or it can lead to feelings of dis-
comfort (D). There is not one form of comfort or discomfort experience, but it can vary
from almost uncomfortable to extremely comfortable and from no discomfort to
extremely high discomfort. It could even be that both comfort and discomfort are
experienced simultaneously. For instance, you may experience discomfort from your
seat but have a feeling of comfort created by a nice flight attendant. The discomfort
could result in musculoskeletal complaints (M). There is a circle around E-C as we
believe expectations (E) are often linked to comfort (C). If discomfort is too high or the
comfort not good enough there is a feedback loop to the person who could do
something like shifting in the seat, adapt the product or to change the task/usage.
Fig. 1. The comfort model, Vink and Hallbeck [8] I = interaction, H = human body effects,
P = perceived effects, E = expectations, C = comfort, N = nothing, D = discomfort, M = mus-
culoskeletal complaints.
must-be (M), one-dimensional (O) and attractive (A), and the discovery formed the
initial basics, which was called Kano model. Lately they have developed it, and latest
version of Kano model classified customer needs into five categories. The five-level
Kano classification is Attractive quality (A), One-dimensional quality (O), Must-be
quality (M), Indifferent quality (I) and Reverse quality (R). In practice, four types of
product attributes are identified: (1) must-be attributes are expected by the customers
and they lead to extreme customer dissatisfaction if they are absent or poorly satisfied,
(2) one-dimensional attributes are those for which better fulfillment leads to linear
increment of customer satisfaction, (3) attractive attributes are usually unexpected by
the customers and can result in great satisfaction if they are available, and (4) indif-
ferent attributes are those that the customer is not interested in the level of their
performance. Depending on the product/service property being considered, different
function-characteristics can be obtained. The Kano conceptual model employs
inquiring techniques with pairs of functional and dysfunctional questions about each
requirement; the functional situation considers the quality present or sufficient, while
the dysfunctional situation supposes the quality to be absent or insufficient. The
question of attribute is shown in Table 3. In a Kano questionnaire, both functional and
dysfunctional questions are asked, customers choose one of the following responses to
express their feelings: (a) I like it that way/I am satisfied; (b) it must be that way; (c) I
am indifferent/neutral; (d) I can live with it; and (e) I dislike it/I am dissatisfied. For
example, the functional form of the question is “If the food on flight is very delicious,
how do you feel?” If the customer answers, for example, “I like it that way,” and the
dysfunctional form of the question is “If the food on flight don’t taste well, how do you
feel?” if the answers is “I am neutral,” or “I can live with it that way,” the combination
of the responses in the Kano classification (Table 4) produces category A, indicating
that delicious food on flight is an attractive customer requirement from the customer’s
viewpoint.
Table 5. (continued)
Category Code Functional question
3. Attendant and service f3-1 The appearance of attendant is charming
f3-2 The attendant is thoughtful and caring
f3-3 The work skill of attendant is professional
f3-4 The attitude of attendant is enthusiastic and polite
f3-5 The in-flight announcement is clear
f3-6 The food and drink in-flight is delicious
4. Flight f4-1 The flight is punctual
f4-2 The time of flight is favorable
f4-3 Some seats in-flight are empty
5. Neighbor f5-1 The neighbor is quiet
f5-2 The public armrest is empty
6. De-boarding f6-1 The waiting time in line for de-boarding is short
A total number of 150 responses were obtained. Six questionnaires were discarded
due to being incomplete or containing unreliable answers. We report data from 144
participants. The data collected by questionnaire was shown in Table 7. Table 8
indicated the scores for the answers of the functional/dysfunctional features, it was used
to calculate the total value of Kano classifier and Kano categories.
Table 7. Summary of the responses about the importance and level of Kano classification on
every question. The value means the total number of every item.
No. Code a b c d e Average of importance
F D F D F D F D F D
1 f1-1 92 0 52 0 0 0 0 12 0 132 0.712
2 f1-2 67 0 55 0 22 12 0 34 0 98 0.486
3 f1-3 64 0 80 0 0 0 0 23 0 112 0.704
4 f1-4 56 0 88 0 0 0 0 5 0 139 0.72
5 f1-5 65 0 79 0 0 2 0 14 0 128 0.71
6 f1-6 56 0 65 0 23 21 0 45 0 78 0.35
7 f2-1 98 0 46 0 0 12 0 35 0 97 0.77
8 f2-2 35 0 78 0 31 10 0 56 0 78 0.74
9 f2-3 112 0 32 0 0 0 0 34 0 110 0.79
10 f2-4 20 0 92 0 32 1 0 23 0 120 0.634
(continued)
An Investigation of Key Factors Influencing Aircraft Comfort Experience 229
Table 7. (continued)
No. Code a b c d e Average of importance
F D F D F D F D F D
11 f2-5 67 0 74 0 3 0 0 11 0 135 0.68
12 f2-6 35 0 109 0 0 0 0 2 0 142 0.694
13 f3-1 27 0 30 0 87 34 0 78 0 32 0.448
14 f3-2 60 0 84 0 0 23 0 23 0 98 0.694
15 f3-3 65 0 79 0 0 0 0 21 0 123 0.75
16 f3-4 45 0 99 0 0 0 0 12 0 132 0.796
17 f3-5 35 0 78 0 31 34 0 47 0 63 0.62
18 f3-6 67 0 57 0 29 10 0 45 0 89 0.572
19 f4-1 90 0 54 0 0 0 0 5 0 139 0.878
20 f4-2 56 0 45 0 43 50 0 38 0 56 0.65
21 f4-3 46 0 0 34 98 102 0 42 0 0 0.19
22 f5-1 14 0 20 0 84 30 5 69 21 45 0.568
23 f5-2 56 0 21 0 67 79 0 34 0 31 0.316
24 f6-1 34 0 21 0 89 77 0 39 0 28 0.208
Note: a denotes I like it that way; b denotes It must be that way; c denotes I am
neutral; d denotes I can live with it that way; e denotes I dislike it that way.
F denotes functional question, D means dysfunctional question.
A scatter dot plot on Kano classifier and Kano categories was showed in Fig. 1. The
axis-X denoted the average score for dysfunctional feature of item, The axis-Y denoted
the average score for functional feature of item. The four zones were divided by two
lines and a curve, the curve was a quarter of a circle, the diameter was equal to the
square side length. The angle formed by two blue lines and two sides was 30° The
location of four zones was shown in Fig. 1.
There was no attractive factor among all these items (Fig. 2). Two factors were
identified to belong to must-be zone, f5-1 (neighbor passenger) and f2-4 (seat size). The
seat size had no change among aircrafts and airliners. Regarding to the neighbor
passengers, if there were very noisey passengers, or baby crying, it would definitely
decrease the satisfaction and comfort experience. It was shown that there were two
230 W. Li et al.
factors fall into the Indifferent zone, they were f4-3 (flight seat occupied rate) and f6-1
(the waiting time for de-boarding). Passenger don’t care whether there are seats are
empty or not, the waiting time for de-boarding is another factor they don’t consider.
The rest of the items were one-dimensional. All physical environment factors (f1) and
facilities and seat factors (f3) were categorized into the one-dimensional zone. It proved
that these factors influence the passenger comfort experience, the little improvement for
a factor will yield to increase the passenger satisfaction. There is still some room for
improvement for facilities (seat) and physical environment to raise the status of air-
liners [14].
1.0
Attractive One-dimensional
f2-3
f2-1 f1-1
0.8
f1-5
f3-2
f3-3
f3-6
f1-3 f3-4
f1-2
f1-6
0.6
Functional
f4-2
f3-5 f2-2
f5-2 f2-4
0.4
f4-3 f6-1
f3-1
0.2 f5-1
Indifferent Must-be
0.0
0.0 0.2 0.4 0.6 0.8 1.0
Dysfunctional
The importance of item is shown in Table 7. We can know the first three most
importance factors are f4-1 (Punctuality of flight), f3-4 (Attitude of attendant) and f2-3
(Legroom). According to Vink and Van Mastrigt [16], this aligns with our finding that
legroom is one of the most important factor influencing the comfort experience. Four
least important factors (average importance <0.4) are f4-3 (The seat occupied rate), f1-
6(in-flight lighting), f5-2 (free public armrest), and f6-1 (waiting time in line for de-
boarding). Among factor set of attendant and service, the appearance of attendant is not
so important, compared the other factors.
Refers to the results of questionnaire and calculation, it can be concluded that the
most influential factor in aircraft passenger experience are facility(seat), flight schedule,
physical environment and attendant. In terms of the managerial implications, the
findings of this study benefit practitioners in airline managerial position. Combine the
average importance of item and Kano classification, it is found that the f4-3 (flight seat
An Investigation of Key Factors Influencing Aircraft Comfort Experience 231
occupied rate) and f6-1 (waiting time in line for de-boarding) are two factors which are
less influential to passenger experience.
Further factors that influence the comfort experience are seat factor, vehicle factors,
and the last is individual factor. The results also showed that people are still concerned
and consider about the value of a prestigious when choosing a flight. These results are
expected to be applied to the process of improvement and further development of the
air travel comfort and may help to better focus on priority factors.
5 Conclusion
Acknowledgments. The authors express special thanks to the participating passengers for their
time and efforts. The authors would like to acknowledge support for this work from civil aircraft
special scientific research program, China (Grant No. MJ-2015-F-018). The study is partly
supported by the 111 Project, Grant No. B13044.
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complaints of office workers. Int. J. Ind. Ergon. 40, 549–559 (2010)
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new model. Appl. Ergon. 43, 271–276 (2012)
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passenger comfort employing a hybrid model. Hum. Factors Ergon. Manuf. 27, 289–305
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UX Evaluation of a New Rowing Ergometer:
The Case Study of the Technogym “SkillRow”
1 Introduction
Human beings were not born for inactivity. Physical inactivity is nowadays identified
as the fourth leading risk factor for global mortality and its levels are rising in many
countries. This phenomenon has major implications for the prevalence of no com-
municable disease (NCDs) and the general health of the population worldwide [1]. On
the contrary, movement and physical activity contribute to improving all aspects of
quality of life, representing a strategic tool for healthy aging [2].
It is therefore necessary to educate as many people as possible to an active lifestyle
even at an advanced age. In order to do so, it is important to develop high added-value
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 233–243, 2019.
https://doi.org/10.1007/978-3-319-94947-5_23
234 A. Brischetto et al.
products for the wellbeing and health of people, and this goal can be achieved through
an interdisciplinary approach between Design and Ergonomics [3].
Within the fitness industry one of the most complete UX markets in emerging, in
the form of a gym or personal fitness environment. A new paradigm known as “smart
gyms” are aimed at providing support for both the trainers and users, keeping track of
all activity and later tailoring the experience to the direct specifications of the indi-
vidual. The growth and development in digital technology has been expansive,
assisting all individuals throughout a training session in addition to providing a more
engaging and interactive experience. The advances of touch screen display not only
offer information (requiring input) specific to the exercise however have additional
features to allow a more connected experience with the digital ecosystem such a social
networking and personalized multimedia content, making these tools particularly more
interesting to the HF/E community. Unfortunately however, although there is a great
increased interest in mobile technologies within fitness a cursory literature search
identifies that the interest of technology within the fitness environment is directed
towards the hardware components demonstrating a greater significance on biome-
chanics and ergonomics with reference to comfort and safety [4–6].
Additional contributions, commonly targeting the design of tools for a specific
population, are rare (e.g. elderly, people with disabilities), in addition to the promotion
and monitoring of physical activity.
This was the case with the “SkillRow UX evaluation” workshop, conducted and
developed in collaboration with Technogym S.p.A. at the Laboratory of Ergonomics
and Design (LED) of Florence University. Aim of the study was the evaluation of the
overall user experience (UX) with the rowing ergometer SkillRow and the willingness
to promote it.
This information can be used to define the characteristics of the new product, to test
prototypes, and/or to evaluate the existing products [11].
In regards to the User Experience, the international standard ISO 9241-210:2010
defines it as: “person’s perceptions and responses resulting from the use and/or
anticipated use of a product, system or service”.
Whilst the usability focus on the degree to which a product can be used by specific
users to achieve specific tasks with effectiveness, efficiency and satisfaction [8], the
user-experience focuses on human factors such as emotional, affective and contextual
aspects [12]. The evolution of this concept, as defined by ISO 9241-210:2010, takes
into account that feeling positive or negative about a task can transform the user
experience with the product/system [13].
4 Methods
The workshop consisted of a preliminary phase which involved the analysis of the
product and its components (phase 1). The results were useful for selecting the two
most critical tasks that a user can face while using the rowing machine (phase 2). Once
the tasks were defined, users run the test sessions. In order to increase the level of
effectiveness of the analysis phase, using the tools of Thinking Aloud, each user was
asked to talk loudly about the activities he was performing and the difficulties he was
experiencing (phase 3). At the end of the test sessions a thematic questionnaire was
submitted to each individual user (phase 4).
Once the test sessions were over, step 2 aimed to bring out needs and critical issues
experienced during the tests with the rowing machine (phase 5) through brainstorming
and focus groups. The last 3 phases of the workshop involved defining some possible
areas of implementation and new usage scenarios in relation to the findings of phase 5;
performing the Task analysis (phase 6); and using the Personas and Scenario-based
design (phase 7).
4.2 Participants
The workshop involved 21 students from the University of Firenze (13 females and 8
males) aged between 22 and 30 years. 15 from Italy, 4 from Iran, 1 from Albany, and 1
from China. In order to avoid misunderstandings, non Italian subjects had to prove to
be proficient in the Italian language.
5 Results
5.1 Questionnaire
The questionnaire submitted to the users was of a thematic nature, divided into three
parts, and aimed at incorporating personal data, user experience (UX), and compre-
hension information.
Fig. 2. Rower User Experience. Mental request, physical request and performance level charts.
Regarding the “performance level”, which express how much each user believes to
have been successful in completing the assigned task, 19% of users recorded a level of
5 and 7 while 10% had difficulty in bringing the task to completion. Most users have
not experienced high levels of frustration while interacting with the product. With
regard to the SkillRow app user experience, most users found the application easy to
use, as the application itself guided users to achieve their goals. 5% of the users
perceived a mental request of 1, 24% a level of 5 and 10% equal to 10. Only 19%
recorded a level of physical exertion of 5 and 9. As shown in the chart, majority of the
users did not register high levels of frustration (Fig. 3).
240 A. Brischetto et al.
Fig. 3. App Skillrow User Experience. Mental request, physical request and performance level
charts
The physical request to interact with the application means aspects like visibility
and reachability of the smartphone during the rowing exercise.
5.1.3 Comprehension
A significant portion of users did not experience difficulties in understanding how to
use the rowing machine, how to turn it on and off, and how to regulate the physical
activity intensity. As for the parameters displayed on the rowing machine’s screen,
almost all users recognize and understood the meaning of the icon and the numerical
parameter of the time, distance and Kcal consumed. The majority of users also rec-
ognized the icon and understood the numeric parameter relative to both the 500 m split
time and the W (power) generated.
On the other hand, 57% of users did not understand the numerical parameter, nor
they recognized the icon, relative to the strokes per minute (spm). Majority of the users
also had trouble understanding and/or recognizing the information relative to resistance
level, AVG, DRAG, REPS.
The last section of the questionnaire covered the understanding of the Skillrow
application. 76% of users recognized the icons and their meaning, but 62% of the
UX Evaluation of a New Rowing Ergometer 241
interviewed users declared overall difficulties in using of the app. Finally, 38% of users
consider the skillrow application to be fairly comprehensible.
Fig. 4. Overall User Experience and Net Promoter Score (NPS) charts
6 Conclusions
References
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WHO, Geneva (2010)
2. World Health Organization: Health and Development Through Physical Activity and Sport.
WHO, Geneva (2003)
3. Tosi, F., Rinaldi, A., Busciantella Ricci, D., Pistolesi M., Brischetto A.: Ergonomics
evaluation and redesign of workstation to prototyping of luxury garments. In: XI Congresso
nazionale SIE 2016, Napoli (2016)
UX Evaluation of a New Rowing Ergometer 243
1 Introduction
In the contemporary world it is seen that there is greater penetration of the smartphones
and the number of smartphone users have increased quite rapidly. Two of the most
desirable and popular smartphones in the business are iPhone X and Samsung S8+.
As the duration of the use of the smartphone is increasing, the number of issues with
the musculoskeletal system has been increasing and that includes the damage to the
neck fibers due to higher strain on the neck. It has been observed that while using a
smartphone, the strain on the neck increases and that affects the neck fibers leading to
increased neck flexion issues. It has been noticed that the degree of neck flexion angle
depends on the concerned smartphone and the screen size of the smartphone. Keeping
the following factors in consideration, there would be an attempted comparative
examination of Samsung S8+ and iPhone X. The variables that would be selected for
the study would be screen size of smartphone and tasks performed on smartphone to
analyze which smartphone of the two would be more suitable for the users. Depending
on the screen size of the two smartphones, the desirable model of the smartphone for
avoiding the increased degree of neck flexion would also be determined in the study.
2 Literature Review
2.1 Screen Size
Screen size of a smartphone plays a vital role for users while choosing a smartphone.
Also, there are wide variety of smartphones with different screen sizes available in
market. But, do users consider all aspects and effects of a screen size while choosing a
smartphone? Not much frequently. International Data Corporation (IDC) is a smart-
phone data forecaster company and has forecasted that large screen size of smartphone
sale will be growing rapidly until 2021 and has started growing sales since 2015 [1].
IDC has also forecasted that small screen size devices will see dropping sales by 2021.
Their analysis revealed that in 2017, 558.7 million of 5.5–6 inches smartphone were
sold, and the number would rise to 749.3 million by 2021 (Figs. 1, 2 and 3).
Fig. 1. Worldwide smartphone shipment forecast by screen size, 2015–2021 (source: Interna-
tional Data Corporation, www.idc.com).
One research studied the musculoskeletal effects on 292 participants. Their study
found that small screen smartphone had more effect on back and users had to bend their
head more to focus in small target points of small screen smartphone [2]. Another study
found that large screen size of smartphone improves perceived control and affective
quality of smartphone, but their study did not find any effects of screen size on the neck
or upper extremity [3]. Also, one study has mentioned that connective tissues in neck
can be damaged due to higher neck flexion angles while using smartphone [4].
However, not much has been studied regarding the neck flexion angle while using the
large screen size smartphones. All above statistics and studies clearly show the higher
adoption rate for larger screen size smartphone. But, none has considered the latest
smartphone models with different display technology. Current study hence, considers
246 S. Akurke and Y. Li
ergonomic effects of these two latest smartphones in market- Apple’s iPhone X (5.8
inches) which has made a competitive entry in market last year and Samsung’s S8+
(6.2 inches) which is fulfilled with impressive features.
2.2 Tasks
There is not enough examination of tasks and its effects on neck flexion angle. One
study found that texting task retains higher neck flexion angle. While video watching
task retains least neck flexion angle [5]. However, studies are insufficient when active
tasks such as gaming are considered, and no studies have been done on latest smart-
phone devices. Therefore, current study considers gaming and texting tasks to find the
effect on neck flexion angle on iPhone X and Samsung S8+. One, study has already
found higher muscle activities while texting compared to gaming, but their study did
not consider neck flexion angle [6].
Regardless of the duration of the smartphone use and undertaking various tasks on
a smartphone, it does not matter how long someone uses their smartphone. Studies did
not find significant relation between duration and neck flexion for smartphone use [4].
Therefore, in-depth study with precise equipment and data collection techniques more
exact relationship can be expected.
3 Methodology
3.1 Participants
8 participants were considered for this study, 5 male and 3 females. All participants
aging 21 to 28 (M = 24.12; SD = 2.23) All the participants were provided with
informed consent form. None of the participants reported any neck disorders anytime.
3.2 Equipment
A digital Goniometer (Biometrics ltd.) was used to measure the neck flexion angle.
Smartphones used were- Apple’s iPhone X (5.8 inches of screen size) and Samsung’s
S8+ (6.2 inches of screen size).
Screen Size of smartphone: There are two levels of this independent variable- 5.8
inches of screen size (iPhone X) and 6.2 inches of screen size (Samsung S8+).
Tasks: There are two levels of this independent variable- Texting and Gaming.
Neck flexion angle: Neck flexion angle was calculated using the digital Goniometer.
The device is wireless and attached at the back neck of the user. It transmits data from
device to system and data can be collected and analyzed in the Biometrics Software or
through other software. “Neck Flexion angle is the angle between global vertical and
the vector pointing from C7 to OC1” [7].
3.6 Procedure
Participants were explained their tasks prior to experiment. Participants were seated on
a chair with their back straight. The digital goniometer was then attached on their back
of neck using the double-sided tape. Participants were seated straight and asked to
maintain a 90-degree head flexion angle to ground and the goniometer reading was set
to zero for each participant before beginning the experiment. Participants then per-
formed tasks on both devices by randomized conditions (Fig. 4).
248 S. Akurke and Y. Li
Fig. 4. Participant performing task while data was collected using digital goniometer
4 Results
Results found a significant effect of both the smartphones on neck flexion angle
(p = 0.032) in texting task. In the texting task, the mean neck flexion angle for the
iPhone was higher (M = 16.52) than that compared to mean neck flexion angle for the
Samsung S8+ (M = 14.97). Also, in gaming task, mean neck flexion angle was higher
for iPhone (M = 17.82) compared to mean neck flexion angle for Samsung S8+
(M = 16.03). The p-value for gaming task was p = 0.0052 which was also significant.
Mean neck flexion for both the smartphones in gaming was higher compared to mean
neck flexion in texting task.
From the questionnaire it was found that, more number of users would prefer large
screen size smartphone preferably smartphone with larger screen size or equal to 5.5
inches.
Neck Flexion Angle and User Experience Compared on iPhone X and Samsung S8+ 249
5 Discussion
In the texting task, iPhone showed higher neck flexion angle among all the participants.
The average neck flexion angle was also higher while texting on iPhone X compared to
average neck flexion angle while texting on Samsung S8+. Possibly, the smaller screen
size of iPhone X could have made users flex their neck more compared to lower neck
flexion obtained on Samsung, which has a larger screen size. Larger screen size of
smartphone is subjected to provide lower neck flexion angles. But, from the ques-
tionnaire survey its was found that users felt more comfortable while using iPhone X.
Users also complained of higher eye stress on Samsung S8+ and convenient texting on
iPhone X was found. Undoubtedly, this is because of the latest technology of iPhone X
named ‘True-tone’ technology. ‘True-tone’ technology adjusts the display brightness
and contrast automatically depending on the surrounding lighting and makes easier for
eyes to read or watch content on the screen. On this technology, CNET said “The basic
physics of the issues that Apple’s highlighting are real: display contrast decreases as the
light around you gets brighter, and whites look different under different light sources,
regardless of whether you’re viewing them on a reflective (paper) or light-emitting
display” [8].
While, Samsung does not have any such feature users reported higher strain on eyes
compared that to eye strain while using iPhone X. Similarly, in gaming task average
neck flexion angle was higher while gaming on iPhone compared that to average neck
flexion angle while gaming on Samsung S8+. Users also reported same kind of higher
strain on eyes while gaming on Samsung S8+ compared that to gaming on iPhone X.
iPhone X showed higher neck flexion angle but lower stress level. And Samsung
showed lower neck flexion angles but higher stress levels. That clearly means a
smartphone with a larger screen size but features an option like ‘True-tone’ technology
would make ergonomically perfect smartphone model. In a study by Kenneth Hansraj,
it was found that higher neck flexion angles create pressure on neck and spine. Dr.
Hansraj also mentioned that after long time, this can also lead to chronic neurological
with occipital neuralgia and can be treated only with surgery.
6 Conclusion
Neck flexion angle while texting on Apple’s iPhone X and Samsung S8+ was exam-
ined in this study. The results found that users maintained higher neck flexion angle
while texting on iPhone compared that to neck flexion angle while texting on Samsung
S8+. Also, this study tested neck flexion angle while gaming on both the smartphones
(iPhone X & Samsung S8+). Results showed higher neck flexion angle while gaming
on iPhone compared to neck flexion angle while gaming on Samsung S8+. This study
found that users preferred large screen size smartphone with display features like ‘True-
tone’ technology which is available on iPhone X. This study suggests manufacturers to
develop a large screen size device with display features which benefit users
ergonomically.
Future studies considering large number of sample size and long task durations may
help obtain more refined results and conclusions.
250 S. Akurke and Y. Li
References
1. www.idc.com. (https://www.idc.com/getdoc.jsp?containerId=prUS42628117)
2. Kim, H., Kim, J.: The relationship between smartphone use and subjective musculoskeletal
symptoms and university students. J. Phys. Ther. Sci. 27(3), 575–579 (2015)
3. Kim, K.J., Sundar, S.: Does screen size matter for smartphones? Utilitarian and hedonic
effects of screen size on smartphone adoption. Cyberpsychol. Behav. Soc. Netw. 17, 466–473
(2014)
4. Lee, S., Shin, G.: Relationship between smartphone use and the severity of head flexion of
college students. In: Proceedings of the Human Factors and Ergonomics Society, pp. 1788–1790
(2015)
5. Lee, S., Kang, H., Shin, G.: Head flexion angle while using a smartphone. Ergonomics 58,
220–226 (2014)
6. Akurke, S., Li, Y., Craig, B.: Effect of smartphone use on upper extremity and neck. In:
International Conference on Applied Human Factors and Ergonomics, pp. 241–249 (2017)
7. Young, J., Trudeau, M., Odell, D., Marinelli, K., Dennerlein, J.: Touch-screen tablet user
configurations and case-supported tilt affect and neck flexion angles. Work 41, 81–91 (2012)
8. www.cnet.com. (https://www.cnet.com/news/apples-true-tone-display-whats-the-deal/)
User Skill Characteristics Analysis by Mouse
Operation Log Analysis Based on Algebraic
Method
1 Introduction
The method of analyzing user’s behavior focusing on the line of sight has been studied
in fields such as usability evaluation and marketing research. Those studies investigate
how users use the tools and which part of the content the user is looking at. In recent
years, researches on utilization of such gaze data have been advanced in various fields
such as medicine, art and educational support. However, the movement of the line of
sight includes an ambiguous state whether the gaze state or not. Moreover, various
costs are required for the collection of the line of sight data.
There are also studies focusing on mouse movement as a similar study concerning a
line of sight. Fitts’s law [1] is famous as the behavior model of the user concerning the
graphical user interface. Fitts’s law is used, for example, to design the position and size
of buttons on a web page [2]. Therefore, this study had focus attention on the mouse
operation log data of GUI tool user’s, and investigated whether skill evaluation of users
is possible. The log of a mouse operation is expressed by chain of coordinate on plane.
When users uses GUI tools, the mouse log from a current operation to a next operation
may include user’s operation contents. This study regards the mouse log from a current
operation to a next operation as a walk of graph theory, and investigates what kind of
walk is generated by user’s skill or work contents. The main contribute of this study is
to propose an analysis method on a walk of mouse log based on geometrical method.
Moreover, this study considers a skill evaluation method of users by using our pro-
posed method.
The reasons for focusing on mouse operation log data will be described below. First
of all, since the operation of the mouse is indispensable in the PC operation designed
by the GUI, the cost of data collection can be kept quite low. Mouse operation data also
includes ambiguous data, but since mouse operation is necessary to accomplish the
purpose of work, it is expected that data including some meaning will be observed. The
contribution of this research mainly consists of the following two parts. One is to
handle locus generated from mouse operation log data as geometric objects, and the
other is to propose a method of quantitatively expressing data complexity by calcu-
lation algebraic method. Finally, we considered the user’s skill evaluation method by
examining the relationship between the analysis result and the user’s behavior. The
data acquired in this research is the mouse operation log of Wireshark used for ana-
lyzing network traffic data. Since Wireshark is equipped with many functions, it is
expected that the presence or absence of user operation experience will be reflected in
the acquired data. Mouse operation log data is composed of a plurality of coordinate
data. By linking these coordinates with line segments, the locus of the mouse can be
drawn. Since the coordinates are the vertices and the intersecting segments are the
edges, the locus of the mouse is the graph itself. In the topology, there is a method to
investigate the homology group and study the structure of the graph. The homology
group of the graph can be obtained by solving simultaneous linear equations, but the
calculation becomes more difficult as the number of data increases. Therefore, we
proposed a method to express the state of the graph as a monomial and grasp the
geometrical structure of the graph by using the property of homomorphism obtained
from the relationship between vertices and edges. Although the homology group can
extract the geometrical structure such as loops, our proposed method not only can
express other geometric structures including loops but also can realize it by simple
calculation. Moreover, we applied the proposed method to user’s data without Wire-
shark operation experience, and confirmed that most data consists of complex geo-
metric structure or very simple one.
2 Conventional Works
Firstly, we introduce Fitts’s low that is very important index as usability. Fitts’s low is
expressed by the following equation
A
T ¼ a þ b log þ1 : ð1Þ
W
Fitts’s low has 4 parameters. Parameters a; b indicate skill level of users. Parameter
A and W indicate a moving distance and a target seize, respectively. Fitts’s law is used
to design UI that is easy to use for any user. The value of the parameter W becomes
small, then the value of T becomes large, which means that it is difficult for the user to
use. The value of parameter A becomes large, then the value of T also becomes larger.
In order to improve the usability of arbitrary users, it is desirable to design such that the
User Skill Characteristics Analysis by Mouse Operation Log Analysis 253
value of T is reduced. However, this research aims to consider about user evaluation
method in GUI tools difficult to acquire skills. If the user’s mouse operation log is
smooth, it can be considered that the user can use the tool without hesitation. As
described above, the purpose of this research is to investigate the operation log of the
user and to establish how to evaluate the user skill by examining how the features of the
locus of the mouse change.
3 Mathematical Preliminary
This study proposes the method that applies topological method to the analysis of
mouse operation log data. Specifically, we propose a user’s state estimation method
using information of the homology group of the mouse locus.
@q : Cq ðK Þ ! Cq1 ðK Þ
be a homomorphism defined by
Xn
@q ð½x0 ; x1 ; ; xn Þ ¼ i¼0
ð1Þi ½x0 ; x1 ; ; ^xi ; ; xn :
@q is called a boundary operator. The symbol ^xi means that removes xi . Boundary
operator has a following property
@q @q1 ¼ 0:
254 T. Matsuda et al.
Therefore, we have Im @q Ker @q1 in the sequence
! Cq ðK Þ ! Cq1 ðK Þ ! Cq2 ðK Þ ! :
Here Rq and h are called Betti number and torsion coefficient, respectively. This
study treats the homology group of graph G ¼ ðV; E Þ. V and E are set of vertex and
edge, respectively. Let G1 ¼ ðV1 ; E1 Þ and G2 ¼ ðV1 ; E1 Þ be graph. If e1 ¼ ðvs ; vt Þ 2
E1 ,vs ; vt 2 V1 holds vs 6¼ vt , the operation that removes e1 and redefines vs ¼ vt is
called a retraction. Let G2 be the graph obtained by the retraction of G1 : Then, we have
X
d
hw; ai i ¼ wj aji :
j¼1
Let k be a field, and consider polynomial rings k½E and k½V . Define the
homomorphism
/ : k½e1 ; e2 ; ; es ! k v1 ; v2 ; ; vt ; v1 1 1
1 ; v2 ; ; vt
for ai ¼ ða1i ; ; ati Þ: Then Ker ð/Þ is called a toric ideal of A. This paper considers the
toric ideal of graph. Especially, we consider the walk of graph.
User Skill Characteristics Analysis by Mouse Operation Log Analysis 255
Let
then w0 is called subway of w: If vi1 ¼ viq þ 1 , then w is called closed walk: The closed
walk has special property. Let w ¼ ei1 ; ei2 ; ; ei2q and
Q
q
E þ ðwÞ ¼ ei2k1 ;
k¼1
Qq
E ðw Þ ¼ ei2k :
k¼1
In GUI tool, the mouse log from a current position to a next click operation may
include user’s operation contents. For example, there are cases that user trace a char-
acter by a mouse cursor and scrolls the screen. In these cases the locus of mouse log
will be distinctive.
Fig. 1. A locus including a state on tracing a character on the screen by using a mouse cursor.
256 T. Matsuda et al.
When using the mouse scroll function, the locus of the mouse may be expressed as
a point. We are interested in how the skill difference appears on the locus of the mouse.
Figures 2 and 3 show the mouse locus of users with different skills. Although it cannot
be said as always true, a locus of the user who has not experience operating a locus of
the user who has not experience operating is including complicated shapes.
Fig. 2. Loci of the user who has experience operating the GUI tool
Fig. 3. Loci of the user who has not experience operating the GUI tool
[Proposed algorithm]
(Step 1) Translate the mouse coordinate data to a range in the fourth quadrant
(Step 2) Consider the region
If there is more than one mouse coordinate data in the region Ri;j , convert those
coordinate data to ði; jÞ. By using the converted coordinate data as a vertex, arrange it in
chronological order and connect neighboring vertices with edges, generate graph.
User Skill Characteristics Analysis by Mouse Operation Log Analysis 257
V ¼ fv1 ; v2 ; ; v10 g;
E ¼ fe1 ; e2 ; ; e12 g:
X
12
w¼ kj ej ;
j¼1
and consider
@2 @1 @0
O ! C1 ðGÞ ! C1 ðGÞ ! O
0 1
1 0 0 0 0 0 0 0 0 0 0 0 0 0 0
B 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 C
B C
B 0 1 1 0 0 0 0 1 1 0 0 0 0 0 0 C
B C
B 0 0 1 1 0 0 0 0 0 0 1 1 0 0 0 C
B C
B 0 0 0 1 1 0 0 0 0 0 0 1 1 0 0 C
B C
B 0 0 0 0 1 1 0 0 0 0 0 0 0 0 0 C
B C
B 0 0 0 0 0 1 1 0 0 1 1 0 0 0 0 C
B C
B 0 0 0 0 0 0 1 1 1 1 0 0 0 0 0 C
B C
B 0 0 0 0 0 0 0 0 0 0 0 0 1 1 0 C
B C
@ 0 0 0 0 0 0 0 0 0 0 0 0 0 1 1 A
0 0 0 0 0 0 0 0 0 0 0 0 0 0 1
Therefore, we obtain
H0 ðGÞ ’ Z 11 =Z 10 :
P12
Next, let us compute Ker ð@1 Þ by rewriting w ¼ j¼1 kj ej in the following way.
we get
Therefore, we have
H1 ðGÞ ’ Z 2 :
The graph of Fig. 5 is obtained by applying the proposed algorithm and complete
retraction to Fig. 1.
/ : k½e1 ; e2 ; ; e7 ! k ½v1 ; v2 ; ; v6 :
/ðe1 e7 e2 e6 Þ ¼ 0;
/ðe3 e5 e4 e7 Þ ¼ 0:
260 T. Matsuda et al.
This paper introduces that the Gröbner basis of the toric ideal Ker ð/Þ has infor-
mation on the structure of the loop of the graph G ¼ ðV; E Þ.
Firstly, let us define the term order in the following way.
e1 [ e2 [ [ e7 :
fe1 e7 e2 e6 ; e3 e5 e4 e7 g: ð2Þ
e7 [ e6 [ [ e1 :
fe 1 e 7 e 2 e 6 ; e 3 e 5 e 4 e 7 ; e 2 e 4 e 6 e 1 e 3 e 5 g ð3Þ
Equation (2) represents only two loop structures, but Eq. (3) also has information
on the loop structure of the outer frame. Therefore, we can investigate the geometric
structure of the data in more detail by changing the order of the terms. Finally, we
propose a method to easily calculate topology information. Our goal is to find the
structure of the loop of the mouse log data, it can be realized without calculating
homology group.
Let us show a simple example.
We consider the graph G1 ¼ ðV1 ; E1 Þ; where
V ¼ fv1 ; v2 ; ; v6 g;
E ¼ fe1 ; e2 ; ; e6 g:
Then, we have
!
Y
6
/ ei ¼ v1 v42 v23 v24 v25 v6 :
i¼1
User Skill Characteristics Analysis by Mouse Operation Log Analysis 261
Q
6
Since v42 v23 v24 v25
/ i¼1 i , we can see that the graph G1 ¼ ðV1 ; E1 Þ has a
e
Q
6
loop. Moreover, v42 v23 v24 v25
/ i¼1 e i means the walk fe2 ; e3 ; e4 ; e5 g is closed walk.
This paper had proposed a method to calculate geometric features of mouse locus. The
locus of a user without hesitation does not have a structure like a loop. The locus of
users without skill may be observed as a point or have a loop structure. However, even
with users with skills, it is not always the case that the mouse is moving. It is a future
task to establish a method to evaluate skills by observing the time series change of the
mouse locus and other information.
References
1. Paul, M.: Fitts: the information capacity of the human motor system in controlling the
amplitude of movement. J. Exp. Psychol. 47(6), 381–391 (1954)
2. Fu, J.: Parallax scrolling interface research based on Fitts’ law. In: IEEE Advanced
Information Management, Communicates, Electronic and Automation Control Conference
(IMCEC), pp. 1370–1374 (2016)
Estimation of the Smartphone User’
Satisfaction and Customer Intention
on the Social Networking Service
1 Introduction
In A social networking service (also social networking site, SNS or social media) is an
online platform that people use to build social networks or social relations with other
people who share similar personal or career interests, activities, backgrounds or real-life
connections.
Social-network services, though in a broader sense, a social-network service usu-
ally provides an individual-centered service whereas online community services are
group-centered. Social networking sites allow users to share ideas, digital photos and
videos, posts, and to inform others about online or real-world activities and events with
people in their network [1].
For an example, the main types of social networking services contain category
places such as former school-year or classmates, means to connect with friends, and a
recommendation system linked to trust. One can categorize social-network services
into three types: socializing social network services used primarily for socializing with
existing friends (e.g., Facebook).
Hence, the level of network sociability should determine by the actual perfor-
mances of its users. According to the communication theory of uses and gratifications,
an increasing number of individuals are looking to the Internet and social media to
fulfill cognitive, affective, personal integrative, social integrative, and tension free
needs [1, 2].
The purpose of this study was to provide a basic database for smartphone content
applications that are easy to access and highly utilized. They were analyzed the current
state of convenience and usability satisfaction of SNS users on the mobile phones that
are currently used. From these results, we sought to improve the satisfaction and
accessibility of users’ SNS according to age and gender.
2 Literature Review
Facebook and other social networking tools are increasingly the aim of scholarly
research. Scholars in many fields have begun to investigate the impact of social net-
working sites, investigating how such sites may play into issues of identity, privacy,
social capital, youth culture, and education. Research has also suggested that indi-
viduals add offline friends on Facebook to maintain contact and often this blurs the
lines between work and home lives. According to a study in 2015, 63% of the users of
Facebook or Twitter in the USA consider these networks to be their main source of
news, with entertainment news being the most seen. In the times of breaking news,
Twitter users are more likely to stay invested in the story. In some cases when the news
story is more political, users may be more likely to voice their opinion on a linked
Facebook story with a comment or like, while Twitter users will just follow the sites
feed and/or retweet the article [1, 3].
KakaoTalk is a free mobile instant messaging application for smartphones with free
text and free call features. It was launched on March 18, 2010 and is currently available
on iOS, Android, Bada OS, BlackBerry, Windows Phone, Nokia Asha, Windows and
macOS. As of May 2017, KakaoTalk had 220 million registered and 49 million
monthly active users. It is available in 15 languages. The app is also used by 93% of
smartphone owners in South Korea, where it is the number one messaging app. [4]
In addition to free calls and messages, KakaoTalk users can share diverse content
and information including photos, videos, voice messages, location, URL links as well
as contact information. Both one-on-one and group chats are available over WiFi, 3G
or LTE and there are no limits to the number of friends who can join in on a group chat.
KakaoTalk automatically synchronizes the user’s contact list on their smartphones with
the contact list on KakaoTalk to find friends who are on the service. Users can also
search friends by KakaoTalk ID without having to know each other’s phone number.
The KakaoTalk service also allows its users to export their messages and save them for
future reference.
KakaoTalk has targeted countries in Southeast Asia where no dominant mobile
messenger service stands. KakaoTalk is forming strategic partnerships in Malaysia,
Indonesia and the Philippines, as well. In 2013, KakaoTalk began airing TV com-
mercials in Indonesia, the Philippines, and Vietnam featuring Big Bang. KakaoTalk has
hit 13 million users and has potential to becoming KakaoTalk’s largest market
worldwide.
Google’s Android and Apple’s iOS are the two most popular smartphone operating
systems in the industry. In 2016 alone, nearly 1.5 billion smartphones with either
Android or iOS operating systems were sold to end users worldwide. Android, with
80% of all smartphones sales, leads the market. In contrast, about 15% of all smart-
phones sold to end customers have iOS as their operating system [7, 10].
Nearly half of Smartphone users responded that they use Smartphone to get in
touch with their acquaintances. Trendmonitor made public that 45.9% of total
respondents use text messages and SNS to form and maintain relationships, on survey
of utilization of Smartphone. In other words, Smartphone has important role in
expanding everyday social encounters into online webs. Smartphone were mostly used
for their technical functions. 18.9% of respondents used Smartphone for daily life and
time management, and 15.3% used Smartphone for their high tech functions. Users
who use Smartphone for high tech, showed interests when having conversations with
others about latest technology and trends [5].
In a 2015 study, 85% of people aged 18 to 34 use social networking sites to make
purchasing decisions, and more than 65% of people over 55 years old are dependent on
word of mouth. Some websites have begun to take advantage of the social networking
model for charity. These models provide a means to connect small businesses with
sellers who can reach more potential customers with users interested in buying things.
In another study, social network systems provide another way for individuals to
communicate digitally. These hypertext communities enable sharing of information and
ideas that are old concepts that are placed in the digital environment.
However, along with remarkable use of Smartphone, the use of SNS mobile
internet users is being amplified recently. Also, there is no heuristic interface standard
evaluation of SNS communication, and there is even good understanding of usability of
various SNS interface types in the fast growing ubiquitous environment of private
Social Networking Service system. Therefore, the objectives of this study were to
assess user satisfaction and usability evaluation of Social Networking Service [8, 9].
A study of how people use social networking to influence their feelings about
loneliness has shown that the way people choose to use social networks can change the
negative or negative feelings about loneliness. Some companies with mobile workers
are encouraging employees to use social networking to feel workplace solidarity.
Educators are using social networking to keep students connected, and individuals can
take advantage of social networking Maintain close relationships through the applica-
tions you have already selected. In each social networking system, selected application
users can create communities around personal identities that are created online [3, 4].
On the contrary, news reports stated that excessive usage of SNS sites may be
associated with an increase in the rates of depression, to almost triple the rate for non-
SNS users in 2016. Experts worldwide have said that people who use SNS more have
higher levels of depression than those who use SNS less by 2030. At least one study
went as far as to conclude that the negative effects of Facebook usage are equal to or
greater than the positive effects of face-to-face interactions [4].
Recently, the use of SNS has been amplified by the portable Internet-users using the
266 Y.-H. Lee and R.-H. Kim
smart phone along with the smartphone hot air. In the early stage, it was mainly used
for socializing and entertainment purposes, and information sharing. However, most of
them use the latest information through SNS using smartphone. The purpose of this
study is to construct and provide basic database for smartphone contents application
which is convenient and accessible for the elderly in Asia, Europe and North America
entering into aging society in 2020.
240 subjects (Groups: Adolescence group (20–40’s), Senior-age group (45 years
and over)) were divided into the two groups: Adolescence group and Senior-age group,
and carried out collaborative work academic institutes. And verify the hypotheses
based on the results of Principle Components Analysis (PCA) using Factor Analysis.
From the point of view of the age group of users, the satisfaction rate of the 20th to
the 40th generation was 8.22%, the satisfaction was 30.67%, the average was 38.89%,
the dissatisfaction was 18.89% and the very unsatisfied was 3.33%. In the 40 s and
60 s, the satisfaction rate was 6.67%, the satisfaction was 26%, the average was
44.44%, the dissatisfaction was 20.67%, and the dissatisfaction was 2.22% (Fig. 1(B)).
It seems that people in their 20’s and 60’s tend to think that most of them are normal
about usability and convenience.
According to the type of operating system of the smartphone used, Android users
were very satisfied with 8.22%, satisfied with 29.11%, moderate with 36.67%, dis-
satisfied with 21.33% and very dissatisfied with 4.67%. In the case of iPhone, 19.34%
satisfied, 46.44% satisfied, 26.44% normally, and 7.78% dissatisfied, and no one
thought that it was very dissatisfied (Fig. 2). For Android users, there were more items
evaluated as normal, and for iPhone users, more items were rated as satisfactory.
268 Y.-H. Lee and R.-H. Kim
Fig. 3. Evaluation of user’ preferences of colors according to sex (A) and the aged (B)
5 Conclusion
Total usability items of 19 checklists for satisfaction of usability and convenience are
enveloped with 5-point Likert scale.
PCA Factor analysis reduced the 19 usability measurements to four factors, and the
Varimax rotation more clearly distinguished the usability components. Reliability
within these factors were calculated by Cronbach’s alpha. All of the reliability within
these factors was very a high correlation respectively (Table 1).
Factor analysis results of subjective usability of scented sports-towel were named
them respectively (1) “User-Performance”, (2) “User-Cognition”, (3) “User-Friendly”,
(4) “User–Satisfaction”, The all ‘eigen value’s of the 4 factors were above 1.0, and
showed as “User-Performance”(2.334), “User-Cognition” (2.047), “User-
Friendly”(1.452), “User–Satisfaction”(2.1223).
Also, The results of comparison with the usability between two groups showed in
There were significant differences between Youth and Elders Aged groups in the
comparison and analysis of the usability of SNS (p < .001***).
270 Y.-H. Lee and R.-H. Kim
Table 1. PCA factor analysis results of satisfaction of usability and convenience according
operating system of the smartphone used
9 .724
12 .716
13 .698
5 .645
6 .608
4 .819
7 .761
14 .665
17 .501
16 .590
18 .578
3 .713
2 .663
1 .576
17 .526
ACCUMULAT
IVE VARIATION 22.011 34.669 44.363 35.432
(%)
EIGEN VALUE 2.334 2.047 1.452 2.1223
1) * p< .05, *** p< .001
2) P. S. : Alphabet is the results of Duncan’s Multiple Range Test
References
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and outdoor user interfaces to a mobile augmented reality system. Smartphone Secur. Graph.
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Adding Eye Tracking Data Collection
to Smartphone Usability Evaluation:
A Comparison Between Eye Tracking
Processes and Traditional Techniques
1 Introduction
Figures on the consumption of services for mobile platforms emphasize the importance
of understanding the visual aspects of interface design for smartphones.
According to an article published on the Global Web Index website [1], the time
that Brazilians spend connected via smartphones tripled between 2012 and 2015 -
about 3 h and 40 min per day, representing the third place in ranking of users with
countries with more time online through mobile devices.
Fernando Meirelles, lecture at FGV-SP, believes that growth has occurred due to
behavioral changes in consumption. People want, and some indeed need, to be more
and more connected, so that access to information through computers no longer meets
the needs and wants of an online generation.
The user-centered design process considers the people involved during the devel-
opment process, their knowledge and their needs throughout the process, enabling the
development of solutions to be guided less by technological possibilities and more by
the needs of those who use [2].
The function of design, combined with art and science, can be understood as
approximation of human beings to the conceptualization of goods that elevate the
experience of their lives. Joining these areas of knowledge to achieve satisfactory
results and monitoring the technological development demands a lot of research on the
behavior of the users. Much of the day-to-day activities of people have been trans-
ported to computer interfaces, creating new challenges for designers. The smartphone
became a popular item in all walks of life, prompting several people of varying degrees
of familiarity with the technology to acquire a handset that would aid communication.
The democratization of access to mobile devices maximizes the challenge of
building user-friendly interfaces. The design must ensure that the system has the correct
representation, that is, it reveals the appropriate system image, allowing the user to
create the correct model for interaction and understanding of the actions, remembering
that all user knowledge starts from the perception of the image of the user. system. In
this way, only the inherent possibilities of an interface must be visible, indicating how
the user should interact with the device. Such possibilities of an interface can be
explained through their mental processes, among which we highlight the perception [3].
This article refers to the evaluation of usability of interfaces as a necessary process
to validate the expectations of the designer in front of the expectations of the users.
This work will present a research process based on qualitative studies to better
understand the perception of smartphone users, using the techniques of semi-structured
interview, eye tracking and retrospective think alound.
2 Eye Tracking
The study of eye tracking initially was stimulated by clinical needs focused on phys-
iological research applied to eye dysfunctions and reading disorders, and later was used
in Psychology and Neurology, in the analysis of perceptual and cognitive processes.
The term eye tracking is a translation of the English term eye tracking, which can
also be translated as eye tracking. It refers to a set of technologies that allow the
measurement and recording of an individual’s ocular movements before stimuli in a
real or controlled environment, determining the areas of attention, time and flow of
visual exploration [4].
Although not considered a novelty, the knowledge of eye tracking technology as a
method of collecting and analyzing information, as well as its potential for imple-
mentation in different domains of the academic, scientific and commercial environ-
ment, are still in a nascent state.
The relevance of studying eye movements is based on the strong-minded
hypothesis that what a person view is assumed as an indicator of current/prevalent
thinking in cognitive processes [5]. Such a method means that the recording of eye
movements provides a dynamic stroke where attention is directed to a particular field of
vision. Measurement of other aspects associated with eye movements, such as fixations
(times when eyes are relatively fixed, assimilating or “coding” the information), may
also reveal the amount of processing applied to objects viewed.
274 M. Souza and F. Maciel
In this work, the term eye tracking is applied to the technique of capturing the
user’s eye movements, which makes it possible to identify the observed points (fixa-
tions) by the user and the paths traveled between these points (balconies), in front of the
interface that is being watched.
According to [6] the basic concept is based on video cameras to capture the reflexes
generated by a light source purposely placed to illuminate the user’s eye, causing
highly reflective visible. The image taken by the camera is then used to identify the
reflection of the light source in the cornea (brightness) and the pupil. It is possible to
calculate a vector formed by the angle between the cornea and the pupil, combined with
other geometrical characteristics of the reflections, to calculate the position and
direction of the look.
3 Methodology
To prepare the experiment the research, it was necessary to define the study setting, as
well as the methodology that would be applied to check for measurable evidence that
the use of eye tracking combining other traditional methods research can improve test
scores usability. In general terms, the case study was divided into the following stages:
• To define the object to be evaluated.
• Online Questionnaire for prior validation of the author’s personal hypothesis;
• Definition of the operating system to be used;
• Unstructured interview with users of the chosen system;
• Definition of the version of the system to be used in the experiment;
• Model and version of the smartphone to be used in the experiment;
• To define of the mix of techniques and usability evaluation method to be applied.
• Semi-structured interview;
• Usability testing using eye tracking;
• Retrospective Think Aloud.
• Definition of recruitment of participants and location of the case study.
• Evaluation of results.
• Definition of recruitment of participants and location of the case study.
• Evaluation of results.
It was also possible to identify the main operating systems and smartphone device
models used by the respondents, which provided input for the direction the author
needed to define his case study.
The details of this phase and of any preparation of the case study will be described
below.
This contact with Android smartphone users along with data collected in the online
questionnaire were fundamental for formulating the hypothesis of this research, but not
enough, it was still necessary to define which version of the system would be used
during the experiment, having seen that both in the online questionnaire and
unstructured interviews, many versions of systems were identified. This phase has been
defined through a benchmarking will be described below.
3.1.3 Benchmarking
At the time of this research there were 10 versions of the Android system embedded in
smartphones in the world (Android, 2017), without considering the customized by
partner companies. In this way, the author of this research believe that benchmarking is
necessary to better understand market share occupied by each version, so that you can
choose the version of distribution.
With the result, the author of this research chose to select the most popular Android
system raised, to be used during the in this case, version 6.0 was chosen (STATISTA,
2017).
4 Case of Study
After collecting the essential information in the preparation stages for the study of this
work, an analysis of usability that would be necessary to contemplate the case study in
order to validate the hypothesis of this research, which will be detailed below.
To validate that the addition of methods that add information cognitive evidence
presents measurable evidence regarding the use of traditional methods of analysis in the
process of evaluating the usability of interfaces, a descriptive research on the using a
mix of techniques - unstructured interview, eye tracking data and think aloud.
It was necessary to define how the optimization of each technique would be
detailed planning of each step (application and analysis). It was thought how would be
used to allow application in the same session and with the same users, in order to
optimize the study development time, but without disregard the recommendations of
the literature for each of the methods.
Adding Eye Tracking Data Collection to Smartphone Usability Evaluation 277
In the face of the analysis of the data, there is no doubt that the exploratory survey
of the smartphone system configuration area is commonly used by most (90%) users. It
should be noted that of all A and B participants, two people also use the search tool
configuration system, and only one uses the search (Table 3).
Given this scenario, I was left wondering if users did not use search tool available
in the configuration area of your device due to the to the adopted interaction model or
to a system usability problem Android.
278 M. Souza and F. Maciel
Analyzing the heat map generated by the eye tracking program, both the partici-
pants in group A as the participants in group B presented areas of attention to the flow
B of navigation. And the area where located the search tool again had little demar-
cation, just as the heat map generated for task 1.
participants said they would keep all the current system provides, 20% could not say
what they would keep in a future version of the system and the others expressed various
opinions on both interconnected functions related to the current system configurations
regarding the organization and form of search for apps.
About the Android system search tool - the first question was asked whether the
participants had the search tool in the device settings session. At that time, 60% of the
participants in group A stated that they had seen and visually identify the tool. At the
time they were asked to show on the device where this tool was located. Of these, only
33.3% during the study. For group B only 20% identified the tool, and only 10% used it.
Participants who did not identify the search tool in settings area were invited to
review the video captured by the eye tracking during the execution of tasks, so they
could see where they looked and be questioned what they understood by the magni-
fying glass icon.
Participants in group A said they had not realize the icon in the interface of the
system, but that after presenting it understood that it was possible to search for device
configuration functionality; 30% of group B participants did not they were able to
inform the icon’s functionality, and the others were surprised never noticed. The
participants who realized through the software that at some point looked at the icon
were surprised not to remember to have visa.
Participants in both group who was not have knowledge of the tool said they will
probably use need to find some unusual functionality that needs to be configured on
your device. Those who already knew recognized that using the tool can optimize to
get the desired functionality, but which by custom prefer to search exploring through
the sessions.
About using the search tool to find applications, 20% of the participants in group A
and 80% of group B reported not having knowledge of a search tool to find applications
device, and upon being presented to said search field by application, again reported not
having noticed and confirmed that they organize their applications on the main screen
of the device and have never had difficulty find one.
5 Conclusion
Traditional research methods provide a broad and fundamental for usability studies,
contributing with information indispensable for the knowledge of the profiles of the
end users and development of the proposed interface design project. However, this
study found that the addition of movement of the gaze information, such as those with
the use of eye tracking, resulted in better usability of smartphone interfaces in com-
parison to the use of traditional, only.
The mix of techniques allowed not only to register that the participants the search
tool during tasks related to system, as well as the non-use was due to the lack of
function of knowledge and that the non-display of the search field on the application
screen is user use model, which customize the main screens of your device by
arranging the applications so that they see no need to support to find them.
We thank Samsung Electronics Amazonia Ltda., The part of the results presented in
this study were obtained during the creation and definition of methods that can support
the projects financed by the company under the Law 8387 (article 2)/91.
References
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Usage. https://blog.globalwebindex.net/chart-of-the-day/fastgrowth-nations-clock-up-the-most-
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282 M. Souza and F. Maciel
1 Introduction
With the improvement of peple’s life quality and the acceleration of their life pace, self-
service mode which is independent and convenient is receiving more and more pop-
ularity by the market and is emerging rapidly as a service mode conforming to social
development characteristics. At the same time, as the concept “internet+” is introduced,
problems about the usability evaluation index system and evaluation model of the self-
service system design that need to be further discussed have been exposed while there
are increasingly more self-service modes. Thus, this paper attempts to explore usability
evaluation methods of service system design by taking self-help laundry service as an
example.
2 Usability Evaluation
Currently, widely used product usability evaluation standard models are proposed by
Jakob Nielse and Brian Shackle (1993) who have evaluated the usability of products
from five aspects, namely, usability, efficiency, memorability, error rate and subjective
satisfaction [1]. Professor Han et al. (2001) have come up with an index system of the
usability evaluation level which includes user interface design elements and user
usability dimension. By testing 36 products, an evaluation system framework of design
elements and usability dimension has also been put forward [2]. Most domestic
usability evaluation researches focus on webpage design and electronic products now,
and main approaches taken by them are user survey and testing. Regarding the web-
page design iteration process, via the comparative analysis before and after revision,
the field usability test method can be taken to observe the user mode of users and find
usability problems existing in the webpage information construction, so as to present
design improvement suggestions [3]. With the method of user performance test,
Ge Liezhong et al. (2006) have evaluated the usability degree of different electronic
products by quantifying the user operation route and operation time, thus raising
problems about product usability [4]. Cheng Shiwei and other scholars (2009) have
evaluated and analyzed the usability of the mobile user interface by making use of the
eye-gaze tracking technology. They have tried to establish the user interface usability
evaluation model on the basis of interface visual search and information processing by
combining the eye-gaze index, interaction task and visual cognitive theory. The sub-
jective influence and error that may exist in the previous two usability evaluation ways
can be prevented with this method, so that the inner cause of user interface cognition
can be understood more effectively and the usability problem list can be obtained [5].
Miao Chongchong (2012) have studied the usability of the subway dispatching system
by optimizing the established evaluation index system of the subway dispatching
system via AHP evaluation index screening as well as improving the usability evalu-
ation model of the subway dispatching system via the eye-gaze tracking test [6].
Throughout these usability evaluation researches, it can be found that most usability
researches focus on traditional real objects. However, modern products are mostly the
integration of products and services, so the “real object + service” product service
system is taken as the research object in this paper.
Fig. 1. Four factors influencing the usability of self-help laundry service system
Table 2. Usability evaluation index system of self-help student laundry service system in
colleges and universities
Evaluation index system
x1_no need to queue for x5_clean washing x9_system service process
laundry machines meets users’ thinking habits
x2_positive reminding x6_simple operation of x10_no safety risks in the use
service for clothes fetching the service system process
x3_convenient payment x7_laundry task can be x11_affordable
done in a short time
x4_satisfactory washing x8_service system is easy x12_easy to contact
quality to learn
y ¼ b 0 þ b1 x 1 þ b2 x 2 þ . . . þ b k x k þ e ð3:1Þ
y ¼ b1 x1 þ b2 x2 þ b3 x3 þ . . . þ bi xi ð3:2Þ
In this research, it is assumed the evaluation of each index is correlated with the
overall satisfaction by users. 12 indexes are used for the evaluation on self-help laundry
service usability in colleges and universities. By consulting relevant experts, 7-order
Likert scale is used to design the questionnaire and measure the satisfaction of users.
To ensure the reliability and malleability of the research result, questionnaire survey
has been conducted for the self-help laundry service system of 15 colleges and uni-
versities in Shanghai, Nanjing and Changzhou, and 1 college is selected for verifica-
tion. To neglect the possible influence on data by gender difference, 5 questionnaires
are issued for boy users and girl users in each school, and 10 effective ones are finally
obtained from each school. A total of 150 effective questionnaires are taken back in the
survey, as shown in Table 3. As for the Cronbach’s alpha coefficient a of the ques-
tionnaire data of the 15 colleges and universities, it is found the value a of 14 colleges
and universities is larger than 0.8, and only that of the school G10 is smaller than 0.8
though it is still very close to 0.8, being 0.798. The data a of school G12, G3, G4 and
G9 reaches 0.9 and higher, indicating the 15 groups of data specific to the 15 schools is
authentic and valid and can be used for data analysis and calculation, as shown in
Table 3.
multiple linear regression relationship, then the value y and x will be in line with
Formula 3.2.
By placing the self-help laundry service statistic date in colleges and universities of
number ①*⑭ to the above formula, the coefficient value of the indexes can be
calculated by using the software SPSS and the least square method, results of which are
shown Table 4:
Table 4. (continued)
Coefficient b
Model Nonstandardized Standard coefficient t Sig.
coefficient
B Standard, error Trial version
x9 –1.456 .629 –.837 –2.315 .260
x10 .106 .186 .089 .567 .671
x11 .068 .359 .072 .190 .880
x12 –.852 .462 –.866 –1.842 .317
a. Dependent variable: y
By inputting data in the table to SPSS for analysis, it is obtained that the deter-
mination coefficient R square is 0.997 (as shown in Table 5), indicating the model can
explain 99.7% data in the sample. It means the usability value calculated in For-
mula 3.3 and that evaluated by users are highly fitted, suggesting there’s clear linear
relationship between the single usability evaluation index value and the overall
usability value (as shown in Fig. 2). Thus, the hypothesis is valid.
Based on the summarization of domestic and overseas product usability service quality
evaluation theories and methods, the usability evaluation index system of self-help
student laundry service system is constructed comprehensively from the perspective of
service system quality in this paper. Through user interview and survey and discussion
by expert teams, 12 system usability evaluation indexes are determined. Via ques-
tionnaires specific to students from 15 colleges in Shanghai, Nanjing and Changzhou,
perception data of evaluation indexes is collected, and the multiple linear regression
equation is used to build the usability evaluation model of self-help student laundry
service system in colleges and universities. Based on the usability evaluation on the
self-help laundry service system of three colleges and universities, the effectiveness of
the usability evaluation model is verified, the result of which indicates the usability
evaluation model of the self-help laundry service system constructed by this research is
very effective and is able to be used to evaluate the existing self-help laundry system
service in colleges and universities. As user characteristics of college student groups
are very distinct and the difference in user characteristics is small, the need for self-help
laundry service is with high polymerization degree. Therefore, usability study on other
fields of product and service system can be carried out by subsequent researches by
subdividing user groups, products and service places.
292 M. Zhou et al.
References
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phones usability. Ergonomics 12(4), 8–10 (2006)
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computing user interface based on eye-tracking. Chin. J. Electron. 37(S1), 146–150 (2009)
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Jiaotong University (2012)
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Agile Project Management: Better Deliveries
to the End User in Software Projects
with a Management Model by Scrum
1 Introduction
When the design is studied, there is a constant motivation to think initially about
problems, problems in which it is possible to propose help to solve them, or at least to
improve them. The work at the Institute SENAI of Innovation for Information and
Communication Technologies (ISI-TICs), as a developer of innovation and technology,
has allowed several experiences, including projects with deadlines, with high levels of
complexity and with a series of difficulties inherent to them, thus justifying the study
reported. One of the problems identified in the routine of the software development
professional was the overworking with things already done before, that the develop-
ment team ends up facing. Some measures were not enough to overcome this kind of
problem, and while the most compelling solution proposal was being implemented and
adapted to the project, other problems inherent to the developers were becoming more
explicit.
The main purpose of this study is precisely to smooth out the problems that
developers face during the product development cycle, generating better end-user
deliverables.
Looking from the point of view of project managers, it is noted that some problems
related to the function they play in the project are common. Since the part of the
immersion in the technical part of the project until the effective management of the
human resources, the manager has several challenges that must be overcome because
their performance will affect, directly and indirectly, the performance of all the team
and consequently the process of development of the managed project.
On the other side of the artifact development process, the client appears. Often, the
customer is the end user of the product or service developed, but there are cases where
the customer will continue what was delivered by the development team and will run
the business, having customers themselves who will use their product/service. The need
for more consistent and more anticipated products is one of the dilemmas faced by the
project customer. Another very common issue that the customer experiences is the
difficulty in following the steps, which generates consequences in the receipt of
deliveries. When tracking is flawed throughout the process, the consequences are huge
on the final delivery of the project and this situation creates a major trouble among all
the stakeholders involved during the process.
From a practical point of view, the relevance of this work is related to the con-
clusions and discoveries of the case study carried out, as they demonstrate its useful-
ness to solve the day-to-day problems of the stakeholders involved in software
development. From the theoretical point of view, the research project is justified by its
ability to expand the intellectual horizons of project management and agile method-
ologies and how the good use of this knowledge interferes positively the user
experience.
2 Theory Referencial
To substantiate the study well, it was necessary to conduct research in certain areas of
knowledge. This is a case study of a project management model, therefore the present
work makes use of the concepts and applications of the Project Management discipline.
Agile methodologies will also be approached conceptually, with a greater emphasis
on Scrum, which served as the basis for the model to be presented.
achieve a set of predefined objectives. With the growth in demand for innovation and
growing demand for a better competitive advantage, projects are very important in
companies. The globalization of the market forces companies to meet local needs and
make the same companies compete economically all over the world. In the same way,
information technology and the Internet have generated a changes’s revolution in
today’s companies. Projects are important because of their results: new products, new
industries, new businesses and the improvement of existing products [3].
Nowadays, institutions are realizing that the use of project management has many
advantages. Customers are increasingly demanding better products and services
delivered more quickly. To follow the speed of the market, companies need greater
efficiency in their production lines [4].
Faced with so many benefits from good project management, it is perceived that the
efficiency of the management collaborates vehemently towards the successful con-
clusion of the project. Practices that can be included in project management tend to
make project execution more assertive to estimated timeframes and costs, as well as
satisfy customer.
2.3 Scrum
The term Scrum was first published in the article entitled “The New New Product
Development Game” by Hirotaka Tekeuchi and Ikujiro Nonaka in the Harvard Busi-
ness Review of 1986. Scrum was presented as an essential approach for companies
looking to develop new products quickly and flexible.
Conceptualized as an agile framework, Scrum is still indicated for management of
complex projects, although its structure is based on light and objective practices.
Although widely used in software development projects, Scrum is a method related to
several successful cases in the most varied areas of knowledge, helping to even write
many books and scientific articles [8].
The practice of Scrum favors the organization of teams, provides greater trans-
parency in the process and improves communication [9]. It maintains in its principles a
solid consistency with the agile manifesto and guidelines for development activities.
Within the development process itself, Scrum assists in the elaboration of requirements,
in the analysis, design, evolution and delivery, and in each phase are delimited some
tasks to be carried out within a standard period called Sprint [10].
Faced with a difficult scenario of prediction and future planning in which project
management institutions are inserted, the Scrum framework imposes itself in traditional
formats for managing software projects, representing a radical and modern approach,
while providing the power of decision to the managers. Reducing defects, long-term
maintenance costs and increased efficiency [11].
The tool adopts the Geometric Unit Cost Methodology (CUG), which gives its
name to the implemented calculator, developed by the partners of CUG Consultoria
(Proponent partner of this project) in a master’s degree research at COPPE/UFRJ.
Therefore, another objective that we can perceive in relation to the project is the
insertion of the method in the market, concluding the innovation process triggered by
the research that gave rise to it [12].
The most commonly used cost estimating practices condition the accuracy of the
estimate to the volume of information about the project. CUG Modeling is a method
that is innovative because it identifies the commitment of the final cost, delivering
precision equivalent to the estimates based on all the projects developed. In the pilot
model developed for the incorporator of one of the largest construction companies in
the country, the maximum deviation was less than 4%, when the acceptable method-
ologies currently adopted in the preliminary study phase are up to 25% [12].
The proposed model is based on the agile Scrum methodology, its principles, tech-
niques and recommendations. The template was forged based on the experience of its
application in the CUG project. The idea was to increase in the model the improve-
ments that were necessary. It is called the adapted model because it is a Scrum
approach, and incremental because it receives improvements throughout the process.
Scrum is very useful in project management but does not guarantee the team’s
hyperproductivity [13]. Due to this, by studying the CUG case, it was observed that
some concepts and techniques aligned to management provide more support for the
increase in technical productivity.
developer who tested the activity. The colors of the post-it notes varied according to
their nature (User Stories: green, Tasks and Sub-Tasks: yellow, Bugs: red).
The Jira presents an activity flow signaling frame, called a Kanban, but it is
important that in the team’s work environment it has a version of the physical Kanban
(Fig. 2) with the team committing to set up both frames. This facilitates meeting time,
team motivation, and self-control of activities.
Other Scrum concepts should be preserved and adapted as much as possible, such
as Daily Scrum, Product Backlog, Sprint Backlog, Sprint Planning Meeting, Sprint
Retrospective, and Sprint Review Meeting.
5. Lean Thinking.
6. Feature-Driven Development (FDD).
7. Metrics Record.
8. Feedbacks.
9. Developer prioritization.
Every developer should feel good about the activities they are running, the team
needs to be motivated, and the ultimate success depends on the people who are
engaged in it.
10. Long-term sprint planning.
Although the proposal seeks to alleviate the problems reported in the introduction
of this research, it is necessary to remember that several external factors strongly
interfere in the project as the support of the management, communication and
financial resources [14].
5 Sprint by Sprint
By initiating management with the proposed approach, the team quickly felt the
effectiveness of testing practice. This then generated a change in Kanban where we
could distinguish the phases Under Test, Testing and from the Testing phase pass the
tasks to Done phase or return to To Do phase or Doing phase. The Jira’s record of the
problems encountered in the tests were also very well received by the team and col-
laborated with the task force idea that was sometimes performed to solve the bugs
encountered during the project development. This task force in turn was strongly
associated with peer programming that greatly aided in deliveries.
In the first few weeks the technical team found more points positives than negatives
in the project’s development, but then many negative feedbacks were reported
throughout the project. Negative feedbacks appeared because of the change in scope
that the technical team faced, coming from external factors, but which were very well
circumvented. Many issues continued to be created in the project but the number of
issues resolved was surpassed allowing management to see the progress of the project.
Since the sprints were weekly and there were weeks with only 4 or 3 business days
due to holidays it was thought about changing the size of the sprints, but by keeping the
sprints even weekly, the team was able to handle the activities, planning better for each
week different and this did not disturb the extracted metrics, it maintained the schedules
of meetings and of opening and closing of the sprints although with small differences.
Every day there was the daily meeting where participants were brief about what
they did, what they were doing, what they were going to do, and whether they had any
impediments in the development of activities. This brought the members closer and
allowed some feedback to take place during the week, including personal issues. It was
possible for one member to help the other on these issues and this positively influenced
the progress of the project.
During the review, retrospective and sprint planning meetings, it was possible to
analyze the metrics and then file them for further evaluation. During these meetings the
300 H. Almeida and W. Correia
developers were able to share the feedbacks that were annotated during the week and to
devise solutions to feedbacks that were considered negative.
In the course of the sprints, positive feedbacks were noted as “the best sprint so
far,” and this motivated the team and the lead to try to beat the best sprint record the
following week. The team was able to stay committed during the whole process, there
were casualties in the team in some moments but in some moments were also added
developers and this influenced directly in the planning of the sprints.
Over time the rework that the team always needed confront was diminished and
until the end of the scrum management there was not more bug activities to be
corrected.
6 General Results
In addition to the results found during the execution of sprints, interesting discoveries
were made about the period in which the proposed model was applied. The Jira
management system itself extracts detailed information about the various metrics being
studied.
There are options for generating graphical illustrations by JIRA Reports session. In
Figs. 3 and 4 are perceived two examples of Cumulative Flow Diagram that shows the
status of issues over time. It is interesting to note that Fig. 3 represents the entire period
in which the project was developed without the adoption of the adapted Scrum model,
indicating the large increase of demand during the project that never seems to reach the
complete resolution of the issues. In addition, it shows considerable ranges of issues
that remain with the statuses marked Under Review.
Fig. 3. Activity status progression from the first Sprint (May 2016) to the last day without using
the Scrum-based management model (August 2017).
The Fig. 4 represents the entire period in which the project was developed with the
adoption of the adapted Scrum model, indicating that there was an evident smoothness
in the growth of demand during the project. It was also noted that issues were con-
stantly revised since they did not retain the status of Under Review as in the past.
Despite the explicit improvements, it is noticed that the project did not reach the totality
of issues marked as Done.
When analyzing the control graph (Fig. 5) created by the Jira one can perceive a
horizontal line that remains straight, it characterizes what the Jira calls the average time
of rotation. When the other line (tortuous line of the image) is descending, it is a
indicative of more efficiencies to the project, indicating improvements in the process.
Agile Project Management: Better Deliveries to the End User in Software Projects 301
Fig. 4. Progression of activity statuses from the first Sprint using the Scrum-based management
model (August 2017) to the last working day of 2017 (December 2017).
Points scattered around the image are clusters of issues and indicate the number of
issues that have not been resolved at each sprint.
In Fig. 5, the moment in which the adapted Scrum model started to be used in the
project is indicated by an arrow and a circle, indicating that after this there is an evident
decrease in the average rotation line, indicating improvements in the process. In
addition, the clusters became smaller, showing that a smaller set of activities remained
unresolved by sprint with the adoption of the model.
Fig. 5. Graphic illustration created by Jira that shows the development cycle indicating the
generated clusters, the efficiency and predictability of the development.
It was still possible to generate a bar graph (Fig. 6), which clearly shows that the
number of issues solved after the use of the adapted scrum incremental model increased.
The Fig. 6 depicts the results of exactly 5 months prior to using Scrum and the 5
months of Scrum usage. The number of issues did not stop growing as Fig. 4
demonstrated, but analyzing Fig. 7 it is evident that the number of issues solved
overlapped the number of issues created after the management with Scrum.
In addition to the growth in the number of issues resolved, it is apparent from Fig. 8
that the number of development days in which issues were resolved and delivered
increased. This explains how the management process severely interfered in the day-to-
day of the project, reaping significant results daily. Before, the technical team took
some days to complete a large group of tasks and spent many days with no completed
tasks. This made it even easier the relationship to the customer who occasionally
wanted to see something new.
302 H. Almeida and W. Correia
Fig. 6. Graphic illustration that shows the number of problems marked as solved per month
daily in a time interval of 300 days during project development
Fig. 7. Number of issues created vs number of issues resolved daily in a time interval of 300
days during project development.
Fig. 8. Number of issues resolved daily in a time interval of 300 days during project
development.
Agile Project Management: Better Deliveries to the End User in Software Projects 303
The more complex and time-consuming issues have been resolved with the
implementation of the Scrum-adapted management model. The Fig. 9 shows that the
activities took more days to complete, but in fact, shows that those activities that were
underestimated for too long or that were maintained from sprint to sprint have finally
been resolved. An example of this is that the largest bar of the graph in Fig. 9 indicates
one of the first activities created in the project and that it was finally solved almost a
year after its creation.
Fig. 9. Daily log of the average number of days the issues waited until they were resolved.
There were many results that greatly favored the view that management had of the
project. It was possible to distinguish with numbers and evidence that the management
with scrum brought innumerable advantages to the development of the project aiding
even in its delivery to the client. With constant and consistent deliveries, the customer
praised the team and returned to be more satisfied with the progress of the project.
The team of developers was able to get more motivated and better understand the
requests of the project through this whole process, and the work of the developers was
the biggest positive result that influenced the gains that the project management had
and the final customer satisfaction, first end user of the System.
Usability Tests. In addition to the pilot model, the Calculadora CUG will be able to
support plug-ins that have interaction with the system itself. A Sketchup model is an
example that allows the extraction of geometric characteristics of the projects directly
from the models drawn in the program [15]. The plugin, titled CUG BIM, is a Sketchup
project that was started with the goal of interacting with the CUG if fed from its
database.
The CUG BIM screens were developed in parallel to the CUG development and
underwent usability tests with satisfactory results for ISI-TICs and for this research,
since it was also managed through Scrum.
An innovation and technology developer and an industrial researcher participated in
the usability test on a computer with support for running SketchUp, within a typical
office environment. The participants interaction with the application was monitored by
304 H. Almeida and W. Correia
the facilitator sitting in the same office. A note taker and data logger monitored the
sessions in the observation room.
The facilitator informed the participants that the intent of the tests was to evaluate
the application, not evaluate the participant. The participants completed a pre-test
questionnaire with 7 questions and an demographic questionnaire. The facilitator
explained that the amount of time needed to complete the test task would be measured
and that the exploratory behavior outside the task flow should not occur until the task is
completed. The measure of time in the task began when the participant started the task.
The facilitator instructed the participant to “think out loud” so that there was a
verbal record of their interaction with the application. The facilitator observed user
behavior, recorded some comments and system actions on session records that con-
tained task name information, scenario obtained, runtime, critical and non-critical
errors encountered.
After each task, the note taker completed the task session document with the
facilitator. After all task scenarios were attempted, the participant completed the post-
test satisfaction questionnaire containing 23 questions. In general, the evaluations were
positive in relation to the project and constructive criticism and praise was expressed by
the participants.
Acknowledgments. To God for everything, my wife for the companionship and encourage-
ment, to my family and friends for the cheering and the teachers of CESAR school for the
knowledge and motivation.
References
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Informática, Universidade Federal de Pernambuco, Recife (2017)
3. Shenhar, A.J., Dvir, D.: Reinventing Project Management: the Diamond Approach to
Successful Growth and Innovation. Harvard Business School, Boston (2007)
4. Pmbok, G.: Um guia do conjunto de conhecimentos em gerenciamento de projetos. Project
Management Institute (2004)
5. Libardi, P.L.O., Barbosa, V.: Métodos Ágeis. Campinas, São Paulo (2010)
6. Soares, M.S.: Comparação entre Metodologias Ágeis e Tradicionais para o Desenvolvimento
de Software. Conselheiro Lafaiete (2004)
7. Cohen, D., Lindvall, M., Costa, P.: An introduction to agile methods. In: Advances in
Computers, pp. 1–66. Elsevier Science, New York (2004)
8. Prikladnicki, R., Willi, R., Milani, F.: Métodos Ágeis Para o Desenvolvimento de Software.
Bookman, Porto Alegre (2014)
9. Furuhjelm, J., Justice, J., Segertoft, J., Sutherland, J.J.: Owning the Sky with Agile: Building
a Fighter Jet Faster, Cheaper. Better with Scrum, Global Scrum Gathering, San Diego,
California (2017)
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(2016)
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na Fase Preliminar do Projeto de Edificações.bInstituto Alberto Luiz Coimbra de Pós-
Graduação e Pesquisa em Engenharia, Universidade Federal do Rio de Janeiro, Rio de
Janeiro (2013)
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partir do modelo de custo unitário geométrico. In 28th CONIC, Anais eletrônicos PIBIC:
UFPE, Recife (2017)
The Contribution of Design in the Waiting
Experience of Applicants to Parents
in the Process of Adoption in Recife
1 Introduction
The engagement of this researcher in adoption process was the motivation for the
present study. The very observation of the process and the own experience enabled the
perception that there were aspects to be improved within the process, respecting the
suitors’ experience.
In the currently days, the focus of adoption is in the child. There are no searching
children for suitors, but rather suitors for children sheltered in institutions and in need
of a family. This shift in focus on adoption process in Brazil was very important and
necessary. However, for this reason, the suitors have become somehow “abandoned”,
or so they feel like inside the process. Adoption is a system, where all parts are
interconnected. Children, biological parents, suitors, and officials of Justice are part of a
very complex process full of peculiarities.
Design, for its interdisciplinary characteristics, is able to build bridges, and dia-
logue with other fields of knowledge [1], like anthropology, which is what will be
shown in this study. According to Cardoso [1], the complexity of the world needs
answers generated from a teamwork that, precisely because of its interdisciplinarity,
can find solutions more adequate to the current problems. For Megido [2] the design
must be the reflection of projects thought by people who seek to improve the lives of
other people. And this is what the present study seeks to achieve.
2 Design Anthropology
interdisciplinary teams are usually encouraged to use their observation skills to dis-
cover problems collectively. For this, it is important to preserve flexibility and allow
intuition as part of the research process, opening space and time for each one’s personal
look [6]. For Anastassakis [8] Design Anthropology is a proposal that emphasizes the
practice of interdisciplinary as a diverse way of doing anthropology, which, working
together with other disciplines, seeks to find shared spaces of understanding through an
interdisciplinary practice that transcends the limits of the specific modes of work.
3 Methodological Procedures
The methodology was based on the ethnographic process, which included the fol-
lowing phases: selecting a problem, collecting cultural data, analyzing cultural data and
make conclusions.
moments as the course taught by professionals from the Children’s and Youth Court of
Recife, or the meetings organized by GEAD (adoption support group).
This section presents the results from ethnography, both from Whatsapp group
observation and interviews.
4.1 Interviews
After the conclusion of the transcripts, a pre-analysis was conducted following the
bibliographical orientation that consists of reviewing the records of the interviewees’
speeches to search for cultural symbols and search for relationships between these
symbols, and thus creates categories. For example, speeches dealing with motivation
for adoption and infertility were grouped in the category “Desire”, as both are related
with the desire for a child. And so on. The next step was the treatment of the results and
their interpretation. In this way, the collected data reflect the current situation of the
applicants in this moment of waiting for the adopted child.
4.2 Categories
The following categories were found from the coding in the interviewees’ speech:
Desire. Included the contents on the motivation for adoption, if dealing with infertility
most of the time and the speech about the desired profile of the child.
Expectation. Were contemplated all statements related to the preparation for adoption,
the perception of the process and waiting time, including fears and anxieties.
Frustration. The speeches about the difficulties, criticisms, and frustrations regarding
the process and the professionals involved.
Hope. Included in this category are all suggestions for process improvement raised by
the applicants and also the relationship with GAAs (adoption support groups).
4.4 Categories
From the coding the following categories were found in the interviewees’ speech:
Expectations. All the statements related to the expectation of the process, such as
anxiety, doubts, celebrations of achieved phases, satisfaction within the process and
frustrations were contemplated here.
The Contribution of Design in the Waiting Experience 311
Hope. Included in this category are all statements regarding clarifications about the
process, exchanges of experience and observations about the support group, as well as
joint statements. Also discussed here are the experiences of parenting experiences,
which, although not part of the waiting process, are reflected in the spirit of the
applicants.
5 Conclusions
To understand the conclusions, it’s important to point out that according to Strauss and
Corbin [13] three aspects were part of the analysis:
(a) The data themselves, be they report on actual facts and actions, memories, texts,
observations, videos, etc.
(b) The interpretations of the observers and the actors of these facts, objects, events,
and actions.
(c) The interaction between the data and the researcher when collecting and analyzing
this data.
5.1 Desire
As explained previously, the contents of the motivation for adoption are included here,
being infertility most of the time, as well as the statements about the child’s desired
profile.
Adoption Motivation. The results of the qualitative research analysis corroborate with
the research done by Weber [14] and Paiva [15] that showed that the main motivation
for adoption is infertility. However, it was noticed that the choice for adoption was
already part of the imagery of some suitors.
Child Profile. No specific question was asked about the profile of the child desired by
the applicants, but this information came up spontaneously when asked about the
waiting time. Sign that the two information are associated in the imaginary of the future
parents.
It is possible to perceive that there is a reflection on the part of the suitors in relation
to this information because, in almost all the speeches of the interviewees, there were
changes regarding the initial profile in order to broaden the options. Both in age and in
physical characteristics. Some of the changes occurred after attending GEAD meetings.
Most suitors interviewed made an option for infants and children up to six years of age.
However, even with the changes of openness to a greater age, almost all the inter-
viewees started the profile with the preferences for babies.
This observation reflects the results of other researchers, such as that of Costa and
Campos [16], in which the search of the pretenders for babies was still predominant.
Hamad [17] says that the search for children at an early age can be due to the need for
parents to shape the child in their image. A baby with no previous history and still no
personality would be more conducive to this manipulation of parents. In addition, there
is fear of children’s previous history as Weber [18] comments. The greatest difficulty in
312 H. C. C. Lima et al.
adopting an older child is to face their history that precedes adoption and which is often
constituted of rejection, pain, and loneliness.
By infertility being the main motivation for adoption, it also brings an expectation
of parenting that fills this loss in some way. According to Schettini [19], most people
base their family representations in the consanguineous affiliation. And as Levinzon
[20] comments, there are conscious and unconscious feelings about the difference
between the imagined child and the real child, and during adoption, a progressive
accommodation is taking place regarding the reality that presents itself and the which
had been previously imagined.
5.2 Expectation
Preparation for adoption, a perception of the process and waiting time, including fears
and anxiety, were included here. And also the Whatsapp group talks about expectation
with process, anxiety, doubts, celebrations of achieved phases, satisfaction within the
process and frustrations.
Waiting Time. There is a difference in the expectation of the process, depending on
the waiting time of each applicant within the National Register of Adoption. There are
less anguish and suffering among those who have been recently enrolled or just entered.
In the same way, in the group, the applicants who just entered the NRA share their
emotions by saying how they feel blessed and how they are calm because the child will
arrive on time. It is easy to understand, after all, that the adopters who have just entered
feel that they have passed through an important phase of the process and have been
approved, so the spirit is of commemoration. They know that adoption takes time to
happen so there is no point in raising the expectation that the child will arrive soon. In
their speech, it’s possible to see the belief in a greater force that will make everything
happen in the right way. They have hope in the process and wait for their turn to be
fathers and mothers. Speeches are common in which God is responsible for deter-
mining the time of arrival of the child.
Adoption Perception. In the suitors’ speeches, there were moments in which they
relate to what they think would be the relationship with this adopted son or daughter.
There is an expectation that a similarity with the adopted parents will occur, even if it is
not physical. Perhaps, the existence of a similarity as a need to confirm a bond. It has
also been realized that there is an idealization of how the bond between the children
and the parents happen. But biological parents also idealize the relations with the
children when they are still in the belly. According to Gomes and Levy [21], parenting
is the exercise of parents, both adoptive and biological, in which the child fits into a
chain of desires, expectations, and fantasies.
Anxiety. As time goes by, anxiety begins to be part of the suitors’ waiting process.
Weber [18] comments that this waiting period generates anxiety because the suitors “do
not have much to celebrate yet nor do they have many positive signs that they will
really be the parents of a child.” Unlike the biological pregnancy, the adopter awaits
this child without signs of its physical presence and without the security of its arriving.
The Contribution of Design in the Waiting Experience 313
It is possible to notice in most of the lines that there is an understanding that the
delay is part of the process. The suitors seem to understand that the profile they chose
for the child does not allow an immediate adoption, since the majority of the children
available for adoption in Recife are over the age of eight, and therefore not the profile
of the majority of the interviewees. However, there is great dissatisfaction with the lack
of transparency in the process.
5.3 Frustration
As explained earlier this category deals the difficulties, criticisms, and frustrations
regarding the process and the professionals involved.
Invisibility of the Process. In, Brazil, during the waiting period until the arrival of the
child, there is no visibility of what is happening in the process. The suitors can have
access to their process, but they have to face the bureaucracy of justice and yet the
available information does not diminishes their dissatisfaction since it does not bring
any new information. Nothing related to the position of the applicant in the adoption
queue. In a lecture about changes in the NRA that this researcher participated, the
professionals of adoption made reference to a chronological order of entry in the
register, so that this order would be responsible for the waiting time of each suitor. This
queue is the only reference that the suitors have about the progress of their process that
leads to the realization of the dream of parenthood. In Whatsapp group, questions about
the participants’ profiles are common, especially those who have received the long-
awaited phone call or those who have just adopted. There is a need to make a com-
parison between profile and waiting time so that they can somehow perceive whether
they are far away or close to their turn. This behavior shows that there is a great need to
know what is happening, whether the “queue” is decreasing or not. This anxiety is
understandable, after all the adopters are not waiting for the arrival of an object. It is a
son, a cherished dream, perhaps, for a long time before the entry of the papers in the
beginning of the process of registration in the NRA.
In addition, the applicant’s registration is not available so that he can access without
dependence on a professional of the court.
5.4 Hope
In this category are included all the suggestions of improvement of the process made by
the applicants during the interviews and also the relationship with adoption support
groups. The Whatsapp group includes all the statements regarding the clarification of
the process, exchanges of experience and observations about the support group, as well
as statements of solidarity. Also discussed here are the parenting experiences, which,
although not part of the waiting process, have a positive impact on the spirit of the
applicants. The relationship with adoption support groups is in the Hope category
because the participation in these groups is one of the elements that enable the
improvement in the waiting experience. In all the speeches of the interviewees who
participate in the group meetings, both physical and virtual, they report that they are
moments of renewing hope in the arrival of the expected child. As the meetings held by
314 H. C. C. Lima et al.
the groups deal with various issues related to adoption that are in the suitors’ interest,
such as fear of disclosure, distress generated by waiting time, revolt with brazilian
justice, fear of losing the child to the original family [22], the participants of the groups
have a space to share their feelings and thoughts and to ask questions about subjects
that are directly related to them. The meetings also allow a maturation of the desire for
adoption, the profile of the child and the emotional and mental preparation for the
arrival of the child.
Suggestions for Process Improvement. From a specific question that concerned
changes in the process, there came suggestions for improvement of the same. Most of
the applicants’ suggestions relate to the transparency of the information related to the
process itself or the processes in general.
Another suggestion is the streamlining of the process, not only on the adopter’s side
but also on the child’s side. Today the law obliges the professionals to exhaust all
possibilities of replacement of the child back in its family of origin. This means that if
the parents cannot stay with the child, it must be placed with the relatives. Then the
justice needs to know if these relatives want to stay with this child. In this process of
searching and evaluating, the time goes by and the child grows in the shelter losing the
opportunity of a quicker adoption. And in order for processes to run faster, suitors
suggest an increase in staff numbers. It means that they know that the work is too much
for a small group to perform all the tasks related to the adoption process as a whole.
It is possible to notice that the applicants do not look for significant changes in the
process. The main concern is to improve what already exists: giving visibility and
increasing speed.
In this way, it is possible to realize that, although the adoption process has
undergone several modifications over the years in order to organize and streamline
legal procedures, the participants’ emotional issues may have been neglected. The
biggest annoyance of the suitors is not so much the delay of the process but the
invisibility of the same.
6 Final Conclusions
The present study aimed to contribute to the experience of the applicants to parents
during the waiting period in the Adoption process. From the triangulation of analysis of
specialized literature, interviews and observations of the Whatsapp group, what has
been learned is that, in fact, this is a delicate and anxious moment for suitors and their
experience depends on several factors such as: What motivated the Adoption; The state
of mind with which the suitor arrives at this moment; The time of enrollment in the
NRA; Participation or not in support groups for Adoption; The relationship established
with the psychosocial team during the evaluation period; And the experience with the
process itself.
The reason for choosing adoption as an option for parenting brings a series of
associated data, such as infertility, prejudice, attempts at biological pregnancy, loneli-
ness, frustrations, etc. These emotional data and how the suitors work them internally
influence the state of mind with which they arrive at the adoption process. The mourning
The Contribution of Design in the Waiting Experience 315
for infertility needs to be worked out for adoption to succeed; otherwise, the real child
will always live in the shadow of the idealized child.
Anxiety is present in almost all of the respondents’ speeches and appears several
times in the Whatsapp group conversations. From the research, it was possible to
perceive that the degree of anxiety of the applicants in the waiting period varies,
mainly, depending on the time of entry in the National Register of Adoption. People
who have been in the registry for the longest time are more anxious than those who
have recently entered. It is interesting to note that the time-out value for the onset of
this anxiety is one year. In some of the statements it was commented, “up to a year,
everything was quiet”. This means that the applicants are aware that they will not find
the child immediately after entering the register. They know there will be a waiting
period, and perhaps even with the understanding that it will take more than a year, and
as most of the time this desire for parenting started well before the Adoption initiative,
a year in the register is already yours limit itself. As Maldonado [23] reminds us, a
significant portion of the suitors goes through a long wait for the biological son who
did not come. According to the author [23], “the time separating the abandonment of
waiting for the ‘child of the belly’ and the decision to adopt a child can be short, long or
very long.”
Another important element in the waiting experience was participation in adoption
support groups. Not all interviewees participate in groups, but all those who participate
are grateful for their existence and feel welcomed in this space of knowledge exchange.
Support groups are a privileged space when it comes to adoption. It is a place where
you can hear speeches from experts on the subject, as well as adoptive parents telling
their experiences so that the suitors can mature and strengthen the decision for
adoption.
However, even with the participation in the groups, what was perceived is that the
applicants interviewed feel a lack of contact with their process, of having visibility of
the same, and certain autonomy. Only the support group is not enough to calm the
anguish of waiting for the realization of the desire to be a parent. The suitors need to
see the “pregnancy” happening in some way. And this monitoring can happen in a
number of ways. The simplest would be the visibility of the process itself in the NRA,
allowing the independent access without the need of the professionals of the court.
Only this action would reduce the anguish of not knowing if their registration is “alive”
or not. Another suggestion for visibility issue would be to send, from time to time, an
email with the situation of the adopter in the NRA. It is a simple solution, although this
researcher believes that the best option would be to give access to the applicant so that
he or she feels more secure about their information and with some autonomy.
Another relatively simple action would be to allow applicants to change their own
email and phone information. This is another reason for the parents’ anguish, because
with the phone outdated if a suitor is sought in case there is a child with his profile, he
will not be found. One of the ways to solve this problem could be to empower the
adopters themselves to change their contact information. It is true that the number of
people is small for the amount of work existing in adoption offices, so why not reduce
this responsibility of professionals sharing it with the suitors? They are most interested
in keeping their contact information current, so nothing fairer than giving them the
right and responsibility for them. The suitors, in suggesting improvements, were not
316 H. C. C. Lima et al.
asking for any significant changes that involved shifting the process itself. On the
contrary, it was realized that they understood the need for the bureaucracy involved, but
asked for only greater transparency and visibility of their lawsuit. These are small
modifications that can greatly improve the waiting experience for these people and thus
contribute to the improvement of the process as a whole.
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Difference of Sensitiveness Toward
Information Based on User-Role
Abstract. User-role in recent online service had been diversified into provider
and receiver, and significance of interaction between users had been grown. This
is an explanatory study to understand both user-roles’ difference of emotional
response toward information on website based on online outsourcing platform.
By using Brunswik’s Lens Model, it compares each user-roles’ assessment
about information elements, depicted the similarity and difference of emotional
response to provide insights for information design of platform which have
various user-role.
1 Introduction
1.1 Background
Business of trading information, product and service had been immigrated to online
and increased globally since the invention of internet. Early form of e-commerce that
company sold or provided products to customer had been evolved into platform
business that companies operate online marketplaces on web, buyer and seller use
websites to make exchange. In addition, goods of the online marketplace diversified
into used products, contents, crowd-funding, sharing economy, furthermore out-
sourcing with micro job trend. In other words, people can trade service and skills via
internet, too.
Most remarkable change in this situation would be differentiation of user-role. On
e-commerce platform, Individual users can upload their products and services on
platform to make a deal. So to say, individual users are not only buyer, but also they
can be seller. To make successful trade, both individual users demand more infor-
mation to have credibility and safety about partner or goods. In the same time, along
with flooding information distributed in online marketplaces and online services’
anonymity, individual users feel risks of miscommunication, fraud [1] or revealing
personal information on public web.
There were many studies to find what information is valuable for buyer (end-user)
of online marketplace, but we could not find study that revealed attitude of individual
buyer and seller toward information. Both users had different role in online exchange,
so their emotion and reaction toward information they used to make deals could be
different. In these reason, service operator should consider both user-role’s response
about information used in trading when designing online marketplaces. This study was
an explanatory research to specify difference of both user-roles’ emotion and sensitivity
toward information on service touchpoint.
2 Research Methodology
By implicating lens model into this study, provider (Ye) and receiver (Ys) com-
municate each other (Achievement) via website as a service touchpoint (Proximal
Cues). This touchpoint consisted of series of information (Xk) such as platform,
individual, goods, evaluation, and produces with intention of provider (Ecological
Validity). On the other hand, this touchpoint is fixed after uploaded by provider, and
does not give feedback about receiver’s observation and analysis. Receiver embraces
the cues on touchpoint along with its former experiences (Cue Utilization Validity), so
there are some chances of difference between provider’s intention and receiver’s
analysis. For instance, the sensitive information which provider does not want to reveal
on web could be important clue for receiver to trust specific trade. We believed
Brunswik’s Lens Model could show us the importance, sensitivity of each cues on
touchpoint, thus we would be able to provide insights of making more acceptable
touchpoint for both provider and receiver.
and publically distributed in web. Receiver’s information was hidden and delivered via
platform’s system, so we focused on information on touchpoint. Details are provided
below (Table 1).
After gathering elements, each element was determined through interviews of how
they use the service. Four interviews were performed with two designer (provider role)
and two non-designer (receiver role) to know both user-roles’ scenario. As a result, we
decided not to use platform information in survey because both user-role did not show
high attention to platform related information for making deal, even if platform
information was important for platform operator to operate and defend legal issue.
Based on these information elements, to understand what information was more critical
and sensitive for each user-role, a questionnaire was performed.
24 people in their 20 s in Shibaura Institute of Tech participated in questionnaire,
12 people were design major student or designer as provider role, the other 12 people
were engineering major student as receiver role. Questionnaire was made and delivered
via Google Survey. We provided example and capture image of outsourcing service to
participants, and then they chose whether they were designer or not (User-role). Par-
ticipants read the user scenario given based on their user-role, after that, they answered
series of questions. Questions were developed two by two matrix, sensitiveness toward
information and effects on decision of provider and receiver. Participants received
different questions based on their user-role (Fig. 3). Each section stood for information
322 Y. Choi and W. Yang
categories, and participants evaluated every elements by 5-point Likert-scale, 1 for very
low to 5 for very high. Data collection took 1 week.
3 Result
3.1 Data Analysis
After collecting data, we compared each user-role’s answers based on the matrix
(Fig. 3).
The first comparison (C1, Fig. 4) was question ‘Want to be revealed?’ for provider,
and ‘Want to see?’ for receiver. These questions were to find out and compare pro-
viders’ sensitiveness toward revealing information and receivers’ sensitiveness toward
lack of information on public website.
We found out that the priority of each information categories were almost same for
both user-role, but there were minor. Both user-role took seriously about contract and
evaluation related information, and overall strength of elements were similar. Unlike
‘Output Sample in Image’ was most sensitive element for provider; ‘Other Users’
Review’ was most sensitive element for receiver. In addition, provider did not want to
show their facial photo, but receivers were tend to sense lack of credibility when there
was no picture or logo of provider.
The second comparison (C2, Fig. 5) was question ‘Want to appeal?’ for provider,
and ‘Want to consider?’ for receiver. This question was to find out and compare
providers’ prediction of what information would receivers consider and receivers’
actual consideration while they make decision.
In summary, it is as follows.
• Both user-roles’ priority of information category is similar, but priority of infor-
mation elements was different.
• Receiver tend not to focus on written information.
• Receiver wanted to see provider’s personal information, but it did not affect receiver
while making decision.
• The biggest gap between both user-role was sensitiveness of facial photo of pro-
vider (personal information) and effects on decision of other user’s review (eval-
uation related information).
4 Discussion
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Difference of Sensitiveness Toward Information Based on User-Role 325
1 Introduction
Cost reduction and operational efficiency improvement are important issues for cor-
porate management. However, if these are excessive, the workers will be exhausted and
work will become stagnant. For example, a system with poor operability and dis-
comfort would degrade the efficiency of the operations. Although the “workability” of
the workers and managers working at the site should be incorporated into the business
improvement plan as objective indicators, such methods have not been established yet.
Therefore, we focused on UX. UX is utilized in fields such as service products,
interactive products, software, and business systems [1].
Business system development is progressing without reviewing a human-centered
UX design perspective. Moreover, the process that a designer becomes involved in the
late stage of development is common [2]. Thus, UX is not taken into consideration
even in the structure construction and basic operation despite the expected natural and
intuitive movements for the user. For achieving easy to use experiences, it is necessary
to reflect the perspective of the user in the screen design stage onward, such as for
designing the screen transition and display elements in the screen.
UX can be categorized into “practical quality” including functionalities that can
achieve the purpose, and “hedonic quality” that leads to stimulus and sensation [3]. It is
reported that UX can, thus, refer to a specific variation in the experience during an
interaction (momentary UX), an appraisal of a specific usage episode (episodic UX), or
a view of the system as a whole after having used it for a period (cumulative UX).
Anticipated UX may be related to the period before the first use or to any of the three
other time spans of the UX [4]. In this research, we focus on momentary UX and
measure the hedonic and emotional qualities of the users in a business system. We aim
to construct a screen design that reduces the stress and weight experienced when using
this business system and increases the user experience (Figs. 1 and 2).
3 Experimental Method
4 Analysis Method
We use the customer satisfaction (CS) analysis method. Items that largely contribute to
the ease of viewing the screen, operability, and smoothing information distribution can
be extracted by performing the CS analysis. From these items, it is also possible to
extract the concrete contents to be improved preferentially as knowledge for the next
design. Using the UEQ and CS analysis, the display screen of the information sharing
330 Y. Sugiyama et al.
terminal is varied adaptively according to the result improving the work while
improving the UX of the information sharing person.
To confirm the effectiveness of the proposed method, the above analysis is per-
formed on the data obtained from the questionnaire survey.
In this paper, we explain the case studies of applying the business systems used in retail
and distribution businesses. Therefore, we consider the issues of data input and data
sharing. We define the users who work in the retail or distribution business, and the
environment in which the data is to be entered. We collect and analyze information
about the expected users by brainstorming. We perform observation and interview
surveys and extract the issues at the work site.
We clarify the issue obtained there, create behavioral scenarios in the business, and
develop prototypes based on the behavioral scenarios.
Subsequently, we ask the user to evaluate the existing and created prototypes,
measure the line of sight during the evaluation, and perform the task AFTER com-
pleting the task, we ask the users to conduct the UEQ test.
References
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measurement of the user experience of interactive products. How to use the user experience
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39–45 (2013)
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(2), 91–97 (2006)
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Clarity to the Concept of User Experience. Demarcating User eXperience, Schloss Dagstuhl
(2010). Dagstuhl Seminar Abstracts Collection. Sections 2.1–2.5. http://www.allaboutux.org/
uxwhitepaper
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sed 15 Feb 2018
Research on the Model Construction
of Intelligent Home Product Service
Based on User Value
1 Introduction
Nowadays smart home market competition is intense, it has become the primary
problem of enterprise concerned how to make product service attract consumer’s
purchase desire. Porter has referred to that the competitive advantage comes from the
value enterprise created for consumers in the ‘Competitive Advantage’ [1]. In other
word, the user intend to purchase and consume is not the product but the value of it.
The central effective user value has become the focus of the theoretical realm and the
business community. There are some studies on user value in the definition field.
Woodruff presented that the customer value was user’s perception and evaluation of the
extent that achieved his purpose by the product, the service, and the application effect,
which in a certain usage scenarios [2]. Dahai et al., put forward the customer value was
the ratio of the effectiveness to the cost in the process of purchasing and using product
service: customer value = effectiveness/cost [3]. In the field of user value acquisition
and application, zeng li designed the small household electrical products as the object
of study, through the methods of observation, empathy and interviews to obtain the
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 331–341, 2019.
https://doi.org/10.1007/978-3-319-94947-5_33
332 W. Wang et al.
user value, and combined product attributes with user value to stimulate the user’s
active desire to buy [4]. Xiuli et al. [5], proposed a product service system modeling
technology based on customer value, analyzed customer expectation to obtain the value
factors, and established the value model according to the value hierarchy to realize the
maximization of the customer value.
Smart home products service is a complete system, which including users, prod-
ucts, services, technology, support and other elements. Its purpose is to improve the
competitiveness of enterprises, meet the needs of users, provide seamless service
experience, reduce pollution and waste, etc. [6]. In the process of design, we need to
define environment, target and characteristics from different fields and perspectives,
and to give a definition of the functions and services that the system should have, and to
characterize the interrelationships among different elements [7]. A large number of
experts and scholars have studied on the smart home and the service system both here
and abroad. Polaine et al. proposed an intelligent home environment service mecha-
nism based on Service Oriented Architecture (SOA), which was used for the interaction
among system components, and effectively solved the interaction difficulties between
traditional structures [8]. Wenyan et al., researched on product service for user demand,
put forward the method of user demand analysis and the Quality Function Deployment
(QFD) model of service, and modularized the product and service. So as to reduce
costs, improve design efficiency and meet the individual needs of users [9].
The smart home product service system integrates peoples, products and services into
one entirety, forming a multi-factor ecosystem with user-centered. It is the key point of
the system design research how to make the product service satisfy the user’s value-
experience demand. Firstly, based on the service design to draw the user journey and
get mental activity. Secondly, the positive user value was abstracted based on positive
design thinking and binary-flip method. And then we would excavate and integrate the
value elements that satisfy the user’s need, to create a service ecosystem, and define the
product function service model. Therefore, this research model was established based
on user value theory, combining service design theory, positive creative design
thinking and service ecosphere theory.
The framework of system modeling is divided into three parts: element domain,
integration domain and scheme domain. The element domain is the extraction of user’s
core value proposition, and explores all aspects of user’s value requirements. The
integration domain associates each value element to establish the service ecosphere and
construct the system framework. Yet the scheme domain defines the function model
according to the system framework, and guides the product design, the technology
application and the service realization [11] (Fig. 1 System modeling framework).
Element domain: In the section, we determine the target smart home product and its
user group, draw the journey diagram, and record all the value activities from J1 to J2.
That is, beginning with the product-service requirements and ending with user
enjoyment. The users’ mental activities are obtained by observation and interviews, and
then apply the binary theory to convert the propositions from negative to positive,
which choosing the appropriate binary proposition will reduce the workload and
capture the user’s value quickly. In order to ensure that the product service design does
not deviate from the main line, we should simplify the value information.
Integration domain: In this section, the user value elements and product service
design are combined to form a service ecosystem, which contains not only the three-
dimensional relationship between human and object within the family, but also the
outside. In the internal, the system should achieve intelligent linkage, software com-
patibility, friendly interaction, etc. In the external, it should cooperate and expand the
users’ social community, build the platforms of user and business, and it should be
convenient to life payment, shopping, community services, and so on.
Research on the Model Construction of Intelligent Home Product Service 335
Scheme domain: The product function-service model is defined, and present the
design scheme. According to the user value requirements to determine the product
service functions, so that make it intelligent, easy to use and convenient.
4 Case Application
Table 2. (continued)
Item Method Negative proposition Positive proposition
Doubt– Detector: how to purify Recommend
Affirmation Purifier: the use time and purification packages,
purification effect is unknown testing, intelligent
linkage
J5 Expectation– Demand Want a complete healthy air Provide complete
Satisfaction service service
Complaint– ‘negative- Need to choose many times One-stop service
Desire One’
Doubt– ‘not-One’ Do i need to buy both Detector + green
Affirmation planting package
J6 Expectation– Demand Less trouble, more enjoy Provide complete
Satisfaction services to enjoy
Complaint– ‘not-One’ Poor after-sale service, hard- Comprehensive and
Desire earned intimate service
experience
Doubt– ‘negative- Has it solved the air problem Yes
Affirmation One’
(3) Continued to integrate the positive propositions and extracted the core user
value requirements through group discussion, comparison and selection. As shown in
Table 3.
(1) Intelligent air-housekeeper provided users with air quality detection, data sharing,
warm reminder, air packages, knowledge push, the experience of product inter-
action, home intelligent linkage and other services.
(2) Users through intelligent air-housekeeper to know the air quality data, and enjoy
healthy air services, such as green purification, interactive experience.
(3) The supporting factors of service including business platform and the users’,
intelligent hardware, APP, Public No., website and so on, which links together
users, air-housekeeper, and third-party service providers.
We had determined the function model, then we investigated air health products in
the market, and combined with the user’s value needs to sketch the product and
APP. The design of intelligent hardware followed the concept of green and people-
oriented. So we chose the package design language with round shape for the hardware,
which gave people a safe and healthy experience (Fig. 6 The sketches).
The detailed design process as shown in Fig. 7. The product was used the spraying
of plastic material, there was a good interactive design that automatically saved the
screen power through gesture sensor. Air-housekeeper designed with USB port charge,
built-in battery, and small size can be portable. The air inlet was designed on the side to
ensure the air intake, which can be measured accurately. The APP design was simple
and fashionable, convenient for users to use. And it was the support of user platform
and business platform, which combined the hardware to form a complete service
system satisfied the users’ value demands.
5 Conclusion
Smart home products and services adhered to the ‘people-oriented’ concept, which
based on user value and designed to enhance the competitiveness of enterprises. In this
paper, the intelligent home product service model was created based on the theory of
Research on the Model Construction of Intelligent Home Product Service 341
service design, positive creative design, service ecosystem and so on. The user journey
was drawn, and the mental activity was captured. Therefore, we can extract the core
value propositions to form a service ecosystem and finally created a product service
model that satisfied the user’s value. We took the intelligent Air-housekeeper as an
example, around the core value of the user’s healthy air demands to make detection,
green purification, air health integrated into a complete service system. Finally, the
service model was established quickly and effectively. This model can also be applied
to other home product service system design, which can deal with the relationship
between user value, product and service to provide users with better experience, and
promote the development of smart home.
Acknowledgments. The author would like to thank the subjects for their participation in the
experimental study. This research was supported by Ministry of education of Humanities and
Social Science project (Semantic Analysis and Design Heritage of Han-Tang Culture
14YJC760008) and Doctoral research project of Shaanxi University of Science & Technology.
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3. Dahai, D., Xiaoyan, Q., Xiaofei, Q.: Theory of customer value and its formation. J. Dali.
Univ. Technol. (Soc. Sci.) 04(004), 10–20 (1999). (in Chinese)
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System Conceptual Design Driven by Customer Value. Shanghai Jiao Tong University,
Shanghai (2012). (in Chinese)
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Rosenfeld Media, Brooklyn (2013)
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Chinese)
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(2015). (in Chinese)
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The Effects of Response Time on User
Perception in Smartphone Interaction
1 Introduction
Response time has been one of the most often-discussed subjects in human-computer
interfaces since a long time. Android users often complain about the poor respon-
siveness of their phones, which has become an important defect of Android applica-
tions. Slow system response times may cause dissatisfaction among users [1]. Users’
performance and behavioral intentions decreases as response time gets longer [2].
Lengthy waiting time interrupts the use of an application and forces the user to wait
impatiently or leave the application, leading to significant poor user perception.
The main purpose of this paper is to explore the relationship between response time
and user perception in the context of smartphone interaction, considering the factors of
different tasks and the impact of loading animations. The result of the study will help
the software and the hardware engineers to understand the different user-acceptable
levels of response time, so that the system hardware and software can be configured in
accordance with specific requirements
2 Related Work
Response time (latency) is defined as the “delay between input and the output
response” [3]. We begin by examining the different dimensions of user perception in
smartphone interaction, in which perceived responsiveness is an important factor.
Then, we examine prior researches on the acceptable response time in touch interfaces.
Finally, we examine work on the factors affecting perceived responsiveness including
different tasks and waiting time fillers.
[11]. Deber et al. focused on the comparison between direct input and indirect input for
dragging and tapping tasks [12]. Form-factors (direct and indirect) and tasks (dragging
and tapping) both had significant effects for latency perception and an improvement of
a decrease of 33.3 ms in latency have an observable difference for users in tapping
tasks.
3 Experiment
3.1 Participants
Twenty participants from college (9 male, 11 female), ranging in age from 18 to 26,
took part in the study. The participants were selected through an online survey based on
the questionnaire of the attention for the responsiveness and the satisfaction for their
smartphone for the users. All of them had a great deal of experience using touch screen
devices and owned one or more smartphones (such as IOS-based or Android-based
phones), and they were familiar with the use of mobile applications. Each participant
was paid $10 for their participation.
3.2 Apparatus
The experimental equipment includes mobile Android phones, a Tobii Pro Glasses 2, a
MindWare Psychophysiology Lab System and a laptop. Participants executed the
experimental tasks using Android phones of Huawei P9 with a 5.5-inch screen. The
Tobii Glasses was used for tracking the eye position of participants, especially pupil
dilation responses (changes in pupil sizes), and the MindWare System collected the
measure of galvanic skin response (GSR) of participants. The flow of the experiment
was controlled by a laptop, including the normal operation of the Tobii Glasses and the
MindWare System.
3.3 Design
Tasks varied according to three independent variables: 3 mobile applications, 4 task
types and 16 time intervals. The experiment adopted tasks in three applications:
WeChat, Camera and Happy Elements. WeChat is a social media mobile application
with platforms of instant messaging, commerce and payment services. Happy Elimi-
nation is a casual elimination game with simple rules. Both of the two applications have
high popularity for all ages in China. We divided operation tasks into three types: enter
type, exit type, switch type. Enter tasks and exit tasks are performed by tapping
gestures and switch tasks are performed by swiping gestures. To compare the per-
ception of response time on interfaces both with and without visual feedback, we set up
experiments with the task type of entering a page with loading animation. Sixteen
intervals of response times were designed for each task which is implemented by
changing the setting of interface in Axure. Considering the presence of visual feedback,
the sets of response time between the enter type with loading animation and the other
three task types were different. Each set was used three times: one time in ascending
order, the second time in descending order, and the third time in random order. All
participants had to participate in the tasks of different time intervals in three orders. The
setting of experiment tasks and response time is illustrated in Table 1.
The experimental design was fully repeated measures – all participants performed 3
repetitions of all combinations of levels of response times, task types, and applications
in three days. The sets of response time were in ascending order for the first day,
descending order for the second day and random order for the third day. The 12
346 Z. Tan et al.
operation tasks were randomly presented for each day. In summary, the overall design
of the experiment was: 4 task types 3 applications 16 response time 3 repe-
titions 20 participants = 11520 total trials.
The dependent variables were the participants subjective rating of each responsive
time. After each trial, participants were asked to rate the acceptance level of respon-
siveness on five-point scale (‘very annoying’, ‘annoying’, ‘slight annoying’, ‘percep-
tible but not annoying’, ‘imperceptible’). When experiencing the set of response time in
ascending order, the trials ended when the participant rated a 1. When experiencing the
set of response time in descending order, participants were presented with the third trial
after the trial they rated a 1 on the first day as the starting trial, and the trials ended
when they rated a 5. When experiencing the set of response time in random order, we
arranged the tests according to the rating of the first two days.
3.4 Procedure
The experiment interfaces were made by Axure, a specialized prototyping software
running on the computer. The program files were downloaded with a mobile appli-
cation called Axure Share which can be installed from the Android market. Before the
experiment, the participants had to take the pre-test of the Tobii Glasses due to the
requirements of the participants’ level of fatigue and physical characteristics for pupil
dilation responses measurement. If the participants passed the pre-test, they were asked
to complete a consent form and a questionnaire to collect demographic information.
After the placement of surface electrodes of the MindWare System, they received
instruction on how to operate the smartphone, and completed 10 training trials to
practice the tapping and swiping gestures on different tasks to get familiar with the
procedure. After that, the actual trial began.
Fig. 1. The operation process for the experiment. (a) enter task. (b) exit task. (c) switch task.
(d) enter task with loading animation.
The specific operation process of the experiment is shown in Fig. 1. The interfaces
were designed to simulate the common operation processes of mobile applications to
facilitate the effective collection of real data. Psychophysiology measurements of pupil
dilation and GSR were collected along with the participant number, task type, appli-
cation, response time and subjective ratings. Due to the fast manipulations and short
response time of the task, each task was allowed to experienced repeatedly when the
348 Z. Tan et al.
participant was unsure about the rating. The procedure lasted approximately 45 min
and the entire session took less than 80 min including the pre-test of the Tobii Glasses
and the training trials.
4 Results
Fig. 2. Participant 11’s subjective ratings and physiological measurement when entering a page
in WeChat. (a) subjective ratings. (b) GSR signal. (c) dilation pupil signal.
The Effects of Response Time on User Perception 349
We now examine the results of our experiment. First, we examine the effects of task
type and visual feedback on responsiveness when using different applications. Sec-
ondly, we demonstrate the applicability of the logarithmic function relationship of
subjective evaluation and response time by fitting the experiment results.
Fig. 3. Mean subjective Ratings for Enter Type, Exit Type and Switch Type, per response time
level. Error bars show 95% confidence intervals.
and Response Time (F = 295.21, p < 0.01) on subjective ratings. For Happy Elimi-
nation and Camera, we again found significant effects from both loading animation and
Response Time on ratings.
Figure 4 shows the mean ratings for each Response Time with and without loading
animation. At each level of Response Time, the task with loading animation was rated
higher than the task without loading animation. But with the response time getting
longer, the difference of subjective ratings between the two task types gradually
decreased. At higher levels of Response Time, the responsiveness become annoying
even with the presence of loading animation.
Fig. 4. Mean subjective Ratings for Enter Type with and without loading animation, per
response time level. Error bars show 95% confidence intervals.
Where MOS is the average value of the subjective ratings of each task type, b is
coefficient and a is a constant. Table 2 presents the model summary and curve fitting of
the four task types respectively. The results imply that the logarithmic function fits well
when the response time is in milliseconds, which is consistent with Web-Fechner Law.
By using the logarithmic function, the response time can be obtained according to the
given subjective rating, and we can determine the subjective rating for a given response
time. For example, the levels of response time for evaluations of ‘very annoying’,
‘annoying’, ‘slight annoying’, ‘perceptible but not annoying’, and ‘imperceptible’
when performing different tasks is shown in Table 3. Although we cannot manipulate
response time down to 300 ms, the imperceptible response time for users can be
determined by the function, which is 202 ms, 275 ms, 166 ms, and 278 ms.
The Effects of Response Time on User Perception 351
Table 2. The model summary and curve fitting of different task types.
Task Type R Square F Curve fitting
Enter 0.921 139.47 MOS = −2.748ln(RT) +19.592
Exit 0.987 946.70 MOS = −3.248ln(RT) +23.244
Switch 0.872 74.61 MOS = −2.511ln(RT) +17.842
Enter with loading animation 0.991 572.64 MOS = −3.063ln(RT) +22.236
Table 3. The levels of response time for different subjective ratings, separated by task type.
Task type 5 4 3 2 1
Enter 202 ms 291 ms 419 ms 603 ms 868 ms
Exit 275 ms 374 ms 509 ms 693 ms 942 ms
Switch 166 ms 248 ms 369 ms 550 ms 818 ms
Enter with loading animation 278 ms 385 ms 534 ms 740 ms 1026 ms
5 Discussion
In this paper, we have examined users’ perception of response time when using mobile
applications on smartphones for enter task, exit task and switch tasks, and under the
effect of loading animation. A set of studies indicated that users have different levels of
tolerance for the three tasks and the effect of loading animation is significant for touch
screen user perception. Participants had higher tolerance for exit task and lower tol-
erance for switch task. The studies also demonstrated the applicability of Web-Fechner
Law when the response time is in milliseconds. When setting design requirements for
smartphone of various price ranges, developers can determine the suitable response
time interval referring to Table 3. If the target users are high-end consumers, the
response time rating 5 or 4 is the goal to be reached.
While the study is based on user experience, more improvements of both software
and hardware can be made to meet the users’ satisfaction. With regard to software, the
front-end design, the back-end architecture and the design of database middleware can
be optimized according to the user perception of different operation tasks to improve
the responsiveness of an application. On the hardware side, the allocation of resource
including CPU, RAM, IOPS and GPU can be more reasonable to meet the users’ needs.
There are many deficiencies in this paper. Firstly, the manipulation of response time
is restricted to the experimental equipment, and the minimum response time is 300 ms.
Secondly, the experimental task is simple, participants may pay more attention to the
response time in the test than in actual use. Participants may have a more appropriate
evaluation when they perform a more complete task such as take a photo or play a
game. Thirdly, although we considered tapping and swiping gestures in our research,
but the gesture is treated as the operation form of different task types, not as a
dependent variable. So the effect of gestures on the perception of response time has not
been clarified.
352 Z. Tan et al.
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User’s Behavior Under Review: The Use
of Instrument’s to Evaluate Perception of Users
1 Introduction
Perception can be understood as the process by which sensations are selected, orga-
nized and interpreted, and because it is directly linked to the experiences lived in the
past. So when an individual observes, buys, and uses a product, various feelings,
sensations and emotions arising from the perception and information sent by the object
are awakened, and perception is not influenced only by the tactile and visual elements,
but also by the unconscious of it, through of the lived experiences [1, 2].
In this process of product development, perception evaluation criteria can be
included, which can be divided into three components, subjective evaluation, this is not
only a simple answer of yes or no, but an analysis of affections, symbols and semantic
of people who evaluate, therefore, seeking different qualities such as functionality,
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 354–361, 2019.
https://doi.org/10.1007/978-3-319-94947-5_35
User’s Behavior Under Review 355
hedonism, reliability and among other things; the sensory environment through which
the product is perceived includes touch, taste, smell, hearing, and vision; and the design
element, depends on the complexity of the object and any detail can play a determining
role in the evaluation of the product [3].
When thinking about product development or service evaluation, a concept that will
generate great influence during the design process, is the User Experience (UX), which
seeks to understand how the user will interpret/evaluate the use of the same, because
each individual will have a different observance during this process.
And with this, the User Experience (UX) can be understood as a flow of feelings,
thoughts and actions, and considered unconscious, but it is accessible to those who
experience it. However, understanding this experience is a critical issue, especially for
design, and in recent years there has been a growing interest in designing this expe-
rience, and some early efforts to create new theories can be observed. However, little
has been done to expand this idea, requiring much more work in order to understand
the human experience and the efforts to design for user thinking [4–6].
The success of a product on the market is determined not only by its technical and
objective content, but also by aesthetic, emotional and other experiential factors. In the
practice of designing, the development of new artifacts needs to take into account the
balance between objective and subjective qualities, between the functionality of
technology and emotional expressiveness, in an attempt to satisfy the demands and
desires of potential users, already mentioned, “individual needs”. It becomes impera-
tive to capture relevant information and anticipate users’ expectations. The various
emotions triggered even by the appearance of the artifact to be acquired can increase
the pleasure of buying, possessing and clearly, of using it.
According to the authors, one can have these emotional factors defined as very deep
and intentional states, which involves a relationship between a human being and a
given stimulus. There is a very singular relationship in dealing with concepts related to
affectivity, as in the case of emotions, in which they are as intangible as they are at the
same time quite attractive from the point of view of a deeper analysis. In fact, to have
the ability to imbue emotional values with the design of artifacts, to understand the
emotions of the users and to measure them become the main challenges, almost as
important, if not more, as to the functionality, usability, quality, etc. [7].
When thinking about health perception, it is necessary to define and what is health,
and the World Health Organization (WHO, 1946) defines it as a complete state of
physical, mental and social well being and not merely the absence of disease. The
behavior of a population through its health problems are built based on the health
perception of this population, which rises from its sociocultural context [8, 9].
Previous knowledge of health perception can determine the thinking and action of
the population in the face of the health-disease process, and is fundamental for the
efficiency of health care and education actions. With this, a concern has grown not only
with the frequency and severity of the diseases, but also with the evaluation of mea-
sures of disease impact and commitment of the activities, measures of health perception
and functionality (2001).
With this, this research proposed to evaluate the perception of the users from the
different instruments of perception capture.
356 M. Barros et al.
2 Research Methods
Excel 2010 were used for the analysis of the results and all the tests were applied with
95% confidence.
Numerical variables are represented by measures of central tendency and dispersion
measures. The Kolmogorov-Smirnov Normality Test for quantitative variables, the
Test between paired groups: Paired Student t Test (Normal Distribution) and Wilcoxon
(Non-Normal), and the Correlation Coefficient of Pearson (Normal Distribution) and
Spearman’s (Non Normal). And for the Method for repeated measurements, the mixed
linear regression model was used, which takes into account the possible correlation
between the values of the response variable that constitute repeated measures.
3 Results
Of these 31 individuals, 19 were female and 12 were males, aged 22–78 years, mean
age 48.8 and standard deviation of ±13.97, mostly: (83.9%) right-handed, and
retirees/pensioners/home/unemployed (42%), who underwent surgery (61.3%). Of
these individuals, 15 (48.4%) reported some improvement after physiotherapeutic
treatment, with a mean of 12 (twelve) physiotherapy sessions (standard deviation of
±24.61).
When performing an analysis of the data of the hand treatment, it was possible to
observe that there was a convergence between the different instruments in the three
moments, they are: Strength in the hand evaluated by the user x Function of his hand
user; Strength in Hand Evaluated Specialist x Arduino; Function of your user hand x
Arduino; PSR x Function of its user hand, that is, in the three moments these presented
a tendency to present similar results, or as close to the real as possible. Shown in
Table 1.
The same was done with the contralateral hand, and it was possible to observe that
there was a convergence between the instruments during the three moments, they are:
Strength in the hand evaluated by the user x Arduino; Strength in Hand Evaluated
Specialist x Arduino; Force in the hand evaluated by the user x Function of his user
hand, that is, in the three moments these converged to similar results, or as close to the
real as possible. Shown in Table 2.
358 M. Barros et al.
After analyzing the results of the convergence between the instruments of the hand
treatment and contralateral, in the three moments, a comparative analysis was per-
formed between these instruments that presented statistically significant correlation in
both hands at the 3 different moments. And with that it was possible to detect, which
instruments converged in both hands.
As can be seen in Table 3, the results that converged to the same when evaluated,
were: Strength in Hand Evaluated Specialist x Arduino and Force in the hand evaluated
by the user x Function of his hand user, pointing out that these results tend to be
reliable, showing values closer to reality.
Already, force in the hand evaluated by the user x Arduino, PSR x Function of its
user hand and Function x Arduino, although they are convergent, they are only in one
hand, that is, this convergence could not be seen nor proven, in both hands (Table 3).
4 Discussion
When thinking about user surveys about perception, it is important to use tools that are
easy to see but still require users to know about. That is, the user should not only
perceive, but also understand the information presented. Perception and understanding
depend on various factors intrinsic to people, but also the experience of each one in the
execution of the required task or during the use of a given product [10].
For the visualization process or identification of the product it is necessary that
there be information from specialists in the different areas of knowledge, such as
psychologists, ethnologists, graphic designers and artists, among others [10].
Due to a growing relationship with the development of the function of the product,
it is essential for the specialist to identify the feelings consumers have when they buy or
use the products. However, there is a tendency for designers and consumers to diverge
about the psychological perceptions of products they generate [11].
When analyzing several studies using similar instruments, it was observed that in
the study by Shin et al. [12], it is observed that the number of individuals studied,
resembles the group studied in this study, totaling a number of 30 individuals. This
study differs from the works of Ferreira et al. [13], Gonçalves et al. [14], and Savian
et al. [15] who studied with 199, 15 and 45 subjects, respectively.
When carried out in this work the comparative analyzes between the self-evaluation
user force x expert assessment, self assessment user’s force x self assessment user’s
function, expert evaluation x self assessment user’s function, it can be seen that at all
moments of the evaluation the results tended to diverge between them, that is, the
expert’s perception showed different from the user’s perception. This type of analysis
was not found in other authors, so that discussions on this topic were generated.
However, when we think of the Kansei-engineering method, it is possible to observe
that this lack of correlation between evaluator and evaluator is justified by the fact that
each individual has different expectations and desires. And perception must be con-
sidered as a subjective variable, because it is intimately linked to individual psycho-
logical processes of each person, further justifying the differences of perception among
the individuals of the research [11].
At the end, an analysis of the convergence of the results of all objective and
subjective instruments was carried out, based on the correlation between the data
evaluated in the three moments of the research and in both hands. And it could be
observed that there was a convergence between Force in hand evaluated expert x
Arduino (digital dynamometer) and Force in hand evaluated by the user x Function of
his hand, user at all times of evaluation.
Therefore, with respect to the analysis to the finding that shows: Strength in the
hand evaluated by the expert x Arduino (digital dynamometer), present a strong cor-
relation, which can lead to understand that these results tend to be reliable, that is, very
close to the truth. And this can be justified by the studies Savian et al. [15] and
360 M. Barros et al.
Figueiredo et al. [16], which show that there is a tendency to similar results. But it can
also be justified by the fact that the user experience counts a lot, because when we think
of User Experience, we think that from previous experiences it can be understood that
the individual manages to conceive better, in this case, the force for being a practice
clinic, leading to a perception very close to reality [15, 16].
However, when one observes the correlation between the strength in the hand
evaluated by the user and the function of his/her user hand, it can be justified by the fact
that as he does not know how to evaluate his strength in the proper way, or suggested to
evaluate his own strength, he may confuse force with function, as it is what interferes
most in his daily activities, leading to an erroneous quantification of his own strength.
As it can be observed, the results of the Force in the hand evaluated by the user were
very different from those observed by the digital force dynamometer, as well as the
results of the divergence function of the digital force dynamometer, which can prove
this theory [4].
5 Conclusion
When we evaluated the user of the physiotherapy service about its recovery, its strength
and its function, regarding the hand treatment, it could be observed that it cannot
perceive how much its strength changed during the physiotherapeutic treatment, dif-
ferent recovery and function. So much so that it is plausible to think that the same
cannot understand how to evaluate it, being able to be confusing with the function,
because in performing the correlation between these 3 variables, the only one that
converges is strength and function.
And with this, it was possible to observe that when correlating these two variables
at the end of the three evaluations they tend to converge to the same result, in a
statistically significant way. What cannot be seen with any other variable, when we
correlate the expert’s perception, and/or dynamometer, with the information obtained
by the user.
Similar to what was validated on the user’s perception, the idea of UX also justifies
the fact that the specialist can understand the evolution more effectively, since the test
used in the research is widely used in clinical practice by professionals, since the digital
dynamometers are very expensive, it is out of the reality of several physiotherapy
clinics, and consequently, in the public service would not be different. Therefore, the
previous experience of the professional makes all the difference in the perception of
what is happening with the individual.
And with this, it is suggested that it is possible to have an idea of how the
perception of individuals who are unfamiliar with a given situation or product/artifact
works, but never these opinions and information generated by it should be discarded,
on the contrary, it is necessary to do more studies with the different types of individuals
and their relations of perception that can be used as beacons/tools that assist as decision
makers.
User’s Behavior Under Review 361
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A Study on Determining the Heuristics
for Evaluating the Usability of Hot Drink
Preparation Devices by Elderly Users
1 Introduction
In many countries the proportion of elderly population is increasing. For this reason,
increasing research activity is being conducted to determine the problems that elderly
users experience during the use of various products. As a result of various studies [5, 7],
it was determined that elderly users experienced a great number of problems while using
electronic products. Older users, for example, have difficulties when using electronic
home appliances with small screens and buttons [8]. In order to create products that will
enable the elderly to be able to live alone, designers need to understand the changes in
psycho-motor, perceptual and cognitive abilities of older users. With the product designs
made in consideration of the user’s characteristics, physical and cognitive loss incom-
petent with age will be compensated. Because products can reduce sensory and per-
ceptual losses; it can also compensate for the loss of physical strength and mobility.
However, the design industry does not take into consideration elderly users’ abilities
[15]. Design methodologies that consider older users include user-centered design and
inclusive design are widely accepted approaches.
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 362–373, 2019.
https://doi.org/10.1007/978-3-319-94947-5_36
A Study on Determining the Heuristics for Evaluating the Usability 363
Despite the high number of research focusing on elder users, the number of
products that help elderly users to survive their own lives is inadequate. However, most
of the elderly either live alone or remain alone during the day. For this reason, there is
an important need to design products that will enable the elderly to live their lives alone
[7]. Living at their own home alone requires that elderly people also be able to do some
daily activities on their own. Preparing food and beverage is one of these activities.
Providing preparing food and beverage for the elderly on their own will make their life
easier without being dependent on anyone in their own homes. This paper proposes the
heuristics to be used in evaluating the usability of household appliances have been
revealed. Also, face-to-face questionnaires and observations are conducted for gath-
ering the usability problems of hot beverage preparation devices.
2 Elderly Users
Living and working environment is also one of the factors affecting demand and needs.
For example; the needs of elderly people who live alone in their own homes are not the
same as those of the elderly living in the nursing houses.
3.1 Usability
According to ISO 9241-11, ISO defines usability as “The extent to which a product can
be used by specified users to achieve specified goals with effectiveness, efficiency and
satisfaction in a specified context of use.” In other words, the effectiveness, efficiency
and satisfaction that users experience while performing their transactions determines
the degree of usability of the product.
best practices and principles in the field. Nielsen has based his original heuristics on his
own personal experience and on widely known principles of usability [10]. Other
usability professionals have based their heuristics onto the rules and common knowl-
edge [1, 4].
4 Methodology
Data Collection
The study consisted from two data collection techniques. In the initial stage of the
research, a face-to-face questionnaire was conducted with 15 young-elderly users. The
second stage of the study, an observation was conducted. Users consisted of 14 female
and 1 male users aged between 65–74 years. Tests were carried on at the participants’
homes. Initially, researcher explained the purpose of the study and the process
involved. Then, questions on the questionnaire were asked one by one. Answers were
written on a paper. Questions are related to demographic characteristic of participants.
After the questionnaire, participants were asked to use tea and filter coffee machine
respectively. Researchers briefly informed participants about only the stages of filter
coffee making. Because in Turkey usage of filter coffee machine is not common at all.
Two user experience observation form including tasks was created for tea and filter
coffee preparation separately (Table 1).
Twenty-nine tasks were grouped under two categories, based on the required activity
steps for preparation of tea and filter coffee:
1. Tasks for preparation of tea: putting tea in tea pot, closing the tea pot lid, installing
filter, filling with water, plug in, putting on the tea pot on water container, running
on, waiting for boiling, brewing, adding water, placing water container on plate,
waiting for boiling, filling the glass with tea as service, adding water into the glass
as a service, cleaning the device.
2. Tasks for preparation of filter coffee: plug in, opening the filter receptacle, inserting
the paper filter, batching and adding the coffee, batching and adding water, placing
the water receptacle onto the hot plate, running on, waiting for coffee brewing,
A Study on Determining the Heuristics for Evaluating the Usability 367
service, throwing away the paper filter, taking out the filter receptacle, cleaning the
filter receptacle, inserting the filter receptacle, cleaning.
Participants were monitored and recorded by video recorder while completing their
tasks. Records were watched and evaluated for defining the non-achieved tasks and
tasks’ completion duration for each participant. All problems observed during the task
performances were identified and listed. Additionally, tasks’ completion duration for
each participant were recorded. Data obtained from the tests were analyzed by different
methods.
5 Findings
‘inserting the paper filter’ and ‘opening the filter chamber’ respectively. Since tea
preparation task’ are evaluated, it can be seen that the longest activity for tea prepa-
ration is ‘cleaning the device’; the shortest activity is ‘putting on the tea pot on water
container’. Task with the highest and lowers standard deviation is ‘cleaning the device’
and ‘putting on the tea pot on water container’ respectively. Both analysis’ results show
that cleaning the products take long time. The reason is that the products consist more
than one piece and individual piece needs to be cleaned.
Table 2 shows the total success grade for each filter coffee preparation task. During
the evaluation, not-achieved tasks were graded with ‘0’; achieved tasks were graded
with ‘1’. Results were divided into three categories based on the total grade: 1–5 grade
tasks have most common usability problems, 6–9 grade tasks have were common
usability problems, 10–15 grade tasks have rare usability problems. According to this
categorization, only ‘running on’ task have most common usability problems.
10 out of 15 participants couldn’t run the product correctly. 6 out of 10 push the
handle mechanism instead of on/off button for running the product. They perceived the
handle form as button. Figure 1 shows the failure.
Table 3 shows the total success grade for each tea preparation task. According to
categorization, ‘closing the pot lid’, ‘installing the filter’, ‘running on’ and ‘placing
water container on plate’ have most-common usability problems. Common usability
problems were discovered during the ‘brewing’, ‘filling the glass with tea as service’
and ‘adding water into the glass as a service’.
A Study on Determining the Heuristics for Evaluating the Usability 369
User-1 User-2
It is seen that since the results are assessed, young-elderly participants were failing
in activities requiring force and information about electrical devices. For both products,
‘running on’ the device couldn’t be achieved by most of the participants. Because most
of the participants don’t know the on/off symbol. When there are more than one button,
they get confused and they do not know which one must be pressed. On the other hand,
370 A. Numanoglu and C. Alppay
User-3 User-4
Fig. 2. Closing the pot lid and service
force-required activities such as closing tea pod lit and placing water-filled water
container on electrical plate couldn’t be achieved comfortably (Fig. 2).
Most common usability problems were evaluated one by one according to universal
design problems. Since the usability problem conflict with one of the universal design
principles, problem was graded as ‘−1’; ‘0’ grade means no conflict. Table 4 shows the
conflict scores for filter coffee preparation task that have most common usability
problems. For ‘running on’ task, third and fourth principles’s grade are −7. frequency
of the pushing water receptacle instead of on/off button is 6.
Table 4. Conflict scores for filter coffee preparation task that has most common usability
problems
Task Observation of Frequency 1 2 3 4 5 6 7
researcher
Running Handle of the water 1 0 0 −1 −1 0 −1 0
on receptable limits the
users vision. So she
couldn’t see the
on/off button
User pushes the 3 0 0 −1 −1 0 −1 0
aroma button
instead off the
on/off button.
At the first trial, she 6 0 0 −1 −1 0 −1 0
pushes the
mechanism of the
water receptacle
Total 0 0 −10 −10 0 −10 0
1 = Equitable use, 2 = Flexibility in use, 3 = Simple and intuitive use,
4 = Perceptible information, 5 = Tolerance for error, 6 = Low physical effort,
7 = Size and space for approach use
A Study on Determining the Heuristics for Evaluating the Usability 371
Conflict scores for tea preparation tasks that have most common usability problems
were calculated. The highest negative score belongs to ‘closing the pod lid’ task.
Closing the pot lid is a safety issue. The lid avoids spilling the boiled tea onto the user.
Therefore, task must be required low physical effort and in accordance with equitable
use, flexibility in use and tolerance for error principles.
Total conflict scores for hot drink preparation devices can be seen in Table 5.
Conflict scores for tea preparation and filter coffee preparation tasks that have most-
common usability problems were calculated.
During the study, universal design principles have been thought as usability heuristics.
Total conflict scores sorted from biggest to smallest. Prioritization has been determined
by that sorting. Proposed heuristics can be seen in Table 6. The bigger total conflict
score means more inconsistency in terms of heuristic the score belongs to.
When the results are evaluated, it is seen that the principles that are most infringed
are 3rd and 4th principles. It means that young-elderly participants have usability
problems mostly in terms of ‘simple and intuitive use’ and ‘perceptible information’. It
means that they couldn’t know easily what they will do next. In addition, most of them
have no technology background. So, they couldn’t guess how they use the product
easily. On the other hand, physical loss makes them weaker and more open to the
hazards.
References
1. Baker, K., Greenberg, S., Gutwin, C.: Empirical development of a heuristic evaluation
methodology for shared workspace groupware. In: Proceedings of the 2002 ACM
Conference on Computer Supported Cooperative Work, pp. 16–20. New Orleans, Louisiana
(2002)
2. Chen, K., Chan, A.H.: A review of technology acceptance by older adults. Gerontechnology
10(1), 1–12 (2011)
3. Çiprut, H.: İstanbul kentinde farklı ekonomik-kültürel düzeyde yaşlılık ile ilgili sorunlar.
(Yayınlanmamış Yüksek Lisans Tezi) İstanbul Üniversitesi Halk Sağlığı Anabilim Dalı,
İstanbul (1996)
4. Desurvire, H., Caplan, M., Toth, J.: Using heuristics to improve the playability of games. In:
CHI Conference (2004)
5. Freudenthal, A.: The design of home appliances for young and old consumers (1999)
6. Gregor, P., Newell, A.F.: Designing for dynamic diversity: making accessible interfaces for
older people. In: Proceedings of the 2001 EC/NSF Workshop on Universal Accessibility of
Ubiquitous Computing: Providing for the Elderly, pp. 90–92. ACM (2001)
7. Hotta, A.: The direction of design in aged society. Bull. JSSD 4(3), 35–42 (1997)
8. Lee, C.F., Kuo, C.C.: A pilot study of ergonomic design for elderly Taiwanese people. In:
Proceedings of the 5th Asian Design Conference-International Symposium on Design
Science, Seoul, Korea, TW-030 (2001)
9. Lim, C.S.C.: Designing inclusive ICT products for older users: taking into account the
technology generation effect. J. Eng. Des. 21(2–3), 189–206 (2010)
10. Molich, R., Nielsen, J.: Improving a human-computer dialogue. Commun. ACM 33(3), 338–
348 (1990)
11. Nielsen, J.: Finding usability problems through heuristic evaluation. In: Proceedings of the
SIGCHI Conference on Human Factors in Computing Systems, pp. 373–380. ACM (1992)
12. Nielsen, J., Phillips, V.L.: Estimating the relative usability of two interfaces: heuristic,
formal, and empirical methods compared. In: Proceedings of the INTERACT 1993 and CHI
1993 Conference on Human Factors in Computing Systems, pp. 214–221. ACM (1993)
13. Nielsen, J., Mack, R.L.: Usability inspection methods. John Wiley & Sons, New York
(1994)
14. Nielsen, J.: Enhancing the explanatory power of usability heuristics. In: Proceedings of the
SIGCHI Conference on Human Factors in Computing Systems: Celebrating Interdepen-
dence, pp. 152–158. ACM (1994)
15. Pinto, M.R., De Medici, S., Zlotnicki, A., Bianchi, A., Van Sant, C., Napou, C.: Reduced
visual acuity in elderly people: the role of ergonomics and gerontechnology. Age Ageing 26
(5), 339–344 (1997)
A Study on Determining the Heuristics for Evaluating the Usability 373
16. Sayago, S., Sloan, D., Blat, J.: Everyday use of computer-mediated communication tools and
its evolution over time: an ethnographical study with older people. Interact. Comput. 23(5),
543–554 (2011)
17. Ten usability heuristics (2005). http://www.useit.com/papers/heuristic/heuristic_list.html
18. World Health Organisation. http://www.searo.who.int/entity/health_situation_trends/data/
chi/elderly-population/en/
Comparative Study on Reading Performance
of Different Electronic Ink Screens
Abstract. The study mainly discusses the difference between the comfort and
visual fatigue in the process of reading with the two different mobile phone
screens under the different conditions of the general mobile phone screen and
the mobile electronic ink screen, in addition to test the performance difference
between the electronic ink screen and the general mobile phone screen. This
study simulated the ambient light conditions of the office, randomly selected 20
subjects from18 to 40 years old to explore the difference of reading task per-
formance, flicker fusion frequency, visual fatigue subjective perception and
electroencephalogram EEG, etc. under different conditions between the general
mobile phone screen and mobile electronic ink screen, and also test the per-
formance difference of them. The experiment adopted within-subjects design,
the independent variables was different mobile phone screen (general screen,
electronic ink screen), the dependent variable is the performance of the reading
task. In summary, the reading experience of mobile phone with electronic ink
screen is better when reading, and it is not easy to appear the phenomenon of
visual fatigue, and the effect of user experience is better.
1 Introduction
Since 1998, electronic paper book called Rocket EBook was launched in the United
States. Then the e-book attracted people attention and developed rapidly with its unique
way of reading. In 2004, SONY launched the first “electronic ink” electronic reader,
can obtain the same paper book reading experience. In 2006, e-books began to enter
people’s daily lives [1]. Electronic paper book has many advantages, it is based on the
technology of electronic ink display, and its reading experience is close to paper books,
with the natures of environmental protection and comfortable, without injury to the
eyes. The unique electronic ink screen is extremely thin, so it is very energy saving and
environmental protection. The unique intelligent power management technology makes
it only need to consume electricity when the text changes, and continuous standby time
of up to ten days,in addition,the biggest advantage is to protect the eyes, and when
reading for a long time, there are almost no flicker, no radiation, no hurt the eyes and
help you protect the eyesight [2]. Compared with the electronic reading books, mobile
reading devices developed rapidly because of the advantages such as convenient car-
rying, variety of reading methods and flexible operation. The mobile phone reading has
become the most popular reading method because of the portability, payment maturity
and strong interaction [3]. The results showed that reading APP of different experience
had different effects on the reading comprehension rate of literature. The reading
comprehension rate of APP was higher than that of Kindle, but there was no difference
on reading time [4]. There was no difference between the reading time of an electronic
ink screen and that of an ordinary mobile phone screen, but the electronic ink screen
may be better than the normal phone screen in terms of protecting eyesight and
relieving fatigue. Therefore, some manufacturers try to combine the advantages of the
two and design the electronic ink screen in mobile phones specifically for reading.
Whether this new type of reading method can continue the advantages of protecting
eyesight and prevent fatigue of the electronic ink screen and whether it can bring good
reading experience, the effect remains need to be verified. This study used reading tasks
to test the reading performance and visual fatigue of the electronic ink screen and that
of the ordinary mobile phone screen, and it also tests whether there are advantages of
the electronic ink screen reading in the mobile phone compared with that of the OLED
screen reading of mobile phone.
2 Methods
2.1 Design
This experiment was to test the subjective and objective differences of reading task
performance using mobile phone displays controlled by different displays (E-ink dis-
play and general OLED display) under indoor light uniform conditions. This experi-
ment was a two-factor within-subject design. Two factors were different screen samples
and time factors. Samples contain three different conditions: E-ink display and general
OLED display, respectively. Time factor was before and after reading. Dependent
variables were reading performance, visual fatigue, emotional response and comfort
under different conditions of the task.
2.2 Participants
Seventeen ordinary right-handed adults from 18 to 35 years old (11 male and 9 female,
mean age = 25.4, SD = 2.58) were recruited and paid to participate in the experiment.
All of them had 4.8 normal or corrected-to-normal visual acuities and healthy physical
conditions, without ophthalmic diseases.
2.3 Samples
The samples were a Normal OLED display phone, an E-ink display phone from a same
company. Normal OLED display phone: screen is 5.5 in., resolution ratio is 720 1280
376 Y. Lyu et al.
and electronic ink screen is 5.2 in., resolution ratio is 720 1280. The electronic ink
screen of mobile phone selected the E-reader with the refreshing speed faster than Kindle,
no screen flicker, while Kindle E-reader will appear the flashing screen full-screen refresh
when reading. After testing under the condition of 1000 lx illumination, the performance
index of mobile phone with electronic ink screen is superior to that of Kindle e-reader in
general. The performance parameters are compared as follows (Table 1):
Table 1. Comparison of performance test parameters of electronic ink screen mobile phone and
kindle electronic reader
diame-
Grey scale(Order)
Remnant shadow
Sliding operation
ter)(Centimeter)
Splash screen
(Millisecond)
Multipoint
control
Video
(Halo
Electron-
Sup-
ic ink Support Support
None Slight port 3.7 100 16
screen
of phone
Not
Not Not
Kindle Obvi- sup-
Yes. sup- sup- 2.8 336 16
Voyage ous port-
ported ported
ed
2.4 Apparatus
The research used Standard logarithmic visual acuity chart developed by the eye
hospital of WMU [5], the BD-II-118 type critical fusion frequency, single electrode
EEG equipment to record the EEG indicators during the experimental process. The
visual fatigue scale developed by James E. Sheedy was used to test the visual fatigue
after the task, including eye fatigue (such as eye burning, eye pain, eye strain, eye
irritation, eye tearing, visual blur, double vision, eye dryness and headache, etc.) [6].
2.5 Procedures
Experiments were conducted in a quiet laboratory that experimental environment
illumination value between 500 lx–700 lx. First, participants signed the informed
consent and completed a general survey about their demographic information. The
main task of using mobile phone were reading a popular science article “the Silk Road:
an entirely new world history”, and subjects were required to read randomly from a
chapter of the reading material, read freely according to their usual reading habits. And,
the location of the beginning and end of reading action were recorded, and the numbers
of that the subjects had read was finally summarized. The reading time was about
Comparative Study on Reading Performance 377
40 min. The critical fusion frequency test was applied before and after the reading task.
The subjects need wear EEG to record EEG changes in the entire mobile phone reading
task process. The test sequence of samples in each subject was balanced by ABBA
method. After completing the test of each sample, the subjective interviewed on the
comfort and other aspects of all the samples. There was 20 to 30 min rest between each
two tests to avoid visual fatigue. After completing the experiment, the subjects would
got a certain reward.
The repeated measurement ANOVA of the critical fusion frequency after reading task by
mobile phone sample with ordinary OLED screen and electronic ink screen with repeated
measurement showed that there was no significant difference between them (F = 0.140,
p > 0.05).
The repeated measurement ANOVA of the decreasing amplitude of critical fusion
frequency under the conditions of two kinds of mobile phone screen showed that there
was no significant difference (P = .713 > 0.05) between the decreasing amplitudes of
critical fusion frequency under the condition of ordinary OLED screen (M = –0.800,
SD = 0.936) and those of electronic ink screen (M = –0.723, SD = 1.156). The results
showed that there was no significant difference in fatigue between ordinary OLED
screen and electronic ink screen.
Fig. 1. Comparison of user reading experience results from different mobile phone conditions.
Table 2. Comparison of user reading experience results with different mobile phone conditions
SS df MS F value Sig. (2-tailed) η2
Screen brightness 5040.025 1 5040.025 40.227 .000*** .679
Screen color temperature 462.4 1 462.4 1.768 .199 .085
Screen glaring degree 6275.025 1 6275.025 29.413 .000*** .608
Screen flicker 765.625 1 765.625 5.897 .025* .237
Page refreshing speed 21483.225 1 21483.225 62.201 .000*** .766
Flip flashing blur 4774.225 1 4774.225 8.100 .010* .299
Touch sensitive acuity 14175.225 1 14175.225 47.524 .000*** .714
Screen clarity 2418.025 1 2418.025 10.291 .005** .351
Note1: “*” indicates that there was a significant difference at 95% confidence level.
“**” indicates that there was a significant difference at 99% confidence level.
“**” indicates that there was a significant difference at 99.9% confidence level.
difference between the two conditions (F = 0.141, p > 0.05). The mood index rose, the
rising amplitude of the mood index under the condition of electronic ink screen
(M = 6.45, SD = 14.277) was larger than that under the normal OLED screen con-
dition (M = 2.85, SD = 14.110). The repeated measurement ANOVA results showed
that there was no significant difference between the two conditions (F = 0.688,
p > 0.05).
This study compared two different types of mobile phone screen reading performance,
EEG immediate response data, the critical fusion frequency data, etc. It was found that
the reading task performance, the critical fusion frequency display of visual fatigue,
380 Y. Lyu et al.
attention and emotion index and color temperature perception of the ordinary OLED
screen were superior to those of the electronic ink screen mobile phone samples. But in
the subjective experience of dazzling and flashing, the performance of electronic ink
screen mobile phone samples was better than that of ordinary OLED screen, indicating
that user evaluation of electronic ink screen phone samples was more comfortable in
dazzling and flashing. At the same time, it may be due to the characteristics of the
electronic ink screen, the ordinary OLED screen was significantly superior to the
mobile phone sample in terms of clarity and touch acuity. And the electronic ink screen
flashed when reading, but it not appeared in the ordinary OLED screen. So the above
three aspects should be improved by the electronic ink screen mobile phone samples. In
terms of brightness, users also felt the brightness of the ordinary OLED screen was
significantly higher than that of the electronic ink screen mobile phone. Therefore,
although the electronic ink screen mobile phone sample looks more comfortable, but
due to the influence of the residual scintillation, touch sensitive flip caused by low
speed factors, the overall reading speed of electronic ink screen and visual fatigue
advantages were not prominent, reading performance and critical fusion frequency
difference display of visual fatigue did not reach the significant level.
Acknowledgments. The authors would like to gratefully acknowledge the support of the
National Key R&D Program of China (2016YFB0401203), and China National Institute of
Standardization through the “special funds for the basic R&D undertakings by welfare research
institutions” (522018Y-5942, 712016Y-4940).
References
1. Qiao, T.: The research on interaction design of electric paper books. (Doctoral dissertation,
HeFei University of Technology) (2012)
2. Meng, R.: Popular Research on the Development of Electronic Paper Books. (Doctoral
dissertation, Henan University) (2011)
3. Shan, C., Jinjing, L.: The mobile reading era. Chin. New Commun. 13(3), 52–57 (2011)
4. Dan, W., Liuxing, L.: A study on the influence of mobile reading tools on the reading
efficiency of College students’ academic literature (1), 64–72 (2017)
5. Standard Logarithmic Visual Acuity Chart Developed by the Eye Hospital of WMU. People’s
Medical Publishing House, July 2012
6. Sheedy, J.E., Hayes, J., Engle, J.: Is all asthenopia the same? Optom. Vis. Sci. 80(11), 732–
739 (2003)
Research on Interactive Innovation Design
of Barrier-Free Products for Visually
Impaired Groups
Zijie Xie(&)
The College of Fine Art, Hunan Normal University, Changsha 410012, China
695767314@qq.com
1 Introduction
The thesis mainly researches a socially disadvantaged group, namely the visually
impaired. The designing core is user-centered. The following designing research starts
with the visually impaired.
The questionnaire has four objectives: (1) survey users’ basic information; (2) find out
the difficulties faced by visually impaired users; (3) survey how visually impaired users
use barrier-free products; (4) find out visually impaired users’ opinions of and attitudes
towards existing barrier-free products.
The visually impaired face many difficulties and dangers in daily activities, such as
driving, reading, social contacts and walking. The author classified the typical prob-
lems faced by the visually impaired in daily life into three categories through survey,
analysis and arrangement, including daily life problems, product application problems
and psychological problems.
Combining with analysis of the visually impaired and barrier-free products, namely the
analysis of people-object, object-people and people-people, this chapter makes con-
clusions from the perspective of product interactive designing. In addition, it puts
forward theoretical principles and innovative interactive modes to solve the problems
mentioned above.
Fig. 2. Gesture interaction, eye movement tracking and facial expression recognition
(1) Safety:
Safety problems are elements considered by every user in the first place. Due to visual
impairment, the visually impaired have poor capacity of identifying the external
environment, which results in a weaker capacity of responding to external environment
than common people. If a danger occurs, the visually impaired are unable to make
responses in the first time. In addition, they may face the risk of wrong manual
operations when operating a product. As a result, the visually impaired are unable to
interact with products smoothly, have information communications or send out
application orders normally. It is thus necessary for products to offer in-time feedbacks
to operations and tell the visually impaired which step their operation is in. Conversely,
the lack of in-time feedbacks for users may lead to operation difficulties and even
wrong operations that cause potential safety hazards. For this reason, safety operation
of products is the most fundamental principle of product designing [5].
(2) Usability:
Products should ensure users face no pressure and burden in operations and have no
worry for difficulties and confusions in application. In this way, each user is able to
experience products smoothly. For personal reasons, the visually impaired may have
lower efficiency of inputting information than common users. In addition, there may be
a higher rate of making errors. For this reason, decreasing users’ input in application
effectively helps to reduce the psychological pressure for visually impaired users in
operations. How to help the visually impaired to decrease information recording in
designing as much as possible will be worthy of considerations. The following details
are worthy of noticing in the usability principle:
a. Replace text input orders with gesture interactions: Fast gesture operations help
the visually impaired to reduce unnecessary trouble; b. Enough feedback reminders
help and guide users to make operations; c. Automatically help users to save recorded
information; d. Try to help users to turn the orders of recording information into
selection orders; e. Try to use more sensory system modes and avoid using single-
sensory channels.
(3) Perceptual Validity:
In information transmission, traditional interaction modes are unsuitable for visually
impaired users. This is because users are unable to send out instruction orders and
receive feedback information based on the information transmission via the interface.
386 Z. Xie
For instance, the interaction modes of many mobile devices adopt “slide to unlock”. In
other words, users need to slide a password with sliding trajectory to unlock the device.
However, such a designing lacks perceptual validity for visually impaired users. It is
because such users have visual defects and can hardly participate in product
interactions.
(4) Emotional Designing:
Among all users’ interactive experiences, emotional designing accounts for a large
proportion. The reason why a product is widely pursued by consumers not only lies in
its functions that meet users’ needs, but also in the care to visually impaired users’
needs in user experiences. In fact, such care represents is a manifestation form of
emotional designing. (a). Emotional product form: A form generally refers to an
object’s image, appearance and shape. It is understood as the emotional factor for
product appearances. The thesis is more inclined towards understanding it as the
combination of a product’s internal qualities and other senses of the visually impaired;
(b). Emotional product qualities: A product should be capable of conveying emotions,
triggering memories and creating surprises. Designers should thus set up emotional
connections between products, services and the visually impaired. In addition, inter-
actions affect users’ self-image, satisfaction and memories. As a result, users gain
understandings of the brand and develop loyalty towards the brand. As time passes,
brand becomes the representative or carrier of emotions; (c). Emotional product
operations.
Example 1: A visually impaired user with an acutely audible hearing ability can
accurately identify the person who is around him based on the sound he or she hears,
and can also identify the distance between the sound source and himself or herself by
the distance of the sound. The sharpness of the auditory channel can help visually
impaired users to better “observe” things and things around them; Example 2: Set up
voice prompting and alarming systems in elevators, crossing streets, etc. so that people
with visual impairments can know the environment they are in to quickly make nec-
essary responses. In the process of using information products, visually impaired
people also use auditory cognitive products to achieve human-computer interaction.
(2) Tactility interactive design:
“Unlike vision, haptic sensations are more sensitive and can directly measure and sense
the various properties of things. It can accurately distinguish the shape, state, texture,
texture, and material of a thing.” The visually impaired user receives another major
channel of information transmission, and the skin can transmit information to the brain
by receiving external stimuli, which is another way for the visually impaired user to
“observe”. This is a very important reference for the interactive design of accessible
products [10]. Example: Walking with the aid of a cane, they are usually used to
walking along walls, railings or curbs. When walking, the cane swings from side to
side in an arc and strikes the ground. The left and right scanning range is about 900–
1500 mm. The cane can reach objects 150 mm away from the shoulders, so that you
388 Z. Xie
can feel the wall and obstacles whose height is less than 685 mm. In this process the
tactility plays a very important role.
The product’s tactility interactions should give a positive tactile sensation when the
visually impaired is in contact with the product. This positive feeling is often reflected
in the form, function, material, and safety of the product. In morphological treatment,
because the visually-impaired people’s limbs are very sensitive to the sense of touch,
they can feel the product’s appearance quickly and understand the details of the
information conveyed through the touch. For the products designed for the visually
impaired, the integrity, simplicity, and orderliness of product modeling are critical to a
good using experience. In terms of functional design, emphasis should be placed on
implementing product functions by enhancing the tactile sensation. For example,
product haptic feedback methods are used to convey differentiated functional infor-
mation by modeling the unevenness, temperature, softness, texture, and lightness of the
product. In the selection of products’ materials, soft materials that do not cause misuse
of the product should be selected as much as possible. At the same time, dangerous
behaviors can be avoided by restricting users’ behavior. Combining the comprehensive
tactile sensations of products’ forms, functions, material, and security, a good using
experience would be achieved.
(3) Olfactory interactive design:
“Smelling, as a receiver of human body’s external odor information, can induce people
to produce emotional reactions and bring a sensory experience.” By strengthening the
olfactory channel to replace the visual channel, it has an irreplaceable role in the design
of barrier-free products giving people a more unique experience [8]. The olfactory
experience design can emit different odors according to the product’s own properties,
identify and classify them to make up for visual deficiencies, and can also be used as
operational feedback to remind users of the correctness of the operation.
(4) Taste interactive design:
Because people are more subjective to taste, it is difficult to apply it to the design of
daily necessities. Therefore, there is little design using visual sense as visual com-
pensation. With the development of science and technology, the concept of “seeing the
world with the tongue” has been realized: The blind-aided tool BrainPortV200 utilizes
driverless technology and applies it to a tongue chip that is connected to a mobile
phone, using computer algorithms and image processing capabilities to present a virtual
image for people to achieve “visual taste.” Applying this new technology to the design
of daily necessities of visually impaired groups will have tremendous potential for
development [9].
(5) Multi-sensory experience interactive design:
Through the study of different sensory pairs, we explore more possibilities of multi-
sensory fusion in the daily necessities’ design of visually impaired people, and try to
apply the designing strategy of multi-sensory combination to the daily necessities’
design of visually impaired people, for example: Touch-and-sound combination, touch-
and-smell combination, touch-and-taste combination and so on [8]. According to dif-
ferent using situations, the corresponding multi-sensory experience interactive mode is
Research on Interactive Innovation Design of Barrier-Free Products 389
selected to meet the visually-impaired group’s usable, easy-to-use, and enjoyable using
experience, and barrier-free products that can compensate visual impairment by
strengthening other sensory channels are designed [10].
4 Conclusion
Designers should be responsible for the visually impaired groups’ attitude of respon-
sibility and care, combined with modern interactive design concepts and methods. The
perspective of hearing, smell, taste, touch is used to think about product interaction
innovation. Designed products can meet the visually impaired characteristics and
needs. At the same time, when designing products for the visually impaired, we should
follow the principles of simplicity and ease of use and design products that meet their
behavioral habits, so that visually-impaired groups can use products easily and happily,
and coordinate the relationships between products, people, and the environment.
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Harnessing Music to Enhance Speech
Recognition
1 Introduction
within the user interface of ASR applications in the form of a correction mechanism
prompting the speaker to speak more slowly or louder. This solution may be, however,
irritating for the users of these applications, demanding them to repeat again and again
their utterances. It will also considerably increase the recognition time thus further
hampering the usability of the application.
In this research, we sought a technique which could induce speakers to change and
improve the intelligibility of their speech in a more peasant manner. The technique
chosen was based on employing the Lombard reflex [3, 4]. This reflex is frequently
encountered in everyday life, when speakers spontaneously alter their voice in noisy
environments such as loud parties or public spaces, in order to enhance their speech
comprehensibility. The influence of the Lombard reflex on speech perception has been
extensively studied [4–7]. A possible effect of the Lombard reflex on ASR has been
proposed as well [8–10]. The studies reported various differences between Lombard-
affected speech and normal speech. Among them were voice intensity, fundamental
frequency, formant center frequencies and vowel duration. These differences, however,
were observed to be highly speaker dependent [3–6, 11].
Different previous studies used different experimental settings and different audi-
tory signals to produce the Lombard reflex. Therefore, they provided diverse results,
especially when the contribution to ASR was discussed. Most results, however, support
the hypothesis that the Lombard effect could be used in a controlled manner within an
ASR system to improve the speaker’s intelligibility.
In the current study we considered this hypothesis from the practical, application-
wise point of view and sought for a virtual noisy environment which could be artifi-
cially generated and manipulated in a way that will induce users to alter their speech
and consequently enhance their intangibility.
The ambient noises employed in former studies included noises, speech, tones,
metronome sound. These noises would be rather unpleasant when used within a speech
recognition application and may irritate users and hamper the usability of such system.
In this study we chose to explore how would music induce Lombard reflex and affect
speech in a manner that could enhance speech intelligibility. If successful, this music-
induced Lombard effect could be implemented as an integral part of an ASR appli-
cations and would improve its recognition performance while still maintaining a
pleasant user experience.
2 Methods
2.1 Experiment
Twenty users participated in the experiment: ten males and ten females. All participants
were college students in the age range of 22 and 28 years old. The users were asked to
read and recite aloud a text while wearing Logitech G430 headset with noise cancelling
microphone. The prospective Lombard-inducing sounds were introduced into the
closed-ear headphones and were therefore isolated from the recorded speech. The
speech was captured by the noise cancelling microphone which reduced real envi-
ronment noises from the recordings. The text recited consisted of four lines from the
392 V. Aharonson et al.
“Hokey Pokey” nursery song: “You put your right hand in; You take your right hand
out; You put your right hand in; And you shake it all about”. This song was chosen
since it was easy to recite without reading and had repeating words in each of the
sentences that could later be processed and compared.
The experiment comprised alternating silence, music and noise that were intro-
duced to the speakers via the headphones.
The music sounds were of two types: a rhythmic “dance” party music (Neelix -
Sorry Hannes Mix ®) and a calming “yoga” music. These music types were chosen
since they are purely instrumental, monotonous music, without verses or partitions. The
difference between the two is in the rhythm: the dance music has a marked rhythm
produced by electronic drum beats while the yoga music, consisting of long, calming
melodic notes, has no rhythm. To examine the hypothesis that the differences between
the two music types would be associated with the rhythm, a metronome signal of 60
beats per minutes, similar to the beats of the dance music, was induced as well.
A random white noise sound was included to provide a comparison with previous
studies. Five sound conditions were therefore introduced to the subjects: dance music,
yoga music, metronome, white noise and silence. In each recording of a subject a
different sound was introduced. A 3 min rest time was given to the subjects after each
recording. The order in which the different sounds were introduced was randomly
chosen among the subjects. The experiment yielded 5 recordings, for the 5 different
headphones sound conditions, for each of the 20 subjects.
different sounds and between male and female speakers. Statistical significance for all
comparisons were determined using a paired t-test, with a 0.05 confidence threshold].
3 Results
Figures 1 and 2 present the relative speech power and speaking rate, respectively, for
the 4 sounds conditions, for female and male speakers. The figures demonstrate dif-
ferent patterns for speech power and speaking rate. The value ranges, conveying the
Lombard speech features relative to silence are significantly smaller for speaking rate
compared to speech power. Speaking rate changes in the presence of the various
sounds reach 15–20% at max, and are much smaller than the range of the speech power
values, which reach 50% and more.
Fig. 1. Box-and-whisker plots of the changes in speech power for the 4 sound-induced Lombard
speech recordings. Values are normalized by the speech intensity in silence conditions and
presented as a log value. Values for male and female speakers are denoted by dots and line
textured boxes, respectively.
The values themselves convey a mixed behavior where for some subjects, the
speech power and/or rate were increased due to the presence of sounds whereas for
other speakers it decreased. The averages of these values, as depicted in the “boxes” of
the plots are close to zero. The exceptions to this observation are the dance music
condition, where most values, as well as their average demonstrate an increase in
power, the white noise, where the same trend can be observed, but only for female
speakers and the yoga music, where speech rate was decreased for most female
speakers (Figs. 3 and 4).
394 V. Aharonson et al.
Fig. 2. Box-and-whisker plots of the changes in speech rate for the 4 sound-induced Lombard
speech recordings. Values are normalized by the speech rates in silence conditions and presented
as a log value. Values for male and female speakers are denoted by dots and line textured boxes,
respectively
Fig. 3. A bar graph of the changes in speech power and pace of the male and female speakers,
for the dance music.
Fig. 4. A bar graph of the changes in speech power and rate of the male and female speakers, for
the yoga music.
Harnessing Music to Enhance Speech Recognition 395
effect will therefore be further explored to assess its relevance and practical usage for
speech recognition enhancement.
References
1. McCreery, R.W., Stelmachowicz, P.G.: Audibility-based predictions of speech recognition
for children and adults with normal hearing. J. Acoust. Soc. Am. 130(6), 4070–4081 (2011)
2. Bradlow, R., Torretta, G.M., Pisoni, D.B.: Intelligibility of normal speech I: Global and fine-
grained acoustic-phonetic talker characteristics. Speech Commun. 20(3–4), 255–272 (1996)
3. Egan, J.J.: The Lombard reflex: historical perspective. Arch. Otolaryngol. 94(4), 310–312
(1971)
4. Brumm, H., Zollinger, S.A.: The evolution of the Lombard effect: 100 years of
psychoacoustic research. Behaviour 148(11–13), 1173–1198 (2011)
5. Junqua, J.C.: The Lombard reflex and its role on human listeners and automatic speech
recognizers. J. Acoust. Soc. Am. 93(1), 510–524 (1993)
6. Zhao, Y., Jurafsky, D.: The effect of lexical frequency and Lombard reflex on tone
hyperarticulation. J. Phon. 37(2), 231–247 (2009)
7. Junqua, J.-C., Fincke, S., Field, K.: Influence of the speaking style and the noise spectral tilt
on the Lombard reflex and automatic speech recognition. In: Fifth International Conference
on Spoken Language Processing, pp. 467–470 (1998)
8. Junqua, J.-C., Fincke, S., Field, K.: The Lombard effect: a reflex to better communicate with
others in noise. In: Proceedings of the IEEE Acoustics, Speech and Signal Processing,
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Usability Study and Redesign of the Food Tray
Abstract. Food trays can be found around the world in schools, canteens, and
restaurants. While useful for carrying food to a table, the design has caused
frustration in countless users. The aim of the research outlined in this paper was
to identify design criteria for food trays and produce a redesign to improve the
user experience with an emphasis on ergonomics. The investigation focused on
four areas: loading, carrying, eating from, and cleaning and storing the food tray.
Areas of concern and design criteria were found through materials research,
observations, questionnaires, interviews, and prototype testing. Details of the
findings and the ergonomically designed prototype are presented in this paper.
By investigating food trays from the user and staff perspective, design criteria
and a unique design were developed which users felt was more comfortable and
fit cleaning and storage requirements.
1 Introduction
Food trays are a common staple in schools, mall canteens, and restaurants. While used
around the world, there tends to be very little variation in their design. While useful for
carrying food to a table, the design has caused frustration to countless users while not only
carrying the food but through all steps of use, yet there is very little research into this.
Research surrounding food trays tends to be very specific, such as prototyping and
creating food trays to facilitate self-feeding in young children [1]. Even in the news,
discussions surround food trays tend to be related to specialty trays such as airplanes
and tied to their economic value [2]. The most recent news surrounding this common
product was related to a trend in Singapore where they are starting to charge a deposit
fee for the use of the trays. This has been so unpopular with the consumers, that 50% to
90% of patrons asked to pay the fee refused to take trays and instead moved their food
in trips [3] or returned the trays yet left the plates and cutlery on the tables [4].
While trays are meant to ease the movement of food from a counter to a table, it is
telling when people are willing to go without them when they feel they are inconve-
nienced with a returnable fee of 50 cents. And even though there have been patents for
unique designs of food trays [5–7], they have not been adopted as the standard food
tray. Taking all of this into account, the goal of the research project outlined in this
paper was to identify specific ergonomic issues related to the design of food trays,
identify other areas of concern in the design of food trays, and produce a redesign to
improve the user experience with an emphasis on ergonomics. This was done by
ensuring the new design was fit for usage throughout the 4 main stages of use: loading
food, carrying the tray, eating, and after-use management (to collect, clean, and store
the tray).
2 Redesign Process
First, the identification of areas of concern and the criteria for the redesign were
identified through several methods. These methods are as follows: materials research,
observations, questionnaire, and interviews. Following this, usability testing with
prototypes was conducted in two rounds. The investigation focused on four main areas:
loading of the food tray, carrying a full tray of food, eating from the food tray, and the
after-use management which includes cleaning and storage.
The investigation took place at one of the cafeterias located on a university campus.
This study not only looked at the users of the food tray throughout their use experience
but also at the staff who are tasked with cleaning and storing the food trays when they
are not in use. Investigation began with observations of staff and users and materials
research, which was then followed by an in-depth questionnaire. From this information,
initial design criteria were developed. Following that, a prototype was developed and
tested with users. Interviews were conducted during these user tests and data gathered
was used to iterate the prototypes and create a final design. This final design and the
criteria are presented in this paper.
the tray and dishes set on the tray must be ensured with a slip-resistant design. Second,
the design needs to allow for a flexible arrangement of food and other belongings on the
tray. Third, the tray must have a hygienic surface for the safe placing of both food and
belongings, including objects such as tableware and wallets. Finally, the new design
must facilitate convenient after-use management and have a simple structure. After use
management includes tray collection, cleaning stages, and storage. Due to the costs
associated with the replacement of cleaning machinery, the design was restricted to a
size which these machines could facilitate (44.5 cm 34 cm). Additionally, a plastic
based material was chosen for the design due to the manufacturing process, longevity
of the product, and hygiene.
sessions included users placing bowls with weights mimicking the weight of food on
the trays, walking across a room holding the tray, placing the tray on the a table, and
mimicking the eating process. Users were observed throughout the process and after
were questioned on their experiences related to the grips, balance, space, and mock
eating experience.
3 Final Redesign
The final design is slip-resistant, has improved handles, and an elevated slot for cutlery
(see Fig. 5). The slip-resistant silicone layer prevents cups, plates, and bowls from
sliding on the tray and spilling their contents. Improved handling by a butterfly-shape
recessed grip area allows users to hold the tray closer to their bodies and to the center of
gravity of the tray for better balancing and a more neutral wrist position. The slot for
cutlery has notches on both sides to allow users to place their cutlery on top of the
elevated slots so that parts of the cutlery that are in contact with the food are raised so
that they are not in contact with the tray surface. The trays remain the same width,
length, and thickness so that current machinery will remain useful. The design is also
stackable for easy storage.
402 K. A. Sheen et al.
4 Conclusion
Overall, a new tray was developed using ergonomics principles to ease some of the
frustrations of dealing with a cafeteria style food tray. The tray was designed with the
users in mind from the very first step of loading the tray with food to the cleaning
process conducted by the canteen staff. The unique butterfly-shape handle was
designed for better balance and more comfort when carrying the tray to a table. The
material of Polypropylene for the base was chosen to be light weight and durable while
a silicone layer was added to be slip-resistant. Additionally, attention was paid to the
size, stackability, and structure. This was done to facilitate convenient after-use man-
agement, storage, and to allow the trays to be used with current cleaning machinery.
The ergonomically optimized design presented in this paper is an alternative to the
common food tray found around the world.
Acknowledgments. The researchers would like to thank RISUD and the Hong Kong Polytechnic
University for the support, and all participants for their assistance.
References
1. Gal-Oz, A., Weisberg, O., Keren-Capelovitch, T., Uziel, Y., Slyper, R., Weiss, P.L.T.,
Zuckerman, O.: ExciteTray: Developing an assistive technology to promote selffeeding
among young children. In: Proceedings of the 2014 Conference on Interaction Design and
Children, pp. 297–300. ACM (2014)
2. Estes, A.C.: How a Better Food Tray Is Saving Virgin Atlantic Millions. Gizmodo (2014).
https://gizmodo.com/how-a-better-food-tray-is-saving-virgin-atlantic-millio-1588604293
Usability Study and Redesign of the Food Tray 403
3. Lee, G.: Pay a deposit for a tray? Then I won’t take one, say patrons at 2 food centres.
Singapore Times (2018). http://www.straitstimes.com/singapore/pay-a-deposit-for-a-tray-
then-i-wont-take-one-say-patrons-at-two-food-centres
4. Ming, T.E.: Pay for your tray: Two hawker centres to start charging deposits for food trays.
Times Online (2018). https://www.todayonline.com/singapore/pay-your-tray-two-hawker-
centres-start-charging-deposits-food-trays
5. Bauman, C.E., Bauman, B.M.: Food and Beverage Tray: U.S. Patent No. 4,744,597. U.S.
Patent and Trademark Office (1988)
6. Trivison, J.A.: Food Serving Tray or the Like: U.S. Patent Application No. 06/537,872. U.S.
Patent and Trademark Office (1986)
7. Wilcox, C., Preusser, D.: Food Tray: U.S. Patent Application No. 29/238,379. U.S. Patent and
Trademark Office (2006)
Evaluation of Aesthetic and Emotional
Satisfaction of Mobile Phone Users
1 Introduction
In the 4th industry revolution, the mobile phone which is a computer in the hand is
evolving and changing very rapidly in its function, appearance and ideal fashion trend.
The satisfaction of the visual sensibility of the case of the mobile phone has a great
influence on the user convenience, purchase intention and product development.
Mobile phone companies with large sales volumes such as i-phone (Apple®) and
smart-phone (Samsung®, etc.) have been made especially considering the type of case
and the emotional characteristics of customers when designing the phone case.
Recently, in terms of sensibility and ergonomics, trends in color, patterns, and size
changes in the material of mobile phone cases have been investigated in consumer
mobile phone case use case studies and existing mobile phone case design satisfaction
surveys.
In this paper, we assume that there will be a connection between the type of mobile
phone case with high sales volume and the type of people’s pursuit in the design of
mobile phone case. And with the change of color case consumption of mobile phone
cases over the past few years, we have conducted consumer cell phone case use cases
investigation and satisfaction survey of existing mobile phone case design.
2 Literature Review
2.1 Concepts of Aesthetic Sensibility in Emotional Ergonomics
Emotional design is also influenced by the four pleasures, identified in Designing
Pleasurable Products by Patrick W. Jordan. In this book Patrick W. Jordan builds on
the work of Lionel Tiger to identify the four kinds of pleasures. Jordan describes these
as “modes of motivation that enhance a product or a service [1].
Life is unenjoyable without appreciating what we do, and it is human intuition to
seek pleasure.” The idea of incorporating pleasure into products is to provide the buyer
with an added experience. Patrick W. Jordan points out in his book that a product
should be more than something functional and/or aesthetic pleasing and it should evoke
an emotion through the use of pleasures. Although it is hard to achieve all four
pleasures into one product, by simply focusing on one, it might be what can bring a
product from being chosen over another [2].
The four pleasures that could be implemented into products or a service are as
follows. First, Physio-pleasure deals with the body and pleasure derived from the
sensory organs. This includes taste, touch, and smell, as well as sexual and sensual
pleasure. In the context of products, these pleasures can be associated with tactile
properties (the way interaction with the product feels) or olfactory properties (the
leather smell in a new car, for example). Second, Socio-pleasure is the enjoyment
derived from the company of others. Products can facilitate social interaction in a
number of ways, either through providing a service that brings people together (a
coffee-maker enabling a host to provide their guests with fresh coffee) or by being a
talking point in and of itself. Third, Psycho-pleasure is defined as pleasure which is
gained from the accomplishment of a task. In a product context, psycho-pleasure relates
to the extent in which a product can help in task completion and make the accom-
plishment a satisfying experience. This pleasure may also take into account the effi-
ciency with which a task can be completed (a word processor with built-in formatting
decreasing the amount of time spent on creating a document, for example). Fourth,
Ideo-pleasure refers to pleasure derived from theoretical entities such as books, music,
and art. It may relate to the aesthetics of a product and the values it embodies.
A product made of bio-degradable material, for example, can be seen as holding value
in the environment which, in turn, may appeal to someone who wishes to be envi-
ronmentally responsible [2, 3].
Also, Norman’s approach is based on classical ABC model of attitudes. However,
he changed the concept to be suitable for application in design. The three dimensions
have new names (visceral, behavioral and reflective level) and partially new content. In
the book, Norman shows that design of most objects are perceived on all three levels
406 Y.-H. Lee and R.-H. Kim
(dimensions). Therefore a good design should address all three levels: Visceral design-
product appearance, behavioral design-usability, and reflective design-self-image (ex-
amples; Google: playful or anti-corporate, Apple’s iPod: stylish or avant-garde) [3, 4]
(Fig. 1).
By the way, a new word which is “cell-cessories” has emerged that combines
accessories and cell phones. People tend to view cell phone cases among various phone
sets as the best means of expressing their individuality, and are increasingly inclined to
express themselves in various cases.
Among these best practitioners, design is viewed as the art and science of putting
all the pieces together: technical, financial, operational and emotional. Currently, so
many companies already lavish quite a bit of expertise on the technical, financial and
operational aspects of what they do, there is the equal focus on the emotional con-
nection with customers that stands out as novel. Further, among such design-focused
companies, this newly coequal dimension influences and informs the others, producing
new and unexpected results.
usability & functionality, ‘Emotional Aspect’ is related to emotions such as joy, anger,
disgust, etc., and helps in the decision making, and ‘Cognitive Aspect’ is involved
interpretation, information processing, problem solving, use of memory, etc., and
beauty within [2, 4, 7] (Fig. 2).
Fig. 2. APEC (Aesthetic, Practical, Emotional, Cognitive) Framework By Vyas and van der
Veer (2005) Source: http://t.co/VPKhoR249d, http://t.co/FDjkBxhfPx in
protection function for the mobile phone, but design of ‘Cell phone cases’ which can
satisfy the users’ sensibility by focusing on the functions as the accessories for
expressing the personality and the style has been developed so far.
Therefore, this study investigated the correlation between user’s emotions, pref-
erence of color, and color of mobile phone case with high sales volume. It was aimed to
investigate whether the attributes of the mobile phone case, such as the preferred color,
appearance, and material of the mobile phone case that user’s desire, cause users’
desire to purchase.
The focus of this research is to understand how consumers are currently reflecting the
color, material, and external design of a mobile phone case, and how to improve the
future mobile phone case design accordingly.
Fig. 3. Patterns of two questionnaire areas; (A) Six preferred colors, (B) Four most preferred
appearance designs
Fig. 4. Evaluation of user’ preferences of colors according to sex (A) and the aged (B)
Figure 4(B) shows the preferred cell phone case colors according to age in the
questionnaire statistics. O/R was 6 subjects, R was 6 subjects, R/V was 1 subjects, V
was none, and V was none, respectively. B/V for 3 subjects, B for 5 subjects, B/G for 6
subjects, G for 2 subjects, and achromatic for 24 subjects.
As for color preference of mobile phone case according to sex, more than half of
people who prefer achromatic color are most preferred.
Fig. 5. Evaluation of user’ preferences of appearance designs of mobile phone case according to
sex (A) and the aged (B)
and females preferred the hard case type to be ranked first, and the ratio was 45.26% for
males and 41.11% for females.
In case of men, 29 cases of jelly type, 29 cases of leather type, 30 cases of plastic
type, and 5 cases of other cases were found in 95 cases of male cases. Of the total of 90
women, 33, 22, 30, and 5 (subjects) were women. 31.58% chose plastic type as the first
rank of male and 36.67% chose jelly type as the first rank of female.
5 Conclusion
Accordingly, the above results could surmise to be used as a basic data, and is able to
use in the design of mobile phone cases that can stimulate emotions in the teenagers
and adult ages from the future. These findings seemed to have an extreme preference
over other emotional vocabulary, and producers should focus on making these feelings
when making cell phone cases.
In addition, further research is conducted along with the study of pattern, brand
preference tendency as well as color, more various methods can be derived in the
emotional ergonomics design production that stimulates sensitivity of various gener-
ations respectively.
References
1. Emotional Design: People and Things - jnd.org. www.jnd.org. Accessed 03 Apr 2017
2. Jordan, P.: Designing Pleasurable Products: An Intro to the New Human Factors. Taylor &
Francis, London (2010). ISBN 978-0415298872
3. Norman, D.A.: Emotional Design. Basic Books, New York (2005). ISBN 0-465-05136-7
4. Jordan, P.: Pleasure With Products; Beyond Usability. Taylor & Francis, London (2004).
ISBN 9780203302279
5. Cho, N.H., Kim, M.T., Kim, H.S.: The effect of pleasant product scent on consumer’s product
evaluation. Korean J. Sci. Emot. Sensib. 34(1), 1–25 (2005)
6. Kim, R.H.: Development and emotional evaluation of scented clothing using microcapsules.
Procedia Manuf. 3, 558–565 (2015)
7. van Gorp, T.: Emotional Design with A.C.T. – Part 2. http://t.co/VPKhoR249d, http://t.co/
FDjkBxhfPx
8. ISO 13207: Human-Centred Design Processes for Interactive Systems. ISO, Geneva (1999)
9. Gabbard, J.L., Swan, J.E.: Usability engineering for augmented reality: employing user-based
studios to inform design. IEEE Trans. Vis. Comput. Graph. 14(3), 513–525 (2008)
Research on the Optimization Method
of Website Based on User Experience
Abstract. With the popularity of Web 2.0 applications, there is a new trend in
the way the Internet is used: creating a more user-centered approach to content
management, information sharing, communications, teamwork, and more.
Interaction and experience in web design become even more important. Positive
user experience allows users to easily and efficiently complete the task, increase
intimacy, comfort and sense of success, thereby enhancing customer satisfaction
and enhance brand reputation. Website user experience design has become the
respectable business occupation of the market, the key to winning customers. At
present, most of the design of the Web interface in our country still stays in the
imitation stage. Research on the Web user experience is only confined to some
fragmented design theories, and there is a big gap compared with the foreign
industry. In the face of new technologies and new needs of users, academics and
industrial designers face enormous challenges. How to provide a systematic and
effective method of development for the design and implementation of website
user experience has become the focus of this article. This article is a bold
attempt at the integration of psychological, behavioral, artistic and technical
multidisciplinary approaches in the design of web user interface. Combined with
the experimental analysis of a large number of well-known website examples,
this article is validated both theoretically and practically this paper propose the
scientific and important design principles and methods.
The economic development has promoted the attention of all walks of life to the user
experience, especially the experience in interactive activities. The Internet industry,
which is inextricably linked with people’s lives, is no exception to be involved in the
upsurge of user experience. Those who have embraced the Internet culture have put
more demands on the website. Their use of Internet products has not only focused on
work efficiency, but also has become more and more concerned with the experience of
the interactive process - whether it is pleasant to use.
Research on the optimization of website interface in China still only stays at the
theoretical or one-sided level, which has certain limitations. The information structure
of the website is not well organized, and the functional and task design lack of careful
and in-depth analysis, making it difficult for users to use it. There are many places that
are not sufficiently humanized. Therefore, it is particularly important to explore how to
design an interactive web interface with high efficiency, ease of use, aesthetics, com-
fort, technology and art that is highly harmonious and uniform. It is especially
important to establish a set of relevant principles and methods to improve the user
experience, in order to change the unclear, uninteresting chaotic visual and function of
our website.
credibility of the product or service, and when the expectation is consistent with the
user experience, a positive experience is generated; when the conflict occurs between
them, the user experiences a negative experience. The user experience requires not only
realizing these expectations of users, but also pursuing the surpassing of user expec-
tations, such as the surprise, identities, delights, thrills and the like raised by some
scholars.
aesthetic pleasure at the beginning of use and psychologically improve user satisfac-
tion. At the same time, it also enhances users’ willingness to find out. And the use of
psychological hints, to a certain extent, improves the user’s usability.
Reasonable and standardized layout can achieve modest page effect. Organizing
information into a good layout is the foundation of a website and should be decided
416 C.-F. Li and Y.-Q. Jiang
well before you think about the look and feel. There are many excellent layout reso-
lution techniques available today that can help create a neatly organized content layout.
Simplification of the Task Flow. Simple tasks are more likely to form and accept,
which is universally accepted theory of cognition. Do not appear as far as possible does
not seem, even if the need to appear also use the most concise way to appear. The
interactive design with reasonable flow and simple operation can give users a sense of
pleasure and a sense of accomplishment, and accelerate the speed at which users learn
to use the website. There are six key points in streamlining the task flow: important
functions are placed in the visual center, attention is saved, the operation steps are
properly related, the operation experience is consistent, the current task is highlighted,
and the interactive controls are highlighted.
In addition, the function description of the control should be directly represented on
the control, instead of the auxiliary static text, which can draw the attention of the user
and better understand the function of the control.
generally appears on the form and refreshed page. Its design is essential in helping the
user to complete the task smoothly and efficiently, and enhancing the user’s satisfaction.
Provide Timely Help. When new users learn how to use the website, they may find
themselves unfamiliar and overwhelmed with lack of cognition. They provide novice
guides to speed up their familiarization with website functions. Extra functions or
complex tasks provide operation diagrams and reduce the user’s learning burden. On
the user error page provide the reasons for the problem and give suggestions, provide
links to the help center or other sections that may be of interest to the user, so as to
relieve the user’s feeling of being complacent; provide up to two exit links according to
the psychological needs and operating habits of the user; to avoid too many choices
under the user’s psychological sensation.
The Friendliness of the Navigation System. The role of the navigation system in the
website is equivalent to the role of the road sign in real life. A well-designed navigation
system gives the user a sense of belonging in the space while also increasing the
efficiency of the user’s access to information. The establishment of user loyalty to
Important. The following points should be taken into account when designing:
Establishing a multi-directional navigation system including global navigation, assisted
navigation, contextual navigation, footer navigation, site map, etc., helps users to
establish an overall awareness of the distribution of information on the website;
Coherence in one website; maintain the comprehensibility of navigation tabs; maintain
ease of navigation and prevent disruptions in the use of the process.
moving to the static, from real to virtual; line of sight clockwise movement; from
convex to concave, from positive to negative.
Improve the Efficiency of Text Reading. Text as the main means of information
transmission, its own layout design has a significant impact on the user’s smooth
browsing experience. Should take full account of the user’s physical and mental state
when reading information, through the establishment of a suitable layout effect, to
create a relaxed atmosphere, in order to allow users to read in a pleasant mood. Avoid
information overload caused by reading disabilities; as much as possible the use of a
list to display information; article title must be prominent; text color set.
420 C.-F. Li and Y.-Q. Jiang
The Use of Color. When you feel the space environment, people first notice color, and
then they notice the shape of the object and other factors. In other words, the color of
the visual stimuli plays the role of the first message. Therefore, in the shaping of the
website style, the color will play a more significant role than other modeling elements.
Color is associative, divided into specific associations and abstract associations; colors
have a positive psychological feeling; colors have cultural differences. Color affects
people’s sense of spirituality, the website color design must be consistent with the
user’s lifestyle and aesthetic taste, so as to create a sense of comfort, sense of com-
pleteness and beauty.
Layout Artistic. Web pages as a layout, you can include text, symbols, pictures,
animation, buttons and other rich elements, if simply listed on a page, will only give
people a messy effect. According to the needs of the content, these elements should be
arranged and laid out rationally according to a certain order so as to present to the user
in an organic whole. Content and form to achieve the state of coordination is the true
success of web design. Superb layout design full of musical beauty, without any loss of
practicality at the same time, this layout design can make beautiful reverie, beautiful
passion, happiness and art to get infected.
6 Conclusion
References
1. Conference on designing for user experience [EB/OL], 11 June 2006. http://www.dux2005.
org/
2. Dam, V.N., Evers, V., Florann, A.: Cultural user experience lssues in e-government
designing for a multi-cultural society. LNCS, vol. 3081 (2003)
3. Hassenzahl, M.: The quality of interactive products: hedonic needs, emotions and
experience. In: Ghaoui, C. (ed.) Encyclopedia of Human-Computer Interaction, pp. 652–
660. Idea Group, Hershey (2005)
4. Scherer, K.R.: Cognitive components of emotion. In: Davidson, R.J., Goldsmith, H.,
Scherer, K.R. (eds.) Handbook of the Affective Sciences. Oxford University Press, New
York (2004)
5. Morville, P., Rosenfeld, L.: Information Architecture for the World Wide Web (2004)
6. Rubinoff, R.: How To Quantify The User Experience[EB/OL] (2004). http://articles.
sitepoint.com/article/quantify-user-experience
7. User Experience 2006 Conference[EB/OL], 11 June 2006. http://www.nngroup.com/events/
seattle/agenda.htm
8. Vyas, D., Gerrit, C., Van Der V.: APEC: A framework for designing experience[EB/OL], 11
June 2006. http://www.infosci.cornell.edu/place/15_DVyas2005.pdf
9. Garrett, J.J.: The Elements of User Experience: User-Centered Design for the Web. New
Riders Press, Berkeley (2002)
10. Nielsen, J.: F-Shaped Pattern For Reading Web Content[EB/OL], 17 Apr 2006. http://www.
useit.com/alertbox/reading_pattern.html
Research on Shared Product Design Based
on Service Design Concept-Illustrated
by the Case of “Ofo” Design
Abstract. With the rapid development of sharing economy and mobile Internet
technology, a large number of shared products have appeared in many fields in
China. Taking shared bicycle for example, which is booming in China nowa-
days as a typical case to analyze, while for the shared bicycle service in the
market are diversiform and immature, which has led to uncertainty, complexity
and poor user experience in the process of using shared bicycles for users. This
paper demonstrates the current research and development status of shared
bicycles and focuses on the user experience of yellow-framed bicycle Ofo, one
of the famous shared bicycle brands in China, then analyzes the using process
through the user survey, customer journey map and stakeholder map, finally
puts forward suggestions and opinions of the improvement of Ofo service.
1 Introduction
About three decades ago, China was known as the “Bicycle Kingdom”. But the two-
wheeled mode of transports popularity began to fade, with many bikes soon replaced
by their fuel-powered competitors. But recent years have seen a revival of the humble
bike across China, with an increasing number of people choosing cycling instead of
driving to schools, to workplaces or to do sightseeing. The introduction of bike-sharing
schemes, pioneered by start-ups like Ofo and Mobike, has brought the trend to a new
level, but there are problems in the process of development, such as unreasonable
bicycle distribution, poor maintenance service and uncomfortable riding experience,
which cause disappointing and poor user experience. Shared bicycle is a systematic
service, which involves relevant elements of people, bicycle, software and infrastruc-
ture and so on, while service design is a systematic thinking mode, which can plan and
organize the related factors effectively such as people, infrastructures and communi-
cations so as to improve user experience and service quality [1].
Therefore, the application of service design in the optimization of shared bicycles is
benefit and significant to make it more sustainable in the long run development. In this
paper, a representative shared bicycle brand Ofo is selected as an example, as one of the
earliest brands to propose the idea of shared bicycle, it is also a leader in the shared
bicycles market.
This paper aims to analyze the using process through the user survey, customer
journey map and stakeholder map, propose the modified design scheme on the
improvement of Ofo service.
2 Research Background
2.1 Brief Introduction to the Development of Shared Bicycles
With the economic development, there are more and more vehicles on the streets, while
people enjoy convenience of it, which also aggravates the pressure of urban traffic. In
order to alleviate the traffic pressure, the government and the bicycle company laun-
ched rented bicycle project in 2007 with high cost but low utilization; With the rapid
development of mobile Internet, since 2015 Ofo has launched Internet shared bikes and
replaced the rented bicycle for its convenience, low-cost and high-technology [2].
Shared bicycle provides an effective solution to the “last mile” problem, which refers to
the final leg of a person’s journey, now it is becoming a new way instead of using cars
for people to get around in short or medium distance. The Table 1 shows the brief
comparison of rented bicycle and shared bicycle.
Table 1. Listing the product, time, operator, brand, usage media of rented bicycle and shared
bicycle.
The brand Ofo implemented shared bicycles in 2015 initially focused on campus
market where has a large number of idle bikes, it called for the teachers and students to
transfer their own bicycles to Ofo platform, namely to join “Ofo shared bicycle” in
exchange for free access to all shared bicycles. The team also launched unified bicycles
which are equipped with sensors and smart locks. In 2016, Ofo started entering the city
market, nowadays Ofo has already covered many universities across the world and
expanded its business to cities and overseas.
The shared bicycle report1 shows that the age of nearly 90% users is 18 to 45,
among them 55% is 18 to 30, 35% is 30 to 45. It indicates that the shared bicycles not
only cover the young people, but also the middle-aged people are also widely used.
With shared bicycle business model is put forward in China, fast development of
Shared bicycle from the second half of 2016, nearly 25 kinds of brands shared bicycles
appeared in the market. There are some brands survived in the fierce competition in the
shared bicycle market. Taking Mobike, Ofo, Hello Bike, Youon as the example, the 4
brands are developing rapidly in the market. Their product idea, target users, current
market share and brand impression have been shown in Table 2.
The table shows clearly that the 4 brands have clear user positioning, make use of
high technology to create more easy-to-use bicycles, so that they can quickly occupy
the market. Mobike and Ofo enter the shared bicycle market earlier in China, attracted a
1
The First Quarter of 2017 China's Major Urban Cycling Report by Ofo United Transportation
Research Institute.
Research on Shared Product Design Based on Service Design 425
large number of users successfully. Hello Bike enters the market later, but it mainly
focuses on the third and fourth tier cities. Youon has occupied the rented bicycle
market long time ago, which has a large number of elder users.
The advantage of Ofo is quickly occupied the campus market, there are many
teachers and students using Ofo. Therefore, Ofo needs to create more methods to attract
these target users. Ofo and Mobike are competing in the city market, the data shows
that about 50% of the users still use both brands, 15.8% of the users only use Ofo,
while 18.9% only use Mobike2. Mobike pursues technological innovation, Ofo not
merely concentrates on the promotion of hardware and software technology but also
promotes more interesting activities. It still needs to explore and confirm the needs of
target users, make further efforts to optimize services for users to keep existing users
and develop potential users.
2
2017 Q1 China Shared Bicycle Industry User Monitoring Report released by Trustdata.
426 Q. Ji et al.
outing on weekend. They hope that the bike will improve its quality and make it more
comfortable and safer.
In the process of implementing user research, we can closely observe the usage
behavior of multiple users in a real environment through field research. In this paper,
we profile a typical user without disturbing his riding status, meanwhile record the
cycling process, then ask about his feelings after riding and at last draw the user
experience chart (Fig. 1).
Fig. 1. User experience chart is divided into three parts, the top is the user’s basic information,
including user background, using scene, using experience, the middle section is the process of
riding and feeling, the bottom part is the photo record.
Fig. 2. The user journey map divided into six parts, including touch point, stage, action, feeling,
pain and opportunity.
lock the bicycle. In the process of improving the need to analyze 6 pain points to find
the solutions to improve the product service.
Through the analyzing of user journey map to specify the opportunity points to
improve the product. O1: Encourage more users to use the shared bicycles through
activities. O2: Provide effective, quick and accurate bicycle location app. O3: The
location and protection of scanning code to make the process easy for the users. O4:
The bicycle can combine the in-put password and Bluetooth unlock. O5: The way to
adjust the height of the seat. O6: The assessment criteria of bicycle condition. O7:
Install temporary parking device. O8: Install the reminder to lock the bicycle device.
O9: Encourage users to share.
Fig. 3. Stakeholder Map shows the connection between user, government, enterprise and the
operator.
Research on Shared Product Design Based on Service Design 429
Through the analysis of user research, user journeys and stakeholder map analysis
about Ofo, several design ideas and optimization development suggestions has been
discussed from three aspects as technology, enjoyment and cooperation.
always short within 5 min, but they still need to pay for an hour. Therefore, a
temporary parking device may be developed for the users who need to temporarily
park within 5 min and avoid repeating the process of finding, locating and paying
for multiple bicycle service.
6 Conclusion
The purpose of this paper is to discuss present situation of shared bicycle from the
perspective of service design and put forward improvement ideas. Its sustainable
development requires the cooperation of user, enterprise and government. The enter-
prise needs to improve the technology of shared bike continuously and meets the
emotional needs of users. The government needs to improve the urban cycling
infrastructure constantly and establish the credibility mechanism with the enterprise.
User also needs to contribute their own strength to the development of Shared bicycle,
and become a part of the maintenance of Shared bicycle.
References
1. Gao, Y., Xu, X.F.: Service design: a new concept of contemporary design. J. Acad. Lit., 140–
147 (2014)
2. Qin, Z., Wang, Q.: Synergy mechanism in the vision of sharing economy: taking shared bikes
for example. J. Reform, 124–134 (2017)
3. Shostack, G.L.: How to design a service. Eur. J. Mark. 16(1), 49–63 (1981)
4. Erlhoff, M., Marshall, T.: Design Dictionary. Birkhäuser, Basel (2008)
5. He, W.X., Wang, J.F., Wang, W.J.: Hybridized bicycle lock design based on humanity.
C. Ind. Des., 48–51 (2017)
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interchange pattern for workers. J. Des. 51–53 (2017)
7. Wu, C.M., Chen, L., Li, P.: User experience map model in sharing product service design.
J. Packag. Eng., 62–66 (2017)
8. Liu, Y., Li, K., Ren, H.: Analysis of bike-sharing system from the perspective of service
design. J. Packag. Eng. 38(10), 62–66 (2017)
9. Wang, Y.M., Hu, W.F., Tang, J., Liang, Q.: Travel postcard service design based on user
experience trip. Packag. Eng. 37(22), 158–163 (2016)
Preferred Height and Angle of Touch Screen
Abstract. Compared with the traditional control panel, touch screen provides
better user experience for the operator. The heights and angles of touch screen
were the main factors in structure design. A device with adjustable heights and
angles were designed to provide different heights and angles in this study, and
12 participants with different heights took part in the experiment. The subjective
score about heights and the preferred angles of touch screen were recorded
during the experiment. Data analyzing results shown the preferred heights were
90 cm–125 cm from ground and the preferred angles at each height can be
calculated by the equation y = −0.7345 x + 224.9816. The verification tested
the patterns and shown the accuracy. The results can provide reference for the
structure design of touch screen on standing posture.
1 Introduction
Touch screen is widely used in many fields, such as manufacturing industry and
services. LG, HTC and Apple Inc all released new touch screen mobile phones in 2007,
while Microsoft announced its surface computing initiative. Later many more mobile
phone companies followed suit. Today, the touch screen can be seen in each corner,
such as the tablet PCs, the ATMs, the ticket vendor and so on. Compared with the
traditional control panel, touch screen provides better user experience for the operator.
The touch screen can change the interaction context easily and the soft buttons in touch
screen are obvious advantages [1].
However, the design of the touch screen is also essential for operating efficiency
and accuracy. As one kind the control panel, the design of touch screen should be
suitable for human operation and meet the aesthetic and cognitive spiritual needs of
people. In related work, Wang [2] announced that the field of vision, operation
requirement and placement forms were the main factors that need to be considered in
the design of control panels. The design of control panel needs to satisfy the human
abilities. Qin [3] mentioned that the design of Multi-Media Console based on ergo-
nomics can provide a safe and comfortable teaching environment for operators. The
ergonomic principles provided a guideline for the products design, but the principles
were not suitable for all the users and situations. In different conditions, the gestures
and tasks of the operators were not the same. The standing posture is demanded when
using the ATMS, and the siting posture is demanded when driving a car, where the
touch screen was all needed to operate. Moreover, the anthropometry data of individual
varied a lot. An important issue in ergonomic design of products is to identify the
factors that lead to human comfort and discomfort or preferred or not [4].
When interacting with a touch screen, the heights and angles were the main factors
in structure design. The reachable places on standing posture can be found in relevant
research, and the heights design of touch screen can reference them. ISO 13406-2 [5]
mentioned the comfortable gaze angles range is about 0° to about 45° when viewing,
and that is useful in angle design of visual displays. For touch screen, the angles were
related much to the human ability, such as the reachable and comfortable places, which
need to be researched a lot. The major aim of this study is to find the preferred height
and angle of touch screen, which can provide a reference for the ergonomics design of
touch screen.
2 Methods
2.2 Participants
12 participants with half male and female took part in this experiment. Their age varies
from 20 to 32 and heights from 152 cm to 180 cm. All had corrected 0.8 or better
visual acuity with normal color vision. In this study, the heights of participants covered
almost people heights of Chinese [6].
2.3 Environment
Surveys of actual illumination levels showed that most of VDT-equipped offices are
within the range of 300–500 lx [7]. In this experiment, the average ambient light
illumination was set as 460 lx.
The experiment required 1 h to complete, per participant. All participants were paid
money for their contributions.
3 Results
The data of touch screen height and angle were analyzed in different ways. The results
of the relationships between the subjective score and height, the preferred angle and
height are as follows.
average subjective score over 5 is around 90 cm–125 cm. Since the experiment step
of height was 10 cm each time, the score of height at around 125 cm was predicted
value, 5. With touch screen height between 125 cm and 150 cm, the subjective scores
are below 5.
The heights of participants varied from 152 cm to 180 cm, which including most
people. The preferred heights were the heights whose average subjective score over 5.
The preferred height was a range between 90 cm to 125 cm in this study. The results
were obtained based on the standing posture and normal conditions.
Table 2. Coefficient of correlation of height and the preferred touch screen angle
No. 1 2 3 4 5 6 7 8 9 10 11 12
R −0.98 −0.98 −0.95 −0.98 −0.94 −0.90 −0.96 −0.95 −0.92 −0.93 −0.96 −0.96
The preferred touch screen angles have strong correlation with the touch screen
heights, and all the coefficient of correlation are over −0.9. With the increasing of touch
screen heights, the preferred touch screen angles of all participants decreasing. The
preferred touch screen angles at each heights of all participants were shown in Fig. 3.
At the same heights, the preferred touch screen angles of all participants varied in 20°.
However, the outlier was inescapable, like the cube in the height of 120 cm. Most of
the preferred touch screen angles were in the ranges.
To get the regularities of preferred angle at each height, the average of preferred
touch screen angle at each height of 12 participants were calculated and the linear
regression equation is shown below in formula (1):
x is touch screen heights and y is preferred touch screen angles at that height. The R-
square of the linear regression equation is 0.9138, which means the regression linear fits
the observed value. The distribution of average value at each height is shown in Fig. 4,
and the linear regression equation is also plotted in the diagram, the red line in Fig. 4.
3.3 Verification
The preferred heights and angle were obtained through experiment and data analysis.
There was one set of data collected during the experiment to verify the correction of the
results in Sects. 3.1 and 3.2. The heights and angles adjusted by the participants are
shown in Table 3.
The preferred heights of 12 participants in Table 3 are between 94 cm and 123 cm,
which are included in the preferred range of heights obtained in Sect. 3.1. Corre-
spondingly, the preferred touch screen angles calculated by the regression equation in
Sect. 3.2 were around the experiment data within 10°. The verification results had
shown the correction of the pattern about the preferred height and angle of touch screen
and can be used in the design of touch screen in some situations.
4 Conclusions
The preferred height and angle of touch screen were studied in this study, and some
patterns were also concluded and verified. The results in this study can provide a
reference for the ergonomic design of touch screen. When it comes to the design of
touch screen on standing posture, the following results may be helpful:
(1) The preferred touch screen height is 90 cm–125 cm from the ground.
(2) The preferred touch screen angle can be predicted by formula (1) and can varied
in 10°.
(3) The preferred touch screen height and angle are all ranges not a certain value.
The research methods in this study mainly used the subjective measurement to
obtain data, thus the results may not be repeated in other people due to the differences
of individuals. Besides, there were 12 participants took part in the experiment, the
results can be influenced some people and the outlier values were not eliminated when
analyzing. Cares need to be take when the experiment is related to people and when
using of the results.
References
1. Baudisch, P., Hinckley, K.P., Sarin, R., et al.: Operating touch screen interfaces: US, US
7692629 B2 (2010)
2. Wang, K.Q.: Design of control panel for nc machine tools based on ergonomics. J. (2003)
3. Qin, Q.: Design of multimedia console based on ergonomics. J. Packag. Eng. (2007)
4. Bisht, D.S., Khan, M.R.: Ergonomic assessment methods for the evaluation of hand held
industrial products: a review. J. Lect. Notes Eng. Comput. Sci. 2204(1), 559–564 (2013)
5. BS EN ISO 13406-2:2002. Ergonomic requirements for work with visual displays based on
flat panels Part 2: Ergonomic requirements for flat panel displays
6. GB/T 10000-1988. Human Dimensions of Chinese Adults
7. Laubli, Th., Hunting, W., Grandjean, E.: Visual impairments in VDU operators related to
environmental conditions. In: Grandjean, E., Vigliani, E. (eds.) Ergonomics Aspects of Visual
Display Terminals. Taylor & Francis, London (1982)
Design of Proton Therapy Procedure Based
on Service Design Theory
Abstract. Proton therapy has been developing rapidly in recent years. A better
design of the proton therapy center will reduce the cost and improve the treat-
ment effect. In this paper, we propose a new proton therapy service based on the
service design theory. By applying service touchpoint optimization, adding new
service touchpoints and service procedure optimization, the proposed new
proton service has the potential of meeting demands of both patients and the
medical stuff. The treatment effect and the treatment experience will be
improved in a large extent.
1 Introduction
Proton therapy [1–3] has been regarded as an effective way for curing cancer. With the
development of technology, more and more specialized proton therapy hospitals have
been established. Different to the treatment method of common diseases like taking
medicine or having an operation, proton therapy is conducted in a relatively complex
way that the cancer cell should be irradiated by the proton ray. Every treatment plan is
an outcome of multi-disciplinary team cooperation. Thus, the hospital operates in the
way that patients should make an appointment first. However, based on our field survey
and deep interview of patients in radio therapy hospital, current procedure of overall
service is not satisfying enough and has the potential of improvement.
The procedure of proton therapy mainly contains five parts: appointment, clinic,
simulated treatment, getting treatment and recovery. A more reasonable and friendly
procedure will help improving the effect of treatment. In this paper, the service design
theory was proposed to be utilized in guiding the optimization of the overall procedure.
According to the service design theory [4, 5], different parts of the procedure should be
regarded as a whole service rather than separate parts. By establishing the service
blueprints of proton therapy, service touchpoints of different parts are extracted to be
used for optimization.
In this paper, we propose a new proton therapy service based on the service design
theory. Main motivations of the proposed service are as follows: (1). Optimization on
current proton therapy service touchpoints is conducted, which makes current system
more efficient; (2). More service touchpoints are added to the traditional proton therapy
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 439–450, 2019.
https://doi.org/10.1007/978-3-319-94947-5_45
440 X. Liu and W. Wang
service, which meets the demand of patients and medical stuff and improves the effect
of the treatment; (3). Service procedure is optimized to reduce the time for patients and
technicians staying in the treatment room, which makes more people get treated in a
limited time period and protect people’s health.
In this section, we propose the proton therapy service model based on our survey. The
standard proton therapy contains four steps: appointment, clinic and simulated treat-
ment, proton therapy treatment and recovery. The proton therapy center provides
different services in different steps. The service contains some problems from the view
of service design theory. The following field survey is based on the proton therapy
service model and the touchpoint analysis in this section.
During the simulated treatment procedure, the patient has to maintain one gesture.
The patient feels exhausted and tired. When the cancer tissue is targeted, the commonly
used method for marking is drawing a cross marker on the skin. The patient cannot
clean the skin before the treatment. Since the treatment mainly lasts for 1 month, more
advanced methods like injection marking are applied. But injection marking will make
the patient feel painful.
When the simulated treatment is finished, the treatment plan has to been created by
doctors, physicists and technicians. The procedure lasts for around one week. During
the waiting period, the patient may get anxious and nervous. Some patients may even
doubt the professional ethics about the patient.
2.4 Recovery
During the recovery treatment period, the medical team will meet the patient every a
few weeks. Even not in the appointment date, the patient can advise the nurse. The
communication channel for the return visit should be maintained. The recovery plan
contains three parts including exercise, nutrition and phycology. The recovery plan is
customized.
In the appointment period, the patient receives appointment service through the
online system touchpoint. After waiting for the appointment notification, the patient
arrives at the clinic for outpatient system. In the clinic and outpatient service period, the
patient will contact with the waiting room, clinic room and doctor. After the clinic, the
doctor will make an appointment for simulated treatment. When receiving simulated
treatment, the patient will get in touch with the touchpoint of physicists, technicians,
doctors, mold, CT facility and the simulated treatment room environment. After fin-
ishing the simulated treatment, the doctor and the physicist will combine to make the
treatment plan for the patient. This procedure is not obvious for the patient.
In the treatment procedure, the patient firstly will get in touch with the doctor and
the technician to change clothes. Then the patient will enter the treatment room, lie on
the treatment bed, install the mold and get proton therapy. In this procedure, the patient
will get in touch with many types of touchpoints. The medical stuff includes the
physicist and the technician. The treatment machine includes the treatment bed, the
proton therapy machine and the mold. The environment includes treatment room, light
system and the vocal system. After treatment, the patient will leave the treatment room
with the help of the technician. In the recovery period, the patient will ask the doctor
for recovery advice.
Based on the principle of service design, insights about the current service are needed
to optimize services. We conducted a field research on the Central Hospital of Wuhan
and the First Hospital of Hebei Medical University. We studied their oncology
department and radiological department. Although proton therapy and radio therapy
have differences in treatment mechanism, the overall procedure and the design of the
treatment room are similar. Since the proton therapy center has not been widely used in
Design of Proton Therapy Procedure Based on Service Design Theory 443
China, we at last selected the similar radio therapy center to find insights for designing
the proton therapy center.
The field research was conducted to get the image material for the radio therapy
room. For the appointment period and the simulated treatment step, the queuing
mechanism of the two-surveyed hospital is by doctor calling the patients. Online
appointment system is not established. Thus, the main focus of our group is to study the
treatment environment and the structure.
In the Central Hospital of Wuhan, the radio therapy center will receive medical
records of patients waiting to get treatment. The sequence of these medical records is
arranged by the doctor. In the First Hospital of Hebei Medical University, the sequence
of the patient is decided by the physicist. In conclusion, the arrangement mechanism of
two hospitals is simple. Cutting in the line is inevitable in current mechanism.
The patient has to firstly get the customized mold and then wait for being called by
the doctor. The zone for arranging customized molds is shown in Fig. 2 The zone for
arranging customized molds usually lies in the entrance of the treatment room at two
hospitals. Many molds are placed according to the shape of the mold. From Fig. 2, it
can be seen that different molds are overlapped and the place for one mold is not stable.
In realistic environment, this will cause the potential for cross infection between dif-
ferent patients and the missing of molds. In addition, the zone for arranging customized
molds takes up the limited space for the entrance, which makes the entrance more
crowded. This planar structure affects the motion line of technicians and the patient.
Fig. 2. The mold arrangement zone in the Central Hospital of Wuhan (left) and the First
Hospital of Hebei Medical University (right).
After getting the mold, the patient will change clothes for the treatment. In the
season of winter, the patient has to take off the clothes in order to get the required
precision for treatment. Currently, the two hospitals do not offer a specific cloth
changing room for the patient, as shown in Fig. 3. Patients have to change their clothes
usually beside the treatment bed. When one patient finishes the treatment and the other
patient enters the treatment room, the changing cloth behavior causes some privacy
leakage between patients. In addition, the technician also gets in touch with the privacy
of the patient. In conclusion, the privacy protection needs to be improved for the radio
therapy room.
444 X. Liu and W. Wang
Fig. 3. The cloth changing place in the Central Hospital of Wuhan (left) and the First Hospital
of Hebei Medical University (right).
After changing clothes, the patient needs to climb on the treatment, install the mold
and lie on the treatment bed with the help of the technician. The patient usually climbs
on the treatment bed with the help of an assisting facility since the treatment bed is
relatively high for the person to lie directly, as shown in Fig. 4. But the assisting
facility is easy to move, which makes the patient control the balance of body difficultly.
Fig. 4. The assisting facility in the Central Hospital of Wuhan (left) and the First Hospital of
Hebei Medical University (right).
Treatment bed is the facility that lasts for the overall treatment procedure. The
treatment bed is shown in Fig. 5. The touch feeling of the treatment bed is relatively
cold. The shape is planar and lacks the protection mechanism at the two sides of the
bed. When the patient is in large size, two arms of the patient lacks the needed space. In
conclusion, the treatment bed lacks the consideration for the feeling of the patient and
has the potential for cross infection.
Fig. 5. The treatment bed in the Central Hospital of Wuhan(left) and the First Hospital of Hebei
Medical University(right).
Design of Proton Therapy Procedure Based on Service Design Theory 445
The researched hospital adopts the treatment machine which needs to rotates twice
to finish one treatment, as shown in Fig. 6. The noise is low enough to affect people’s
hearing. The treatment machine is equipped with red light positioning system to
cooperate with the technician to position the patient. During the treatment period, the
machine does not offer vocal indication of current procedure. We found that the patient
usually judged the treatment progress by the rotation status of the treatment machine.
The treatment machine rotates in a low speed and lasts for 2 to 5 min. The exact time is
related to the disease of the patient. In conclusion, the operation time of the treatment
machine is short and the lack of indication for treatment progress cause the patient to
move their body in advance which reduces the precision level of the treatment.
Fig. 6. The treatment machine in the Central Hospital of Wuhan (left) and the First Hospital of
Hebei Medical University (right).
For the light system in the treatment room, as shown in Fig. 7, the Central Hospital
of Wuhan applies a two-level light system, one for positioning and one for treatment.
The First Hospital of Hebei Medical University only applies one level light system. The
design of light system can be enhanced to meet the phycology status of the patient. For
the room environment, the cultural atmosphere is not enough in current radio treatment
room. Even though the First Hospital of Hebei Medical University has conducted some
explorations, the cultural atmosphere needs to be improved in the treatment room.
Fig. 7. The light system in the Central Hospital of Wuhan (left), the First Hospital of Hebei
Medical University (middle) and the cultural painting in the First Hospital of Hebei Medical
University (right).
446 X. Liu and W. Wang
Based on the analysis above, the proton therapy service blueprint based on service
design is proposed in this section. The proposed service blueprint will satisfy the need
of the patient, the doctor, the physicist and the technician in a large extent. The resource
is optimized in our proposed proton therapy service blueprint.
In the phase of simulated treatment, the patient will be allocated with physicists and
technicians who are responsible for the patient. The allocated physicists and technicians
will get notification and the information about the patient. The basic information has
been uploaded by the doctor in the clinic phase. The online system touchpoint is
proposed to be used in the simulated treatment. Image materials, treatment prescription
and the CAD source file of the mold will be contained on the online system. The patient
can get access to these information through the online system touchpoint. In addition,
current progress of treatment is presented in the online system. In conclusion, the
online system provides a more efficient way for information transportation and rep-
resentation and improves the efficiency of multiple departments.
From the view of the doctor, the work load of doctors needs to be represented
online. The doctor needs to evaluate the progress of designing treatment plan and show
current progress of the treatment plan. The progress can be quantified in percentage.
This mechanism can increase the level of transparence and comfort patients’ mood. The
service blueprint of the aforementioned mechanism is shown in Fig. 10.
treatment procedure is composed of two steps: before entering the treatment room and
after entering the treatment room.
Before entering the treatment room, the patient needs to firstly change clothes. The
proposed service blueprint is shown in Fig. 11. The technician should help the patient
with cloth changing since some patients have difficulty in motion. After changing
clothes in the specific cloth changing room, the patient needs to lie on the mobile
treatment bed and gets the mold installed with the help of the technician. Other
technicians should adjust the height of the treatment bed to a standard level in
preparations for the following treatment in the treatment room. During this period, the
patient does not have to maintain a stable gesture and only needs to lie on the mobile
treatment bed and wait for the last patient who has already entered the treatment room
to finish t. When the last patient finishes the treatment, one technician is responsible for
moving the last patient out of the treatment room and helping the patient take off the
mold. Two other technicians move the current patient into the treatment room.
The proposed procedure before treatment optimizes the overall service sequence by
moving the mold installation from after entering the treatment room to before entering
the treatment room. And this optimization is based on the updating from stable treat-
ment bed to mobile treatment bed. By applying this mechanism, more time in the
treatment room can be saved since the time-consuming activity which means installing
mold and climbing on the bed is parallel with the treatment procedure of the last
patient. What’s more, the time consumed by last patient’s getting off the treatment bed
and taking off the mold is also saved. The treatment room only relates to the curing
activity. In conclusion, the proposed mechanism reduces the curing time of average
patient and improves the average number of patients in one specific time period. Thus,
the cost on average patient is reduced and the promotion of proton therapy is enhanced.
Fig. 11. The service blueprint before the patient enters the proton therapy treatment room.
After the patient entering into the treatment room, the patient only needs to lie on
the bed. The service blueprint after the patient enters the proton therapy treatment room
is shown in Fig. 12. Technicians need to move the mobile treatment bed to the standard
position of the treatment room in order to get fixed. The fixing of mobile treatment is
essential for the precision of treatment. Thus, the fixing methods need to be carefully
designed. After fixing the treatment bed, technicians who help the patient enter the
Design of Proton Therapy Procedure Based on Service Design Theory 449
treatment room should leave the treatment room since the treatment room should not
contain any people while operating. While the patient is getting treatment, the physicist
needs to give short instructions and notifications about current progress in the obser-
vation room. After the treatment, the patient is moved out of the treatment room and
takes off the mold with the help of the technician.
The proposed mechanism needs three technicians in principle. The average work
load of technician is reduced. In addition, this mechanism reduces the time that the
technician stays in the treatment room. Thus, the health of both the patient and the
technician can be protected. The work load of the physicist is improved a little since the
physicist needs to communicate with patient more frequently. But the content of
communication with different patients is similar, the content can be decided at first. In
another way, common communication content could be delivered using the recording
method.
During the treatment period, the vocal system can play the customized list of music
for the patient to reduce the level of pressure of the patient. Light system can also apply
the customized style to the room. The customized information can be gathered through
online system.
Fig. 12. The service blueprint after the patient enters the proton therapy treatment room.
5 Conclusion
In this paper, the new proton therapy service is proposed based on the service design
theory. By applying the method like service touchpoint optimization, service procedure
optimization and adding new service touchpoint, the proposed proton therapy service
has improved the treatment efficiency and treatment effect. Future direction includes
designing more advanced treatment machine and the standardization.
References
1. Peterson, S.W., Polf, J., Bues, M., Ciangaru, G., Archambault, L., Beddar, S., Smith, A.:
Experimental validation of a monte carlo proton therapy nozzle model incorporating
magnetically steered protons. Phys. Med. Biol. 54, 3217–3229 (2009)
2. Jongen, Y., Laycock, S., Abs, M.: The proton therapy system for the NPTC: equipment
description and progress report. Nucl. Instrum. Methods Phys. Res. 113, 522–525 (1996)
3. Smith, A.R.: Vision 20/20: proton therapy. Med. Phys. 36, 55–568 (2009). Published for the
American Association of Physicists in Medicine by the American Institute of Physics, USA
4. Stickdorn, M., Schneider, J.: This Is Service Design Thinking: Basics, Tools, Cases.
Loan/open Shelves (2011)
5. Qi, Z., Kay, C.T.: The application of tools and techniques in a unified service design theory.
In: 2008 IEEE International Conference on Industrial Engineering and Engineering
Management, pp. 930–934. IEEE, Piscataway (2008)
Usability Recommendations for a Learning
Management Systems (LMS) - A Case Study
with the LMS of IFPE
1 Introduction
2 Theoretical Structure
This topic explains, from the literature, the theoretical basis of the questions relevant to
reach the objective of the article, an evaluation and survey of usability recommenda-
tions for the virtual environment of IFPE.
theoretical-based models. The main feature of this model is that users do not need to be
present. This feature makes the process faster and relatively inexpensive. Heuristic
evaluation has become popular in recent years. Usability recommendations were
designed with the main objective of evaluating screen-based artifacts. Therefore, some
of them are still applicable. Others, however, are not appropriate. New sets of heuristics
are needed to evaluate different classes of interactive artifacts. These heuristics should
be based on a combination of usability and user goals. This technique generates lists of
identified problems, usually with solution recommendations.
3 Case Study
4
Login
Profile
3 Course
Calendar
Material
2 Task
FÛrum
Chat
1 Message
Notes
Logoff
0
Number of heuristic
Percentual de
Percentage ofproblemas
problemsidentificados
identified xxHeuristics
HeurÌstica
2%
9% 11%
4%
H1
H2
17% 9%
H3
H4
H5
H6
H7
H8
H9
11% 19% H10
9%
9%
Consistency and Standards (H4) and Flexibility and efficiency of use (H8) showed the
largest number of problems detected with 19% and 17%, respectively.
The high percentage of problems identified in H4 is mainly due to the lack of
consistency of the layout of the environment. Many screens have completely different
layouts in relation to the previous screen accessed by the user.
4 Results
• Identify the pages of the environment with titles in the upper left corner of the
pages, using a readable source;
• View the progress of the tasks that need to be loaded (access to material, task
download).
H2 - Compatibility between the system and the real world
According to [12], the labeling system defines the terminology and visual signs for
each information element and to support the navigation of the user, considering the
available space and the user’s understanding in the creation of the page labeling WEB.
• Avoid using abbreviations for course names;
• Avoid using technical terms, such as “Version without frames and Javascript”,
available on chat pages;
• Define icons for the display function of one or all weeks of the course and their
meaning is easy to identify.
H3 - Freedom and user control
According to [13], Web users, in general, clicking a link expect the new site page to
appear instead of the last one. In this situation, if you want to undo this action, use the
Back button. The exception with regard to new windows are PDF documents and the
like. [10] places this principle with an ethical question.
• Insert a “Back” button to access the previous page visited;
• Allow the student to define how materials will be opened in formats other than
HTML (.PDF, .DOC). In the same window, or in another;
• Allow access to all environment functions from any window.
H4 - Consistency and standards
According to [13], if users are accustomed to prevailing design standards and
conventions, they will expect to find them on other sites. Among these conventions, the
name of the institution in the upper left corner with a direct access link to the home-
page. The system must be predictable [11].
• Reposition the environment access option to the top of the environment home page;
• Define a default layout that is maintained on all pages in the environment;
• Define a standard format for course content;
• Reposition the “Exit” link to the upper right corner of the layout, below the insti-
tution mark;
• Set a default position for breadcrumb. Preferably in the upper left corner of the
layout, below the institution mark;
• Position the search field specific to each function of the environment so that the
dependence of this field is clear;
• Insert a link in the institution’s trademark to access the homepage of the
environment;
• Reposition the calendar function to the left side of the layout, next to the other
functions of the environment.
458 M. Penha and W. F. M. Correia
animations should serve a purpose for the user. There is no text size that appeals
equally to all types of people. It is better to choose a larger source to not discard some
users.
• Avoid using banners with rarely needed or confusing information;
• Avoid large amounts of information on the login page of the environment;
• Avoid using many different font sizes;
• Standardize the use of colors in the environment;
• Use a larger font size on the “Exit” button;
• Distribute the functions of the environment in the layout in a standardized way;
• Position important resources, such as the home page access option, highlighted;
• Maintain standardization in graphic elements;
• Avoid using serif fonts.
H10 - Help and documentation
According to [11], the help resource must be available for all tasks that the user will
perform, although most of the time it does not need to be consulted.
• Add help resource related functions available on the page accessed.
• Remove the “Moodle” link, located in the footer of the screen. It serves as access to
the software documentation home page, and is in English, making it unnecessary for
the student.
5 Conclusions
The present case study was driven by Nielsen ergonomic criteria and two evaluation
techniques were used: the heuristic evaluation, performed by specialists; and the
cooperative assessment carried out with users.
The techniques chosen were efficient in pointing out several usability problems,
some common to the two evaluation techniques, others identified particularly by one of
them. Were observed violations of basic principles of design and usability, content as
very extensive and sometimes unnecessary, lack of standard in layout, messages and
inappropriate language inconsistent placement of some features.
The results obtained from the tests applied in the case study showed that the virtual
environment of IFPE has enjoyed usability deficiencies, creating an interplay of low
quality and, at times, unpleasant for the students. Some of the tasks posed ended up not
being made by some participants.
From the problems identified, was elaborated a list of 48 usability recommenda-
tions, covering all 10 heuristics used as a usability reference was made. It is hoped that
the usability recommendations obtained in this research contribute to the improvement
of the virtual environment of any institution that offers the modality of e-learning.
460 M. Penha and W. F. M. Correia
References
1. Barbosa, A.L., Mendes, L.S.: Ambientes Virtuais de Aprendizagem. In: 20% à distância: e
agora: orientações práticas para o uso de tecnologia de educação a distância/Alda Carlini,
Rita Maria Tarcia. Pearson Education do Brasil, São Paulo, pp. 161–170 (2010)
2. Harasin, L., et al.: Redes de aprendizagem: um guia para ensino e aprendizagem on-line.
Editora Senac São Paulo, São Paulo (2005)
3. Filatro, A.: Design instrucional na prática. Pearson Education do Brasil, São Paulo (2008)
4. Preece, J., Rogers, Y., Sharp, H.: Design de interação – Além da interação homem-
computador. Bookman, Porto Alegre (2005)
5. Cybis, W., Betiol, A.H., Faust, R.: Ergonomia e Usabilidade, conhecimentos, métodos e
aplicações. Novatec Editora LTDA, São Paulo (2007)
6. Nielsen, J.: Ten Usability Heuristics. http://www.useit.com/papers/heuristic/heuristic_list.
html
7. Penha, M., Campos, F., Correia, W.F.M.: Mapeamento da pesquisa sobre design de
interação na educação a distância no cenário internacional. Revista Científica Tecnologus 5,
1–24 (2010)
8. Andrade, A.L.L.: Usabilidade de interfaces Web: Avaliação heurística no jornalismo on-line.
E-papers, Rio de Janeiro (2007)
9. Penha, M., Correia, W.F.M., Barros, M.L.N., Soares, M.M., Campos, F.: Ergonomics
evaluation of usability with users - applications of the technique of cooperative evaluation.
In: 15th International Conference on Human-Computer Interaction, Las Vegas, DUXU/HCII
2013, A. Marcus, New York, pp. 379–388 (2013)
10. Penha, M., Correia, W.F.M., Campos, F., Barros, M.L.N.: Heuristic evaluation of usability -
a case study with the Learning Management Systems (LMS) of IFPE. Int. J. Hum. Soc. Sci.
4, 295–303 (2014)
11. Santa Rosa, J.G., Moraes, A.M.: Avaliação e projeto no design de interfaces. Rio de Janeiro
2AB (2008)
12. Agner, L.: Ergodesign e arquitetura de informação: Trabalhando com o usuário. Quartet, Rio
de Janeiro (2009)
13. Nielsen, J., Loranger, H.: Usabilidade na Web - Projetando Websites com Qualidade.
Campus, Rio de Janeiro (2006)
User Experience Design Manifesto
Paulo Maldonado1,2,3(&)
1
Centro de Investigação em Território, Arquitetura e Design (CITAD),
Universidades Lusíada, Rua da Junqueira, 188-198, 1349-001 Lisbon, Portugal
paulomaldonado@inspaedia.com
2
Faculdade de Arquitetura, Centro de Investigação em Arquitetura,
Urbanismo e Design (CIAUD), Universidade de Lisboa, Rua Sá Nogueira,
Polo Universitário, Alto da Ajuda, 1349-055 Lisbon, Portugal
3
Escola de Artes, Departamento de Artes Visuais e Design, Centro de História
de Arte e Investigação Avançada (CHAIA), Universidade de Évora,
Palácio do Vimioso, Largo Marquês de Marialva 8, 7000-809 Évora, Portugal
20 years is the temporal arc that separates us from the reflection that in the scope of the
research project of our masters degree in Design with the title «Design: a strategic
vision» [1] was at the origin of the platform Inspædia (www.inspaedia.com). In this
article we revisit this reflection and the Manifesto that resulted from it in the sense of
provoking the discussion about the construction of the research processes, summoning,
complementarily, to the reading of other publications that we made on the subject User
Experience Design underlying the process of research and development of the Inspædia
platform [2–11].
With regard to a strategic vision for Design, we used the form of a manifesto1 as a
matrix to communicate the concept we designate by new «distinctive design compe-
tencies»,2 starting from the «interaction between the organization of creativity, the
management of knowledge and the impact of new technologies»3 and the concept
of «utopia as a strategy», which fights the capitalist/consumerist model, replacing it
with an «ideology of constructors» (Lester Thurow).4 We advocated a central ideol-
ogy, a vision of the future and its alignment with implementation, following the rec-
ommendations of James Collins. The Manifesto was not, nor was it meant to be, a final
document, because such a position was inconsistent with the ideology that supported it.
The collective knowledge resulting from the dynamics of interactivity would be in
charge of perfecting the proposed model, introducing to it, continuously, the adjust-
ments that the partners considered necessary. Thus, the idea, the process and the results
would be, in themselves, Design.
In 1975, N. Cross, when considering the emergence of a post-industrial society,
wondered about the possible need to invent a new Design process [16] in the near
future. He referred to Architecture and was far from suspecting the profound changes to
occur in the production-consumption process. Simultaneously, other questions arose as
to which objects to project in the future and which perspectives to carry out the
professional activity. Thus, in 1973, H. Kraus predicted that the industrial designer of
the future would stop designing objects of use in close collaboration with other experts
to create «jobs, man-machine systems, complete organizations».
1
Charles Handy suggests the use of the words «meta» or «manifesto» when one considers the
word «vision» too pompous [12], probably because he mistrusts the connotation of the word «vi-
sion» in the wake of the German idealist tradition «conception of the world». We have therefore
proposed transposing the term «manifest» to a less usual form (since it is usually applied to a
cultural, social or political area): we put it at the service of presenting the proposed concept, in order
to incite, summon participation.
2
Design is a structuring factor of distinctive competence because the design process we reinvented
was underpinning the business idea we proposed.
3
By the way, see the following excerpt from an interview with John Kao (JK), led by Jorge
Nascimento Rodrigues (JNR): «JNR […] if we are moving from the era of competitive advantage to
the era of creative advantage is it that Michael Porter and the other competition theorists were
wrong? JK - […] they all talk about creativity … but they do not say «what» and «how» to do, that
is, how to manage creativity. The key issue is no longer to consider creativity as a priority, but to
know how to create and manage it systematically. [Jamming] is at the intersection of three axes: the
organization of creativity; the management of knowledge; and the impact of new technologies. The
last two axes facilitate the first. […] Design is something established, in architecture, in products, in
graphics. It needs to be extended to business. […] Do not we talk about the design of the
organization, the design of the intranets, the design of a culture of collaboration? So the business
leader has to look at himself as a designer.» [13] For an identical perspective, see Hammer [14].
4
It proposes utopia as a strategy, which means instituting a revolutionary process of vision, in order to
allow the flourishing of democracy and the reconstruction of a more just and humanized society. He
argues that the capitalist/consumerist model will tend towards a «builder ideology», in which
governments will play an important but no more important role; the heroes of the future will be able
to build the new industries (the «gray-mass industries»). This coordinated action will focus
on «human skills, technologies and basic infrastructures» [15]. This author recovers the
schumperterian sense of the term «entrepreneur» and enriches it: the new entrepreneur is
a «builder» whose skills are based on knowhow and knowledge.
User Experience Design Manifesto 463
Retracting in time but still in the 70s, T. A. Markus (1972) typified three modes of
performance and socio-professional framing of the designer:5
«The first role is essentially conservative, centred around the continue dominance
of the professional institutions. In such a role the designer remains unconnected with
either clients or makers. […] The opposite to this conservative aproach is actively to
seek changes in society which would result in the end of professionalism as we know it.
Such a revolutionary aproach would lead the designer to associate himself directly with
user groups. Since this kind of designer is also likely to believe in a decentralised
society he would be happiest when dealing with the disadvantage, such as the tenents
of slum clearence areas, or the revolutionary forsakes his position of independence and
power. He no longer sees himself as a leader but as a campaigner and spokesman. […]
The thirth, middle, path lies between these two extremes, and is much more difficult to
identify except in vague terms. In this role the designer remains a professionally
qualified specialist but tries to envolve the users of his design in his process. These
more participatory approaches to design may include a whole range of relatively new
techniques, ranging the public inquiry through gaming and simulation to the recent
computer-aided design procedures. […] Designers following this approach are likely to
have abandoned the traditional idea that the individual designer is dominant in the
process, but they may still believe they have some specialised decision making skills to
offer» [16].
Contrary to what was said by T. A. Markus in the 1970s, the second modality
appears today (1997) to be extremely timely. Before we realize its potentialities and
interest for the strategic vision we have proposed, we have tried to disassemble its
argument. Markus considered it very risky for the professional survival of the designers
and, for that reason, did not recommend it. He feared for «lose his hand» by opening
the creative process «to more voices». Contexts and opportunities had changed radi-
cally, but it was not only for this reason that we were convinced that the future of the
designer’s profession would be in the sharing of decisions, even the project decisions.
The digital economy has revolutionized this logic by creating the conditions for con-
sumers to be present in the various moments of the process, from conception and
production, to the marketing and distribution of products and services. However, it is
not only for this reason that we intend to include them in the process and remunerate
them, depending on their participation, it is not only because of this pressure that we
will have to go to the trailer for fear of «losing our hand».
Resuming the problem of participation and the socio-professional framework, the
strategic vision that we proposed for the design opened up much more voices than the
5
The following text refers to the professional activity of the architect. In the English language, the
word design applies to any project activity. While acknowledging specifics in industrial design, also
recognized by those who understand design in this broad sense, we propose that the reader
extrapolate the thinking of Markus to the industrial design and the pursuit of the professional activity
of designers working for the Industry. We refer to Tomás Maldonado and to the reexamination of his
1972 reexamination [17] and to Victor Margolin [18], among other authors and works that could be
called for the most consistent attempts to define the term design.
464 P. Maldonado
claimed by T. A. Markus.6 The new technologies allowed it and the brand-new digital
economy required it, otherwise major opportunities would be lost.
The profound transformations that took place led to a reflection on the design
scenarios (ways of designing and designers relating to customers and users/consumers).
The business idea that we proposed resulted from the observation, interpretation,
reinvention and application7 of a vast field of theories and practices that we tried to
expose in the possible detail. It was based on the concept of «global thinking and
action»,8 centered on the new potentialities that were part of the so-called digital age.
Bet on creativity, correlative of flexibility and competence.9 It was not a panacea or a
magic word but an imperative that stemmed from the need to change.
6
The underlying motivations have nothing to do with those that animated the experiences called for in
the text: contexts (political, social, economic) and possibilities were, at the time, completely different.
The proposed way to ensure the participation of allies may face difficulties (which we will try to
identify later). However, it is not part of the same type of constraints that guided some of the
experiences previously mentioned: the process will be totally open and participated, the access is
spontaneous, reason why it seems to be difficult for us to have room for paternalistic or authoritarian
attitudes. The contributions of the partners are worth by themselves and not by the importance of
their person or personality.
7
Our research did not coincide with the application of the idea, so only then will it be finished (if it
ever will). In the digital state, the investigation does not precede the launch. It is part of the launch, i.
and. integrates with the launch-and-learn strategy [19].
8
For an opinion to the contrary, but that is exactly on the same assumption - the connectivity that the
Net allows (see Chuck Martin’s positioning, which coincides with John Naisbitt’s, «local thinking
and global action») in answering the question of Jorge Nascimento Rodrigues to Chuck Martin: In
the 80’s, we learned to «think global and act locally». Now he tells us that we must «think local and
global action» an idea also advocated by John Naisbitt. Why this inversion? Answer: «because the
Net makes this possible. This is now a mere evidence.» [20].
9
«Today all companies are looking for a new advantage, delicate and dangerous, but vital: that of
creativity. Global competition increasingly depends on the ability of nations to mobilize their ideas
and talents to create creative organizations. […] Creativity begins with the generation of ideas … It is
crucial to import new data from the outside. is to diffuse and impregnate by the company an
aspiration of creativity … The desire for creativity must become the norm and not the exception ….
Non-creative companies have three possibilities: to buy innovative companies; ally with them; or buy
stars. Appealing to outside actors to participate in a specific project has become commonplace… It is
up to the leaders to establish a new «temporary culture», indispensable for refreshing new ideas and
ideas. […] The new information technologies favor the generation of ideas by developing access to
knowledge and informal exchanges. […] As in jazz, cyberspace is a meritocracy of talents that are
both competitive and cooperative. Power no longer comes from knowledge - to which everyone has
access - but from the creativity extended by the network. […] Companies of the future can design
their structure and culture in a flexible way, in function of their creative projects. It will only be the
sum of your ideas, knowledge and abilities. The organization of the future will be like a factory of
ideas, whose starting point is the unknown. You do not know the products you are going to build, nor
the competitors you are going to face: it recreates itself permanently. The leader must manage
contrary tendencies like freedom versus discipline, fixed goals versus flexibility, collective
responsibilities, safety versus risk, acquisition versus innovation, experience versus novelty, and
normalization. experimentation.» [13].
User Experience Design Manifesto 465
It was intended to find/define a context10 for the design process (actors and envi-
ronment)11,12 and the motivations and capacities for an interaction strategy (culture,
information and knowledge). That is to say, based on a global strategic vision, we
intend to carefully select the (dynamic, flexible and creative)13 principles capable of
determining the most appropriate competences for a design process («distinctive
competencies»),14 with a well defined objective: without innovation necessarily having
to go through the invention of new technologies. However, there is no innovation
without creativity. The epochal context seemed to propitiate,15 at the outset, the success
of proposals such as ours.
10
According to Chuck Martin, in the digital state is the context that determines value, not
content: «context is the combination of all the surrounding factors: time; the place; the relevance of
the content; the technology used. It is fluid, malleable, reactive, and interactive, just like the Net
itself.» [20].
11
Or «procedural paradigm», advocated by Tom Peters and also by Kees Van Der Heijden: «Success
is more closely related to a good process than to the discovery of an «optimal strategy.» [21].
12
Knut Holt thus synthesizes the process of visionary design: «when you invent something realy new,
you create a need. The big trick is not to invent to satisfy a need - anybody can do that. The trick is
to recognize that need that people do not realize is a need.» [22]. This optimism is qualified that we
refrain from adjectivizing out of respect for all those who suffer the dissatisfaction of vital needs and
for those who continue to find in them their reason for being.
13
«Soozoo (criativity) is the new battle cry, companies strive to gain or retain their share of the global
market.» [22].
14
Gary Hamel prefers the concept of «distinctive competencies» rather than «strategic business
units» [23]. Its scope fits better with our idea. «Three business strategies have to interface with
designing: develop market/ user understanding thoughly before design development; focus on
commercially viable translation of ideas, i.e. innovation for successful commercial products; design
a well-integrated organization to support product development in the milieu of ever changing
conditions, with product systems or cascading development from one product to the next.» [22].
Still on «distinctive competences».
15
In ostinato, John Kao explains why our era is that of creativity. In his opinion, there are eight great
arguments that justify it: «this is the age of creativity because that’s where information technology
wants to go next. […] because it’s the age of knowlege. And in an era of prizes knowledge,
creativity adds value to knowledge and makes it progressively more useful. […] because companies
are increasingly forced to rapidly reinvent themselves to achieve growth. […] because many
workers today feel creative jobs, and talented people are mobile as never before. […] because of the
new primacy of design. […] because there has been a change of regime in the marketplace. The
customer is the boss now - discerning, demanding, and no more loyal than he or she has to be. The
new boss has only one question: So what are you going to do for me tomorrow? Only creativity can
give the answer. […] because the subtext of global competition is increasingly about a nation’s
ability to mobilize its ideas, talents, and creative organizations. A company that ignores the global
creativity map is spurning an important set of strategic considerations. […] This is the age of
creativity because management is transforming its role from controller to emancipator - of
creativity. This is the new managerial mind – set.» [24].
466 P. Maldonado
2 Manifesto
1. The process is open (free).
It is based on the connectivity that the Internet allows and empower.
2. There are no business or business areas defined at the outset.
Herein lies part of the innovation component that we intend to introduce.
Distinctive competence16 will be what it has to be, what it wants to be. What will
determine the process of definition will be a network of people that interact for this
purpose/common goal. As a consequence, preferred business or business areas are not
initially defined.
3. The distinctive competence is locus free.
There are no physical or virtual barriers between research, development, produc-
tion, distribution and consumption. Anyone can be anywhere and practically at the
same time. There is no rigid sequence of actions between the moment the idea arises
and the consumption of the «functionalities» created.17 On the other hand, it is hoped
to promote an interaction of events, generating other events.
4. It is not initiated through a pre-established or existing organization.
This principle stems from a non a priori definition of the distinctive competencies to
be developed. The alliance of individuals is an initial datum but not an end in itself,
only a mean. The definition and configuration of the group/partners will be made later:
the proposed model approximates the (amplified) concept of «virtual organiza-
tion» (Francis Fukuiama), which allows introducing a great dynamics and flexibility in
the process.
5. Intelligence acts on information, transforming it into knowledge.
The partners involved in the process (knowledge workers), interacting in a network,
contribute to transform the information available in the network into knowledge. The
grouping of different knowledge can be organized into thematic clusters to enhance
creativity, using the virtualities inherent in the (digital) concept of «pulling».
16
From now on, the concept of «distinctive competence» often arises as a substitute for «business
areas» or «strategic business units» because it conveys the necessary breadth to the idea’s
development. Since design is the process underlying the definition of distinctive competence (s), it
is the very design process (reinvented) that interests us.
17
The term «functionality» replaces «products and services». Flexibility and recurrence underlie the
proposed model. «The ultimately successful U.S. organizations abandoned the step-by-step model
of R&D, created dedicated integration teams, and shrank the role of their research and
manufacturing organizations in choosing technologies.» [25].
User Experience Design Manifesto 467
18
On the new challenges to making information operational, Peter Drucker adds: «The development
of rigorous methods for gathering and analyzing outsider information will increasingly become a
major challenge for business and for information experts.» [26].
19
Gary Hamel prefers the concept of «areas of opportunity» rather than «industries» and «fea-
tures» rather than «products and services» [23]. The adoption of its proposal is linked to the
semantic enlargement that new designations always presuppose.
20
«Core ideology» should not change, whereas «core competence» can and should.
468 P. Maldonado
choose and not the inverse. However, there is nothing to prevent technology being
invented, as nothing prevents industry from reinventing itself.
11. The fragmentation of competencies and functionalities in components is
privileged and shares are shared by alliance partners.
Irrespective of the stage at which the process is taking place, it is essential that all
actors have an overall view of «distinctive competencies». When extending its scope to
more actors, it is essential that the new specific knowledge stimulate shared knowledge,
contributing to the enrichment of the collective (continuous learning). The fragmen-
tation of competences does not mean that each one contributes to his or her knowledge
in order to respond to part of the process: it means that each one contributes with all his
knowledge to validate a shared concept for which he is especially well prepared.
12. The partners in the «areas of opportunity» (who may be coopetitors) may be
geographically located anywhere on a global scale and selected primarily by
their competencies.
This principle is a consequence of the locus-free business concept. Partners can be
co-opetitors because they can collaborate and compete simultaneously within the
alliance: they collaborate because they are involved in it, they are part of it; compete
because they can eventually offer competing products or services (on their own ini-
tiative - remote hypothesis - because they are involved in other similar processes or
because in the business partners with similar competencies are involved). Competence
is a decisive factor for a given individual, organization or institution to be admitted as
partners.
13. The end-users of the new «functionalities» are directly involved in detecting
the opportunities for «distinctive competencies».
More than that, they are called from the outset to jointly build the strategic vision
that gives shape to a certain «distinctive competence»: they are the soul of the strategic
design vision.
14. Temporary alliances will be established around a certain distinctive
competence.
As distinctive competencies will be defined, temporary alliances will be formed,
depending on the individual knowledge of each partner and their suitability for the
work to be carried out jointly.
15. The alliances will be constituted with well defined purposes, with individuals,
groups of individuals, framed or not by organizations.
Innovation is the central purpose that should bring together the group of individuals
around the alliance.21 The individual objectives, although they may be different from
21
The same objectives identified by Chuck Martin apply, as they are also intended to create: «great
brands on the Net […] great products […] useful service […] what is [not] expected […] what is
[not] needed [yet]» [19].
User Experience Design Manifesto 469
22
«Profits are the lifeblood of any business, but life consists of more than keeping the blood flowing;
otherwise, it would not be worth living.» [26].
23
Also in this case the concept of learning organization applies.
470 P. Maldonado
20. The connection system also serves to continuously check the excellence of the
functionalities.
Connectivity and simulation technologies enable the sharing and verification of
real-time information to define the distinctive competencies, test the effectiveness and
sustainability of the concepts that characterize the functionalities, characterize and
identify their specifications, and gauge the applicable production technologies.24
21. There is a need to create a database to save ideas to use later.
The amount of knowledge produced (at high speed) will feed the «ideas fac-
tory» (John Kao), stored in a database of free access for partners, which can be reused
in the future.
22. The aim is to stimulate creativity aimed at innovation and lifelong learning.
Innovation, creativity and quality have no limits. They go through the way they
integrate into the process, regardless of the results.
3 Conclusions
We have tried to establish the principles and purposes that underpin the proposed idea.
We leave open the need (or not) to code another design method to apply it to the design
processes triggered by the first process (the object of our research). On a provisional
basis, we admit that the methodologies available to develop new «functionalities»25
could maintain their operationality, provided that adjustments were made that were
necessary, albeit intuitively.26 To develop them, one would have to experiment with the
proposed model and later theorize. We can not predict whether it would be possible (or
even necessary) to develop this rationalization effort to apply it to such an open and
ever changing process. There might be conclusive answers from their experimentation
and the sharing of these concerns with some of the allies: we believed in the
24
«In the next decade, the most important new sense-making tools will be those that help people
visualize and simulate. Visualization techniques reduce vast and obscure pools of data into easily
comprehended images. And simulation systems will become intellectual training wheels for
executives, allowing them to experiment with strategies in the forgiving world of cyberspace, in
much the same way that pilots in the Gulf War ran practice missions before flying the real thing.»
[26].
25
We have already mentioned the scarcity of contributions, within the framework of methodologies
that consider the profound changes in the production-consumption processes. Many methodological
models produced in the 1960s and 1970s, long before the democratization of computer use (in
design, production and sale) and the emergence of the medium that revolutionized this revolution -
the Internet, are available. The most recent studies, especially those by German authors, point to the
need to reflect on the methodological question but do not codify new processes. Thus, it would be
useless to describe those available (Alexander, Jones, Bonsieppe, Löbach, Bürdek, Baxter, among
others) to support the elaboration of a new theory of projection.
26
It is not possible to determine whether it will involve grouping, skipping, flipping, or transforming
the various steps. It is referred to the small article «L’intuizione del metodo» by Sanmorì [27], in
which the author questions the possibility of practicing a project without a codified methodology.
User Experience Design Manifesto 471
potentialities arising from the experimentation of the design process we proposed and
the subsequent enrichment in terms of learning.
Enzo Paci’s commentary on the occasion of the 3rd International Congress on
Aesthetics (Venice, 1956) is particularly illuminating and prefiguring in this regard:
«One of the most serious dangers of the contemporary cultural situation is the
intellectual projection of predetermined discourses, and of methodological plans, on the
level of concrete experience. This is not to deny the value of methodology and technique.
It only means that the technical and methodological tools should not be badly materi-
alized and placed outside their field of application as if nature and the living experience
of man were the matrix of every technique and method, but, at the on the contrary, a
world extracted from the method is considered real instead of instrumental.» [28].
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The Development of a Hybrid Approach
to Usability Assessment: Leveraging
a Heuristic Guidance Framework for End
User Feedback
1 Introduction
© Springer International Publishing AG, part of Springer Nature (outside the USA) 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 473–480, 2019.
https://doi.org/10.1007/978-3-319-94947-5_48
474 B. F. Wheeler Atkinson et al.
2 Motivation
The initial development of the EQUATE system started with an extensive literature
review. Our research team wanted to identify what has been done in the past to pull
from strengths of past approaches to develop a novel, hybrid approach. In the following
sections, we will review the research and practice that ended up informing the
EQUATE and specifically what aspects of those systems were leveraged in developing
the new system.
Survey-Based Usability Assessment. Survey-based usability assessments- short, self-
report, multiple-choice, Likert scale surveys meant to quickly assess the usability of
any type of software interface [4] (e.g., the System Usability Scale (SUS) (Brooke
1996) and the Post Study System Usability Questionnaire (PSSUQ) [10] are common
tools to usability evaluation likely because of their reduced cost, efficiency of
administration and ease of interpretation. While such benefits are difficult to ignore,
these summative assessments tend to offer little valuable feedback to program devel-
opers, especially early on in the development cycle due to the lack of prescriptive data
[7]. Hornbaek [8] conducted a review of the current practices in measuring usability
where he addressed several limitations with extant approaches. He contended that the
construct validity of usability surveys may be questionable, as they appear to be general
measures of satisfaction as opposed to measuring the actual usability of a system or
program. Related to this notion, Hornbaek [8] noted that these surveys cover usability
too broadly to be useful for the development and enhancement of a system. In addition
to these issues, Hornbaek [8] lists the lack of focus on effectiveness and efficiency and
the lack of approaches addressing the learnability dimension of usability as prob-
lematic issues with existing tools.
The Development of a Hybrid Approach to Usability Assessment 475
Our review of the literature regarding survey-based usability succinctly points out
the strengths and weaknesses of this approach to usability evaluation. Concerning the
development of the EQUATE, we hoped to leverage the benefits of a survey-based
approach in terms of cost, efficiency and ease of interpretation, while addressing the
aforementioned limitations. To do this, the team reviewed the literature and practice of
heuristic approaches to assessment. In the next section, we will briefly review the
practice and literature behind heuristic approaches and we will talk specifically about
how features of heuristic approaches can be combined with survey-based approaches to
form a hybrid method that leverages the strengths of each.
Heuristic-Based Usability Assessment. Heuristic evaluation [12, 14] is an approach
to usability assessment where experts use previously validated rules to guide system
evaluations (e.g., visibility of system status, match between system and real world,
consistency and standards; [12]). Unlike many survey-based approaches, heuristic
evaluations can offer detail that is useful to program developers at the early stages of
the development process and when making subsequent enhancements because the
output relies on the description of the experts conducting the analysis. However, with
this flexibility in the level of detail included in the output comes inconsistency.
Heuristic evaluations conducted by domain experts without usability education or
experience yield the best results (i.e., most usability issues found) when they are
conducted by at least three evaluators [14], while usability specialists or usability
specialists with domain expertise only require a single evaluator, with a survey-based
approach, for the best results [12]. As result, heuristic-based usability assessment can
be both time consuming and expensive relative to survey-based approaches.
The review of the strengths and limitations of the two usability assessment
approaches offer contrast that is useful in informing a hybrid method. It is important to
note that there are other approaches to usability assessment (e.g., story-boarding,
cognitive walkthrough) not considered when developing the EQUATE. These
approaches offer benefits when implemented throughout the development lifecycle [2],
but were beyond the goals of this research effort.
In general, survey-based approaches are inexpensive, and easy to administer and
provide a general understanding of a system’s usability in a timely manner. On the
other hand, they are not detailed enough to provide useful feedback to program
developers at every stage in the development process. Heuristic evaluations offer
incredibly detailed outputs but come at a cost in both time and money. The contrasts
between these two approaches inspired our research into a hybrid approach. Specifi-
cally, we set out to develop a system that can: be administered to end users or novice
populations at any point in the development process; provide both summative and
detailed feedback to program developers; and allow a single human factors/usability
specialist to easily interpret data provided by a group of users. Such a system would be
of great value to the Navy, as it would allow acquisition programs to gain expert
usability data with domain user expertise accounted for in a single data collection,
thereby reducing schedule and resource implications.
476 B. F. Wheeler Atkinson et al.
The starting place for the team was to revisit the Multiple Heuristic Evaluation
Table (MHET) (Atkinson et al. [1]). The MHET integrated four seminal approaches to
heuristic-based evaluation for graphical user interfaces (GUIs) (i.e., [11, 16, 18];
principles based on Edward Tufte’s visual display work from UW Computing &
Communications [19]) into a single table. The table provided the research team with a
guided framework for heuristic evaluation in the form of do’s and don’ts. The con-
ceptual analysis that resulted in the MHET also provided a baseline of 12 heuristic
categories (i.e., Software-User Interaction, Learnability, Cognition Facilitation, User
Control & Software Flexibility, System-Real World Match, Graphic Design, Naviga-
tion & Exiting, Consistency, Defaults, System-Software Interaction, Help & Docu-
mentation, and Error Management) that would be considered when formulating
EQUATE dimensions. Limitations of the MHET included a focus only on four existing
heuristic approaches for input, and a lack of empirical validation of the content. The
result of expanding this approach led to the development of the User Interface -
Table for Evaluating & Analyzing Composite Heuristics (UI-TEACH).
Step 1: Developing the UI-TEACH. The development of the UI-TEACH started by
revisiting the literature to expand the number of approaches considered in the devel-
opment of a heuristic guidance table. Our research team reviewed heuristic-based
evaluation approaches including, but not limited to, “The Evaluation Checklist” [15],
“Research-Based Web Design & Usability Guidelines” [9], “Audience Centered
Heuristic: Older Adults” [5], “Hedonomics: The Power of Positive and Pleasurable
Ergonomics” [6], and “Designing the User Interface: Fourth Edition: Strategies for
Effective Human-Computer Interaction” [17]. The goal of the review was to generate a
comprehensive list of heuristic guidelines and survey items that would inform a card
sort analysis conducted with Human Factors subject matter experts (SMEs). Twenty
usability experts provided data during an open card sort to inform the closed card sort
data collection completed by nine SMEs. The card sort data was analyzed using both
hierarchical cluster analysis and confirmatory factor analysis [3], resulting in nine
heuristic categories (see Table 1) and over 200 usability guidance items in the form of
do’s and don’ts that would later inform survey items. The nine categories were graphic
design and aesthetics, error handling and feedback, user interaction control, learn-
ability, effectiveness of developmental characteristics, memorability and cognitive
facilitation, user efficiency, consistency and help. The individual items (do’s and
don’ts) were categorized in one or none of the preceding heuristic dimensions based on
conceptual linkages identified during data analysis. It is these items that are used in the
next phase of EQUATE development.
Step 2: Developing the Initial EQUATE System. The do’s and don’ts that are meant
to guide designers and evaluators during system development were rewritten to read as
items on a usability survey. The directions for completing the survey read as follows:
“Based on your experience, please indicate your level of agreement with each state-
ment.” Do’s were positively coded (e.g., The design provided a pleasant experience)
while don’ts were negatively coded (e.g., There was too much clutter on the display).
The Development of a Hybrid Approach to Usability Assessment 477
Table 1. User Interface - Table for Evaluating & Analyzing Composite Heuristics (UI-TEACH)
Dimensions & Definitions.
Heuristic Definition
Graphic Design & Aesthetics Interface display elements (e.g., color, text, graphics) and
layout support a positive user experience
Error Handling & Feedback System feedback on status and errors supports user’s
understanding of how to interact with the system
User Interaction Control Mechanisms that allow the user to feel in control of actions
and system preferences
Learnability System design and aids support users learning how to use
the system
Effectiveness of Characteristics of the hardware/software compatibility that
Developmental affects the ability of the system to deliver the intended
Characteristics functionality and detect errors
Memorability & Cognitive System design helps ease learning and memory load (short-
Facilitation term and long-term memory)
User Efficiency System design and functionality that supports completion of
tasks with minimal time and effort
Consistency System information and actions are consistently located and
formatted throughout the interface
Help Readily accessible instructions or clarifying information that
are easy to use and support task completion
The resulting survey contains 200 items that are currently being evaluated for reliability
(i.e., internal consistency and divergent validity) and construct validity (i.e., overlap
with extant systems purporting to measure similar dimensions of usability). While the
items contain more detail than traditional usability surveys, the research team did not
want to rely solely on survey items alone to deliver important feedback to designers at
every stage in development. As a result, the survey was broken into multiple dimensions
consistent with the UI-TEACH dimensions; the only exception was that the Effective-
ness of Developmental Characteristics was omitted from the survey after lengthy dis-
cussions with our Human Factors experts due to the limited insight that users would
have about these items (e.g., the software code causes the system to slow down).
End users completing the EQUATE are first required to answer survey-based
questions pertaining to each dimension of UI-TEACH. They are then prompted to
provide free-response feedback in space provided to elaborate on any issues they
uncovered, to include a prompt to provide an assessment of the criticality of the issue
and to offer suggestions for fixing it. While this free-response portion of the EQUATE
may seem subtle and unimportant. The research team felt strongly that the addition of
this to an existing survey addressed several issues that afflict traditional survey-based
approaches. Before end users provide free-response feedback, the items themselves act
as heuristic prompts. While the items may provide some information, the opportunity
for free-response alone lends an opportunity for users to provide the detail that is often
missing in survey approaches. In addition, prompting end users to detail the severity of
an issue and ideas for fixing it makes the enhancement and development process far
478 B. F. Wheeler Atkinson et al.
more efficient. Identifying an issue alone does little to help a program designer pri-
oritize and fix the issue. In our experience, after issues are identified, a back and forth
ensues between program evaluators and designers that can be lengthy, and without end
user input may not come to the right solution. For this reason, while prompting par-
ticipants to provide this information seems simple, it may go a long way in making the
feedback process more efficient and successful (Fig. 1).
The EQUATE is undergoing a full scale psychometric evaluation to ensure the internal
consistency, discriminant validity and overall construct, and criterion-related validity of
the measure. Preliminary analyses (i.e., Confirmatory Factor Analyses) are encouraging.
That is, individual items on the survey are strongly correlated with their respective
heuristic dimensions and heuristic dimensions are not so highly correlated with one
another that they would need to be collapsed into fewer than eight dimensions. As part
of this evaluation we are also empirically evaluating the utility of the EQUATE relative
to other heuristic and survey-based approaches. We purport that the EQUATE will
produce a greater quantity of issues and a greater breadth of issues (i.e., issues that span
more than a single heuristic dimension) than other approaches all while reducing the
time and cost to implement usability testing when compared to a full-scale heuristic-
based evaluation. Such a tool should prove useful in applied arenas, such as the military,
where the engineering of systems often outpaces the concern for human factors.
As a part of these analyses, we have used the EQUATE to conduct usability
evaluations on two very different system functions. This was done to show the utility of
the approach across system types/functions. The first system is meant for the entry and
The Development of a Hybrid Approach to Usability Assessment 479
tracking of performance related and non-descript data for Navy aircrews. The second is
a simulation-based strategy game for Marine Corp mission planning and execution.
The resulting usability evaluations yielded actionable results for both the initial
interface design and enhancements to overall system functionality. In both cases, the
usability evaluations conducted using the EQUATE delivered large quantities of issues,
descriptive details and suggested fix data for developers addressing the issues, and
supplemental information that assists the design team in prioritizing issues. This
allowed the development teams to implement changes and enhancement to the systems
that positively affected efficiency and effectiveness of users employing the systems to
complete tasks, without significant impacts to budget or schedule. While these initial
results are anecdotal, they provide evidence that the EQUATE system is functioning as
intended.
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A Pilot Naturalistic Study of PC Mouse
Usability
Abstract. An uncontrolled study took place in course settings with 30 3rd year
undergraduates. Standard graphical tasks were generated from dedicated soft-
ware. Subjects used their own and other subjects’ pointing devices. Pointing
efficiency was calculated within each 2 to 4 subjects group. Hypothetically,
subjects would not experience improved efficiency in pointing and dragging
tasks when switching to other devices from their own device. The other devices
might share the archetype of the owned device, but differ in dimensions and
shape details, or activation thresholds. Reasons are suggested for cases where
the hypothesis is not verified in the results. Literature review and prior exper-
imental results tentatively explains the subjects’ improvement in efficiency when
changing to unfamiliar pointing devices. Familiarity with the tasks and
improved fitness with borrowed device are potential motivators for efficiency
gains observed that do not comply with the hypothesis. A snapshot of PC mice
used by students is provided.
1 Introduction
A naturalistic study is a type of study in which the researchers observe and record very
carefully some behavior or phenomenon, sometimes over a prolonged period, in its
natural setting while interfering as little as possible with the subjects or phenomena [1].
Pilot studies are small-scale, preliminary studies which aim to investigate whether
crucial components of a main study - usually a randomized controlled trial (RCT) – will
be feasible and they may be used as an attempt to predict an appropriate sample size for
a full-scale project or to improve upon various aspects of the study design [2].
Hence, the current paper, reporting on a pilot naturalistic study of PC mouse
usability, does not make use of special controls, except for the graphical tasks used,
which are standardized and software generated. It springs from a wealth of controlled
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 481–493, 2019.
https://doi.org/10.1007/978-3-319-94947-5_49
482 D. A. Coelho and M. L. Lourenço
studies carried out in the scope of previous research by the authors [3–12], and holding
both a validation character, regarding those previous studies, as well as an opportunity
to study the phenomenon of computer handheld pointing device interaction with the
users in terms of efficiency in their natural settings. The analysis of this pilot natu-
ralistic study may hence present new questions and guide the establishment of future
studies to advance the state of the art and bring the frontier of knowledge in the domain
further ahead.
Efficiency is taken as one of the fundamental components of usability; usability
evaluation involves measuring user performance (effectiveness and efficiency) and
registering the user’s perception of satisfaction related aspects [13, 14]. In this paper,
for the sake of conciseness, focus will be given to efficiency, but effectiveness is a
component of efficiency, hence two of the three components of usability are considered
and included. This notwithstanding, results are only given for efficiency in percentages.
The hypothesis behind the study reported in this paper is that subjects would not
experience improved efficiency in pointing and dragging tasks when switching to other
devices from their own device. The other devices might have the same archetype, but
have different dimensions and shape details, as well as activation thresholds. The study
tests this hypothesis making use of a naturalistic approach. The remainder of the paper
is comprised of a methods section, presentation and analysis of results, discussion and
conclusion sections. The results are presented on a group by group basis first and then
systematized to enable richer insights to be drawn from the data collected in a natu-
ralistic, uncontrolled and pilot approach.
An uncontrolled study was set up in a course setting. Thirty third year undergraduate
industrial design students participated for course credit (15 male and 15 female).
Standard graphical tasks were generated through a dedicated software application [3].
Subjects used their own pointing device, plus the pointing device of one, two or three
other subjects (in two cases of males, their regular pointing device was a touchpad,
which was removed from the hypothesis testing analysis, but their use of other devices
was included to compute overall values of efficiency). Efficiency in pointing device use
was calculated within each small group of 2 to 4 subjects setting according to the
equations detailed in previous studies [3, 12] and shown in Eqs. 1 and 2.
No: FailedTargets
efa ¼ 1 ð1Þ
No: TotalTargets
minimum mean completion TIME – lowest mean completion time across the whole
set of replications of participant-device combinations (for the particular task and group)
mean completion TIME (subject) – mean time to complete the particular task for
the participant-device combination.
Participants, 3rd year industrial design undergraduate students, had experience of
Computer Aided Design software, where pointing and dragging tasks are used con-
sistently and abundantly. All participants had normal or corrected to normal vision and
none reported complaints of a musculoskeletal natures in the upper extremities at the
time the study took place (in late May, early June of 2017). They were invited to form
small groups amongst them (group size was limited to 4 maximum, and 2 minimum,
with no indication of gender distribution provided). Instructions included making use
of the standardized graphical software provided to perform the tasks generated that
would enable computation of efficiency, using their own handheld pointing device as
well as that of the other members of their group. The software automatically collected
data on errors and on time to complete tasks. This data was used to compute the
effectiveness and the efficiency of the combinations of subject-device-task. For the sake
of simplicity in the analysis, only efficiency results are reported in this paper. Pointing
tasks tested included pointing at large, medium and small targets. In the analysis, the
efficiency scores are averaged for one encompassing pointing task. A similar approach
was pursued for the tasks of dragging with the left, middle and right mouse buttons,
which were averaged for the sake of obtaining a condensed dragging efficiency score.
Due to screen size differences, the dragging tasks were not performed across all
groups, as these required higher graphical resolutions, and subjects used their own
computers, which in most cases were laptops. Some of the devices included in the
study were cordless, creating room for two distortions in the pointing speed, one
concerned with the speed and traffic of the cordless transmission between the device
and the computer, and the other concerned with the level of charge of the battery in the
pointing device. These are some of the limitations springing from the uncontrolled
setup in which the study took place.
In the presentation of efficiency results, devices are identified both as “own”, when in
use by the owner and as “othersXX” (e.g. “others01”, “others02”, etc.) when used by
other participants in the group. All computer handheld devices were optical. Due to
screen size inconsistencies, some of the results reported for the dragging tasks were not
considered and are absent from the results. A total of 30 participants, and 28 pointing
devices were involved in the experiments, with group size ranging from 2 to 4). There
were 3 groups with 2 participants, 4 groups with 3 participants and 3 groups with 4
participants. Overall, the simple average including all 88 combinations (from a total of
30 subjects, 15 female and 15 male) of participant-device pointing efficiency was
76.8% (sd = 11.8%). For dragging efficiency, there were 34 combinations of
participant-device (from a total of 11 subjects, 7 male and 4 female) resulting in an
average dragging efficiency of 78.5% (sd = 17.3%).
484 D. A. Coelho and M. L. Lourenço
3.1 Results
Tables 1, 2, 3, 4, 5, 6, 7, 8, 9 and 10 present results regarding hypothesis compliance as
well as efficiency values per subject-device combination considering the three pointing
tasks (pointing at large, medium and small targets) aggregated in one (pointing)
through simple averaging. The Tables also include the aggregated dragging efficiency
(where applicable), resulting from the simple average of the dragging with the left,
middle and right button tasks, where data was available. Interspersed with the pre-
sentation of the results in the tabular format are Figs. 1, 2, 3, 4, 5, 6 and 7, showing the
image of most of the devices used (some of the images were not made available for this
report) with identification of their respective owner participant in Tables 1, 2, 3, 4, 5, 6,
7, 8, 9 and 10.
Fig. 1. Pointing devices 01, 02, and 03 (from left to right) owned and used by group A
participants in the naturalistic experiments, with group average pointing efficiency values of
89.7%, 90.0% and 94.3% and dragging efficiency values of 91.7%, 94.3% and 100%
respectively.
Group by group (those with PC mouse images available), we can see which devices
have better performance. In groups with sufficient device information available and
where at least some members were not hypothesis compliant, suggestions on what have
caused the non-compliance are made. In group A (Table 1, Fig. 1), an all-male group,
it is the smallest device (03) that excels in both pointing and dragging.
A Pilot Naturalistic Study of PC Mouse Usability 485
This corroborates the findings brought forward by previous studies [3, 4] indicating that
smaller devices, relative to the user’s hand size enable higher efficiency and hence
improved performance. Group B (Table 2, Fig. 2) shows much higher efficiency for the
male participant than for the female participant in both devices (04 and 05), but it is the
female participant’s device (05) that excels in terms of performance. Group C
(Table 3), an all-female group shows levels of pointing efficiency at lower value than
the ones obtained for all male groups, such as A.
Fig. 2. Pointing devices 04 and 05 (from left to right) owned and used by group B participants
in the naturalistic experiments, with group average pointing efficiency values of 75.5% and
81.5% respectively.
Table 3. Efficiency results for group C (m-male; f-female), group average pointing efficiency
values of 77.3%, 80.3% and 66.7%, respectively for devices 06, 07 and 08.
Subject-device Pointing efficiency Hypothesis compliant
06f-own 79% no
06f-others07 86%
06f-others08 68%
07f-others06 90%
07f-own 98% yes
07f-others08 73%
08f-others06 63%
08f-others07 57%
08f-own 59% no
Group D (Table 4), like group A, show a smaller range of variation across subject-
device combinations when compared to mixed sex groups, which is suggested to be
due to it being a same sex group (all male). The simple, no frills design of device 13,
used by mixed sexes group E (Fig. 3, Table 5), attains the highest pointing efficiency in
the group, while a somewhat similar device, albeit with a non-slip surface (device 15)
excels in dragging efficiency within the group.
486 D. A. Coelho and M. L. Lourenço
Table 4. Efficiency results for group D (m-male; f-female), group average pointing efficiency
values of 76.0%, 76.3% and 80.0%, respectively for devices 09, 10 and 11.
Subject-device Pointing efficiency Hypothesis compliant
09m-own 88% yes
09m-others10 68%
09m-others11 72%
10m-others09 74%
10m-own 64% no
10m-others11 91%
11m-others09 88%
11m-others10 72%
11m-own 80% no
12m-others09 88%
12m-others10 72%
12m-others11 80%
Fig. 3. Pointing devices 13, 14, 15 and 16 (from left to right) owned and used by group E
participants in the naturalistic experiments, with group average pointing efficiency values of
82.8%, 68.8%, 78.8% and 72.0% and dragging efficiency values of 68.8%, 72.5%, 79.5% and
62.8% respectively.
In group F (Table 6, Fig. 4), an all-male group, no frills device 18 scores the
highest average pointing efficiency, while device 17 (bigger buttons with concave
finger grooves) excels for dragging performance. Group G (Table 7), a mixed group,
elects device 21 as the best performing in pointing tasks; this is a shiny but contoured at
the edges simple box design. In group H (Table 8, Fig. 6) device 24 (a simple device
but contoured for thumb support) attains the highest average group pointing efficiency.
Table 5. (continued)
Subject-device Pointing effic. Hyp. compliant Dragging effic. Hyp. compliant
14 m-others15 90% 85%
14 m-others16 68% 80%
15f-others13 80% 57%
15f-others14 77% 72%
15f-own 74% no 69% no
15f-others16 65% 58%
16f-others13 78% 61%
16f-others14 61% 57%
16f-others15 79% 89%
16f-own 75% no 26% no
Fig. 4. Pointing devices 17, 18 and 19 (from left to right) owned and used by group F
participants in the naturalistic experiments, with group average pointing efficiency values of
72.7%, 77.3% and 73.3% and dragging efficiency values of 86.0%, 63.3% and 76.7%
respectively.
488 D. A. Coelho and M. L. Lourenço
Fig. 5. Pointing devices 20, 21 and 22 (from left to right) owned and used by group G
participants in the naturalistic experiments, with group average pointing efficiency values of
61.5%, 78.5% and 72.0% respectively.
Fig. 6. Pointing devices 24 and 25 (from left to right) owned and used by group H participants
in the naturalistic experiments, with group average pointing efficiency values of 77.0% and
65.0% respectively.
A Pilot Naturalistic Study of PC Mouse Usability 489
Fig. 7. Pointing devices 26 and 27 (from left to right) owned and used by group I participants in
the naturalistic experiments, with group average pointing efficiency values of 72.5% and 76.0%
respectively.
Table 10. Efficiency results for group J (m-male; f-female), group average pointing efficiency
values of 80.7%, 68.0% and 83.7%, respectively for devices 28, 29 and 30.
Subject-device Pointing efficiency Hypothesis compliant
28f-own 88% yes
28f-others29 68%
28f-others30 72%
29f-others28 74%
29f-own 64% no
29f-others30 91%
30f-others28 80%
30f-others29 72%
30f-own 88% Yes
Table 11. Chi square test results relating to the test of the study’s hypothesis (*- p < 0.05).
Categories Pointing hypot. Chi square Dragging hypot. Chi square
compliance (n) statistic, compliance (n) statistic,
significance significance
Overall 15 test st. 0.143 8 test st. 2.273
yes
Overall no 13 p = 0.705 3 p = 0.132
Female 8 test st. 0.067 1 test st. 0.333
yes
Female no 7 p = 0.796 2 p = 0.564
Male yes 7 test st. 0.077 7 test st. 4.5
Male no 6 p = 0.782 1 p = 0.034*
The related samples McNemar test was also applied to the results of testing of the
underlying hypothesis for the study, by means of a cross contingency Table (Table 12).
The result was not statistically significant (p = 0.125) with a test statistic of 2.25. The
small number of subjects that could be involved springs from the aforementioned
limitations of the dragging graphical task vis-à-vis screen resolution of the participants’
PCs. No discordant cases were found in the Southwest corner of the 2 by 2 contingency
Table, but there is about one third of cases in the Northeast corner. This notwith-
standing, the test shows no statistically significant dependency between compliance
with the hypothesis in dragging and compliance with the hypothesis in pointing.
Hence, pointing and dragging efficiency are not necessarily linked for the same device.
Pearson correlation analysis for the 34 available combinations shows a correlation
factor of 0.56 (p = 0.001), indicating that the cohort might be too small, somewhat
precluding statistically significant results.
Table 12. Cross contingency Table regarding pointing efficiency and dragging efficiency
hypothesis compliance (n = 11).
Dragging efficiency compliance
with hypothesis
Point. effic. compl. w. hypot. Yes No Total
No 3 4 7
Yes 0 4 4
Total 3 8 11
4 Discussion
Differences between overall average efficiencies obtained for pointing and dragging,
with the latter unexpectedly attaining higher values, may spring from the longer times it
takes in performing a dragging operation, which compensates for more error proneness
of the task of pointing. However, this may also be an undesirable consequence of the
A Pilot Naturalistic Study of PC Mouse Usability 491
study not having been controlled. Despite being mostly statistically non-significant, the
results of analysis show that there is statistical significance in the acceptance of the
hypothesis formulated for the study, but only for the male cohort, who performed the
dragging tasks (8 subjects). The significant differences in overall average efficiency
across both sexes found, corroborate previous findings from controlled studies per-
formed by the authors [3, 4]. These are explained by the smaller hand size on average
of females compared to males, requiring relatively more effort to operate the devices
and thus resulting in lower efficiency values. These results stand in line with the
concurrent information that is provided by observational studies combining ergonomic
and psychosocial factors in the computerized workplace, supporting the notion of a
differentiated etiology of musculoskeletal disorders according to sex [15]. This
notwithstanding, given that all pointing devices in this study are variations from the
traditional archetype, but with different sizes, as this was an uncontrolled study, it was
not possible to study the relation between hand size and mouse parameters.
The results of correlation analysis between pointing and dragging efficiencies for
the available combinations (a subset of the data involving 34 cases of the total of 88
cases) showed a statistically significant association between these performance factors
valued at 0.56. Although this a good correlation, the space left for a perfect correlation
perhaps indicates that there may be specific device design features that come into play
in the interaction with the user during pointing tasks, which are not necessarily the
same that are critical for performance during dragging tasks.
5 Conclusion
The hypothesis underlying this study was that subjects would not experience improved
efficiency in pointing and dragging tasks when switching from their own device to
other devices with a similar archetype but different size and details in design. The
results statistically prove the hypothesis only in what concerns dragging efficiency and
only for males. Based on literature review, and prior experimental results, authors
suggest tentative explanations to support the understanding of cases of subjects’
improvement in efficiency when changing to unfamiliar pointing devices. Variables
such as the contour (including grooves for the fingers at the left and right button and
contoured body side for thumb support) and the surface finish of the device (polished
slippery or mate non-slippery) are suggested as relevant, together with relative size of
the device in relation to the size of the hand, corroborating previous studies.
The study showed a snapshot of actual pointing device models used by industrial
design students. It shows a very similar set of devices, following the conventional
archetype, with variations in size and some shape details as well as surface finish.
corded and cordless differences as well as differences in DPI resolution are also present
but were not controlled in the study, which had a linking aspect across groups focused
on the standardized graphical tasks and the process to obtain efficiency values only.
Statistically significant differences were found between male and female participants,
who on average have smaller hands, for both pointing and dragging efficiency, sup-
porting previous studies reporting on a positive hand size effect on efficiency in
computer handheld pointing device use. Future studies, in particular randomized
492 D. A. Coelho and M. L. Lourenço
control trials (RCT) should involve larger numbers of subjects to avoid the pitfalls
incurred from small numbers of comprehensive cases in the study.
Acknowledgments. The current study was funded in part by Fundação para a Ciência e a
Tecnologia project UID/EMS/00151/2013 C-MAST. The authors express their thanks to the
subjects participating in the study. The graphical software used for task generation was developed
by Noel Lopes and Miguel Lourenço and is available from https://sourceforge.net/projects/
mouse-test
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Apontadores para Computador [Development and Ergonomic Analysis of Computer
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ment. School of Engineering. Universidade da Beira Interior, Covilhã, Portugal (2016)
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Appropriate Operating Force of Knob
in Certain Conditions
Abstract. In the process of driving a car, people often use rotary knob to adjust
the temperature of air-conditioning or music volume, etc. This operation is very
frequent and necessary. As we all know, when we make changes on the knob,
the height, angle, size and operating force of the knob will affect the comfort of
the operation knob. Therefore, in order to improve use experience, it is neces-
sary to study the comfortable operating force of knobs. This paper uses MARK-
10 force measuring equipment (torque meter, measuring rotating moment), sets
the test bench and sets up different knob heights (500 mm, 700 mm, 900 mm),
angles (20°, 30°, 40°), sizes (16 mm, 27 mm, 36 mm), operating forces (1N,
3N, 7N) and other parameters range. Then invite 10 subjects to participate in the
experiment, recording the subjective evaluation on the different operating force,
finding that the subjective score of the 1N and 3N is higher. Based on this
research result the appropriate knob operating force which is between 1N and
3N is concluded.
1 Introduction
Knob is widely used in all aspects of life. There are many knobs used in the automotive
control interface, such as air-conditioning temperature adjustment, which offers con-
venience for the car driving. However, the operating force of the knob affects the
comfort, high efficiency and safety when people are driving, it is clear that the deter-
mination of the comfortable operating force is particularly important in the design
process of knob.
Gurari [1] analyzed the relationship between the angle of attack, the motor gain and
the knob size and finds that the change of each parameter will cause the remaining two
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 494–503, 2019.
https://doi.org/10.1007/978-3-319-94947-5_50
Appropriate Operating Force of Knob in Certain Conditions 495
parameters to change with each other. Feng [2] introduced a method to test the hand
feeling of buttons and knobs by 6-axis machine hand and 6-axis force and torque
sensor. According to the input signal of force and torque, the method can dynamically
adjust the position direction and displacement of the hand, eliminate the distortion of
the measurement data caused by lateral force unbalance and accurately measure the
parameter characteristics of the button and knob. Jituo Zheng presented the imple-
mentation scheme of several common key force and knob torque parameters test and
points out their advantages, disadvantages and relevant technical points. It can be found
that the torque of the knob plays an important role in the design of the knob, and it is
necessary to study further and determine an appropriate operating force.
Li [3] put forward that the peak torque of the multi-angle knob is recommended as:
0.007–0.03 Nm and the peak torque of positioning knob is recommended as: 0.1–
0.2 Nm. Furthermore, the peak torque is recommended being designed as three times
as the process torque to form a clear sense when switching. 《JB/T 3907-2008》 [4]
stipulates that the torque of the knob should be less than 0.3 Nm when the knob size is
less than 15 mm. The torque should be less than 0.5 Nm when the knob size is 15–
25 mm. The torque should be less than 0.6 Nm when the knob size is more than
25 mm. Ng [5] studied the size and shape of the knob, and the results show that
workers mostly preferred using the small 5-lobes knob.
Therefore, in the design process of the knob, the main factors that need to be
considered are the height, angle, dimension and operating force of the knob. The main
objective of this study is to find the appropriate knob operation force by carrying out
small sample test under the above four conditions and to provide reference for the
design of car knobs.
2 Method
2.2 Subject
Ten subjects with half male and half female took part in this experiment. The average
age of the subjects was 23, and the average male total arm length was 170.4 cm, and
the average female total arm length was 155.4 cm. All subjects were right-handed, so
the right hands are selected to do the test.
Under the guidance of the experimenter, the subjects were well acquainted with the
contents of the experiment. In order to carry out the experiment better, each subject was
required to be without medical history of skeletal muscle, and in the last 6 months, they
should have no physical injury and discomfort. In terms of dress, the subjects were
required to wear baggy clothes or roll up their sleeves to bare wrist and ankle joints. In
terms of posture, subjects were required to sit in the car seat with a relaxed posture to
ensure that the hips fit the seat face and back fit chair back. Subjects’ information can
be seen in Table 1.
2.3 Apparatus
The test bench as shown in Fig. 2 was set up in order to achieve the following
experimental conditions: the height from the ground to the knob are respectively
500 mm, 700 mm and 900 mm, the angle between knob and vertical plane are
respectively 20°, 30° and 40°, the knob size are respectively 16 mm, 27 mm and
36 mm, and the knob operation force are respectively 1N, 3N and 7N.
Height. Use the lift table to realize the height adjustment of the knob control plane to
provide three heights of the knob (500 mm, 700 mm and 900 mm).
Angle. Use a specially developed rotary panel to achieve the angle adjustment of the
knob control plane (as shown in Fig. 3), then change the angle of the panel by changing
the height of the support lever to change the angle between the knob control plane and
the vertical plane. The angle is 40° when the height of the lever is 14 cm. The angle is
30° when the height is 19 cm and the angle is 20° when the height is 23 cm.
Size. Make three knobs with three size (including knob cover and main, as shown in
Fig. 4), and knob cover size is 16 mm, 27 mm, 36 mm. Three knob size can be
achieved by changing the knob cover.
Operating Force. The torque of the knob was measured by the Mark-10 torque meter,
as shown in Fig. 5. Its measuring range is 0–11.5 Nm, the accuracy is 0.3%, and the
sampling frequency is 7000 Hz. Turn the knob when its clamp tightens the knob, and
its display screen will show the torque value.
498 H. Hu et al.
Fig. 4. Knob
The Seat. A car seat with safety belt was set first. The angle of seat back was 25°, and
the height of seat surface was 25 cm from the ground (see Fig. 6). When the subject
was sitting on the seat in driving posture, the height of hips was around 30 cm and
varied depending on different people. The arrangement of the car seat properly offered
a comfortable condition.
Appropriate Operating Force of Knob in Certain Conditions 499
3 Results
It was found from Table 3 that the 3N score was the closest to 0, 7N score was the
farthest to 0. Therefore, it can be preliminarily concluded that the knob is the most
appropriate when knob operating force is 3N. In addition, the score gap of 1N and 3N
is not large, so it can be concluded that the knob is also appropriate when knob
operating force is 1N, but not the most.
Figure 7 shows that the subjective score for 1N operating force is mainly dis-
tributed in 2 (26.7%), –1 (30%) and 0 (39.2%), total 95.9%, and the proportion of 0 is
the highest, which is 39.2%. Figure 8 shows that the subjective score for 3N operations
is mainly distributed in 0 (39.6%) and 1 (47.4%), totally 87%, and the proportion of 1is
the highest, which is 47.4%. Figure 9 shows that the subjective score for 7N operations
is mainly distributed in 2 (72.6%). From the above, 10 subjects generally think that the
7N operating force is too large and 1N and 3N operating force is more appropriate,
however, the 1N operating force is slightly smaller and 3N operating force is slightly
larger.
502 H. Hu et al.
4 Discussion
Through the above results, it can be preliminarily concluded that the appropriate knob
operating force is 1N and 3N, and the results are not concentrated in 1N or 3N. It can
be conjectured that the most appropriate knob operating force will be between 1N and
3N. After analysis, there are 2 reasons for these results. First, the experimental results
can’t converge to an exact value because of the small number of the subjects, second,
preliminary choice of knob operating force is not reasonable, and step is too large. With
the increase of the number of subjects, when the operating force is selected more
reasonable and the step is smaller, it will be possible to obtain an exact value of the
operation force.
References
1. Gurari, N., Okamura, A.M., et al.: Human performance in a knob-turning task. In:
EuroHaptics Conference, 2007 and Symposium on Haptic Interfaces for Virtual Environment
and Teleoperator Systems. World Haptics 2007. Second Joint, pp. 96–101 (2007)
2. Feng, S.: A button and knob hand-feeling test method based on 6 axis’ smechanical arm.
Autom. Instrum. 72(11), 67–69 (2016)
3. Li, G.-L., Liu, K.-J., Fan, X.: Research on vehicle knob torque characteristic curve. Auto
Electr. Parts 12(2), 5–7 (2013)
4. JBT 3907-2008 [S]
5. Ng, P.K., Boon, Q.H., Chai, K.X., et al.: The roles of shape and size in the pinch effort of
screw knobs. Appl. Mech. Mater. 2851(465), 1202–1206 (2014)
Study on the Handle Test Sample of Furniture
for Ergonomics Experiment
Abstract. Handle is used in cabinet furniture frequently, and its comfort plays an
important role when use cabinet furniture. At present, ergonomic design of handle
lack of relevant standards and normative guidance, so it is necessary to conduct
related ergonomic experimental researches. Before executing the ergonomic
experiment, it is necessary to design the test sample for ergonomic experiments,
including the size of the characteristic dimensions of the experimental sample and
the number of samples. The main objective of this study is to obtain the recommend
value of experimental sample parameters of the typical handles based on the users’
physiological characteristics and experience evaluation.
1 Introduction
manual handling of heavy objects, so as to provide reference for ergonomic design and
evaluation of manual grasp structure [4]. By analyzing the hand structure and motion
characteristics, Guoqiang Tao and others established the grip criterion in the handle
grip, and established the hand geometry model for the handle grip. Using ABAQUS
finite element analysis software, meshing and setting process of grasping and boundary
conditions, the finite element model is established. Finally, they get the pressure dis-
tribution of hand grip under virtual simulation, and verify that it is consistent with the
actual similar grasp situation. A new virtual test approach, is sought for the mea-
surement of hand surface pressure [5].
Serial Handle
Hand-handle interaction
Number Types
The two fingers of the index finger and middle finger
1 bend to the inside of the handle, and the thumb is pressed
on the outside of the handle to push and pull.
The index finger and the middle finger are close to one
2 side of the handle, and the thumb finger is pressed on the
other side of the handle to push and pull.
The two fingers of the index finger and middle finger are
3 bent into the grooves, and the thumb is pressed on the
outer surface to push and pull.
The three fingers of the thumb, the index finger and the
4
middle finger hold the handle for pushing and pulling.
Diameter D1c
No.1 handle Distance From the
circular Panel d1c
Length L1c
Thickness T1S
Distance From the
No.1 handle
Panel d1s
square
Width W1s
Length L1s
Depth d2
Length L2
No.2 handle
Width W2
Thickness T2
Length L3
Width W3
No.3 handle Internal Height H3
Internal Angle A3
Depth d3
Diameter D4
No.4 handle Distance From the
Panel d4
Handle
Ergonom-
Results of Pre Experiment and
ics Index-
Analysis of Pre experimental Results
es
6
From the pre test results, it
5 can be seen that on the most
4 comfortable width selection,
Number
3 3 people chose 9mm and 3
2 chose 12mm. If there is a
Width 1 height difference between
W2 0 the thickness and the width,
3 6 9 12 15 18
Width(mm) the operation will be more
comfortable, so set the op-
timum value of width index to 12mm. In the process of experiment,
the step size of 3mm can be distinguished, therefore, it can be consid-
ered in the preparation of No.2 handle test sample that we can choose
3mm or above size as step size of width.
6
From the pre test results of
5
depth comfort of No. 2
4
handle, it can be seen that
Number
3
the choice of the most com-
2 fortable depth is greater
1 than 12mm. The minimum
0 value of the depth of the
Depth 3 6 9
Depth(mm)
12 15 18 experimental sample can be
d2 set to 9mm. In order to
ensure that the depth index does not affect the evaluation of other indi-
cators, the optimum value of depth index is set as the maximum value
in the sample.In the process of experiment, the step size of 3mm can
be distinguished, that is, 3mm is greater than the discriminating
threshold. Therefore, it can be considered in the preparation of No.2
handle test sample that we can choose 3mm or above size as step size
of depth.
From the pre test results ,
6
it can be seen that the
5
most comfortable internal
4
Number
angle is distributed on
Internal 3
100°, so set the optimum
Angle 2
value of internal angle
1
A3 index to 100°. In the pro-
0
90 100 110 120 cess of experiment, the
Internal Angle
step size of 3mm can be
distinguished. It can be seen from the results that the step size can be
reduced properly to make the result more accurate.
Study on the Handle Test Sample of Furniture for Ergonomics Experiment 511
6
From the pre test results, it
5
can be seen that the choice
4
of the most comfortable
Number
3
internal height is greater
2
than 15mm. In order to
Internal 1
ensure that the internal
Height 0
height index does not
H3 9 12 15 18
Internal Height(mm)
21 affect the evaluation of
other indicators, the opti-
mum value of internal height index is set as the maximum value in the
sample.In the process of experiment, the step size of 3mm can be dis-
tinguished, therefore, it can be considered in the preparation of No.3
handle test sample that we can choose 3mm or above size as step size
of internal height.
6
From the pre test results, it
5
can be seen that the most
4
comfortable diameter is
Number
3
distributed on 21mm, so
2
set the optimum value of
Diameter 1
diameter index to21mm.
According to a set of test
D4 0
9 12 15 18 21 sample size of index
Diameter(mm)
should cover the optimal
value or unilateral limit value mentioned above, so set the minimum
value of diameter index to 15mm. In the process of experiment, the
step size of 3mm can be distinguished, therefore, it can be considered
in the preparation of No.4 handle test sample that we can choose 3mm
or above size as step size of diameter.
6
From the pre test results, it
5
can be seen that the most
4
comfortable thickness is
Number
3
distributed on 6mm, so set
2 the optimum value of
Thickness thickness index to 6mm. In
1
T5 the process of experiment,
0
3 6
Thickness(mm)
9 12 the step size of 3mm can
be distinguished. Accord-
ing to the experimental results, the step size design can be appropriate-
ly reduced to get more accurate experimental results. Therefore, the
step size of the experimental sample is set to 2mm.
cabinet furniture, No.1 handle, No.2 handle, No.3 handle and No.4 handle have a
higher rate of use.
Refining typical man-machine interaction tasks based on the user’s hand-handle inter-
action in the the use of handle. The tasks are summarized and decomposed to determine
the ergonomic factors and indicators that affect the man-machine interaction. The sys-
tem of handle ergonomics indexes was initially established, as shown in Table 2.
Before carrying out the ergonomics experiment of handles based on the user experi-
ence, we need to make experiment samples of different sizes, such as the length, width,
thickness, and so on, based on the ergonomics indexes of the handle. Based on
ergonomics theory analysis and related research results at home and abroad, it is
preliminarily determined that when designing the step size of handle test sample, it is
necessary to take into account the discrimination threshold under the specific operation.
The design of the step size of the related ergonomics indexes should be greater than the
discrimination threshold under the corresponding operation of the hand, so that the
design of the step size is effective. At the same time, the minimum and maximum of the
ergonomics indexes should cover the optimal value or the unilateral limit value of the
target value. The number of testing samples needs to consider the feasibility and
efficiency of the experiment.
4.3 Study on the Step Size and Optimum Value of Experimental Sample
In the specific work on some indexes of the handle during a test, a set of test sample
size of index should cover the optimal value or unilateral limit value, and in order to
reduce the influence of other indicators to the experimental results, need to ensure that
other indicators in the reasonable range. Therefore, prior to the processing of an
experimental sample, a preliminary test is needed to determine the preferred value of
the index.
In this pre - experiment, a pre - experimental simulation test sample was made with
a lightweight stone plastic clay. A total of 6 subjects, including 3 men and 3 women,
were tested for comfort assessment of use for the part ergonomics indexes of the 5
types handles identified by this study.
Table 5. Recommended size of test sample for handle ergonomics index experiment
Handle Ergonomics Test sample size of handle Optimum value of
types indexes ergonomics index experiment ergonomics index
(mm) (mm)
No.1 Thickness 6 9 12 15 18 10
handle (T1S)
(square) Width(W1s) 6 9 12 15 18 10
Distance from 9 12 15 18 21 21
the pane(d1s)
Length(L1s) 28 31 34 37 40 40
No.1 Diameter 6 9 12 15 18 12
handle (D1c)
(circular) Distance from 9 12 15 18 21 21
the pane(d1c)
No.2 Thickness (T2) 9 9
handle Width(W2) 6 9 12 15 18 12
Depth(d2) 9 12 15 18 21 21
Length(L2) 28 31 34 37 40 40
No.3 Internal angle 90 95 100 105 110 100
handle (A3)
Internal height 9 12 15 18 21 21
(H3)
Depth(d3) 12 15 18 21 24 24
Width(W3) 12 15 18 21 24 24
Length(L3) 28 31 34 37 40 40
No.4 Diameter(D4) 15 18 21 24 27 21
handle Distance from 9 12 15 18 21 21
the panel(d4)
No.5 Thickness(T5) 4 6 8 10 12 6
handle Diameter(D5) 15 18 21 24 27 24
Distance from 6 9 12 15 18 18
the panel(d5)
5 Conclusion
Based on literature research and user investigation, this research carried out the study
on the handle test sample of furniture for ergonomics experiment. Combined with the
research results, the recommended values of design, such as step size, number and
feature size of the test samples, were determined. The results of this study can provide
the basis and reference for furniture handle and similar handle test.
Study on the Handle Test Sample of Furniture for Ergonomics Experiment 515
References
1. Chen, W., Shulan, Y.U., Boming, X.U.: Study on the furniture handle design based on
product semantics. J. Art Des. (2013)
2. Li, D.: A Study of Household Handles Design from the Perspective of Kansei Engineering.
Master Thesis, Kunming University of Science and Technology, Kunming, Yunnan, China
(2011)
3. Jin, X.: A Study of Utensils Handles Design based on the Perspective of Kansei Engineering
—The Example of Furniture Handles. Master Thesis, Shenyang Aerospace University,
Shenyang, Liaoning, China (2012)
4. Hui-Min, H.U., et al.: Experimental research on man-machine adaptation of manual grip
structure. Chin. J. Ergon. (2016)
5. Tao, G.Q., Li, J.-Y., Jiang, X.F.: Research on the finite element model of grasp-hand for tool
handle. Mod. Manuf. Eng. 12(12), 31–34 (2011)
6. Paschoarelli, L.C., Santos, R., Bruno, P.: Influence of door handles design in effort
perception: accessibility and usability. Work 41(Suppl 1), 4825 (2012)
7. Chang, S.K., Drury, C.G.: Task demands and human capabilities in door use. Appl. Ergon. 38
(3), 325 (2007)
8. Guo, B., Tian, L., Fang, W.: Effects of operation type and handle shape of the driver
controllers of high-speed train on the drivers’ comfort. Int. J. Ind. Ergon. 58, 1–11 (2017)
9. Panday, V., Tiest, W.M.B., Kappers, A.M.: Bimanual and unimanual length perception.
Exp. Brain Res. 232(9), 2827–2833 (2014)
Research on the Standard of Refrigerator
Noise Quality Evaluation
Abstract. Noise is one of the most important quality indicators for a refrig-
erator, which will seriously affect user’s experience and is one of the hot spots of
consumer complaints. In this paper, we develop a refrigerator noise evaluation
method more effective than A-weighted sound pressure level. Its results are
more closely related to the subjective feelings of users. Through the subjective
evaluation of the noise quality of different types of refrigerators, we found that,
compared with A-weighted sound pressure level, annoyance and loudness of the
refrigerator noise are more related with each other. On this basis, we conducted a
noise loudness subjective evaluation experiment to determine the function
relationship between refrigerator noise annoyance and loudness and to measure
the noise loudness threshold user can accept of different types of refrigerators.
The evaluation result according the method is better consistent with users’
subjective feeling and the after-sales of the enterprise. The research results of
this paper may provide reference for the development of new standard for
refrigerator noise evaluation.
1 Introduction
Noise is one of the most important quality indicators for household appliances. With
the improvement of the living material level and the progress of manufacturing tech-
nology, consumers have increasing requirements on the control of refrigerator noise.
The refrigerator noise evaluation is the basis of noise control. Over the years, the
method of noise control has been focused on reducing acoustic radiation of refrigerator,
and the noise evaluation is also performed based on A-weighted sound pressure level
[1, 2]. A-weighted sound pressure level is based on the reaction of the person to the
pure sound while the actual noise is often complex sound with complex frequency
components, and mutual masking effects exist between the frequency components.
Therefore, A-weighted sound pressure level as the evaluation indicator cannot well
explain many noise phenomena and cannot describe the user’s experience of different
noise well. In some cases, noise with the same A-weighted sound pressure level may
2 Experimental Method
The operating condition of refrigerator during noise recording was kept in com-
pliance with the provisions of IEC 60704-1: 2010 [1].
Fig. 2. Relationship between refrigerator noise annoyance and A-weighted sound level
As can be seen from Fig. 2, there was linear relationship with A-weighted sound
level and annoyance of most refrigerators, but there were still the noise of some
refrigerators. Although the A-weighted sound level was low, there was a high degree of
annoyance. Statistics and analysis of after-sales data also showed that the user com-
plaints rate of these refrigerators were higher. It shows that the noise quality evaluation
indicator and noise control strategies based on A-weighted sound level have some
defects and they are not suitable for some refrigerators.
520 X. Zhang et al.
3.3 Sum-Up
It can be seen from the above that the relationship between loudness and annoyance has
a better linear correlation than the relationship between A-weighted sound level and
annoyance. The fitting results showed that the linear fitting goodness of loudness and
annoyance was 0.7925, while the goodness of A-weighted sound level and annoyance
was only 0.2924, so the loudness is more suitable to be used as an indicator for
assessment of the sound quality of refrigerator noise than the A-weighted sound level.
In this study, the loudness threshold of refrigerator noise was defined as follows: under
daytime quiet conditions (ambient noise level <40 dB), if the refrigerator noise
exceeded the upper limit, it would be unacceptable to a large number of users. The
loudness and annoyance function curve was in s shape, i.e. there was a section in which
the loudness and annoyance had a good linear relationship, and outside of which the
Research on the Standard of Refrigerator Noise Quality Evaluation 521
loudness and annoyance had little effect. We sought this section through psychoa-
coustic experiments and calculated the linear function relationship. The experimental
results are shown in Fig. 4. In the experiment, we systematically modified the power of
each noise so that its loudness reached 30 Phon, 35 Phon, 40 Phon, 45 Phon and 50
Phon, respectively, and then measured their annoyances with the use of subjective
evaluation experiment of noise quality. Then, the mean of annoyance of all the noise
measured at each loudness value was linearly fitted to the loudness.
It can be seen from Fig. 4 that the good linear relationship (goodness of fit 0.9976)
is reflected between them in an area with moderate loudness (over annoyance 3), and
this relationship curve can be used as a basis for formulating the noise quality standard
based on loudness.
The determined loudness threshold should ensure the high detection rate and the
low false detection rate of the refrigerator with non-conforming noise. If the annoyance
average score is more than 4, it means a large number of users gave 5 points and
thought the refrigerator noise level was unacceptable. Therefore, according to the
definition of the maximum loudness limit of refrigerator, the cumulative lines of 3 and
4-point annoyance can be used as the detection limit and false detection limit of non-
conforming refrigerator:
• If the average annoyance score above 3, the refrigerator will be deemed as
exceeding the loudness limit;
• If the measured loudness level of refrigerator exceeds the established loudness
threshold but its average annoyance score is less than 4, then the refrigerator will be
deemed as being misjudged as exceeding the limit.
It is found in our experiments that there was heterogeneity (systematic difference)
in the relationship between noise loudness and annoyance of different refrigerators, and
that the distribution of loudness limits of all refrigerators was relatively discrete, as
shown in Figs. 5 and 6. This is because the annoyance is not only closely related to the
522 X. Zhang et al.
loudness, but also related to the parameters such as spectral components and time
domain changes, etc. The differences in compressor, cabinet structure and cooling
method will affect the relationship between refrigerator noise loudness and annoyance.
If all the refrigerators use the same loudness threshold, the noise assessment results will
be greatly deviated, therefore it is necessary to classify the signals according to the
signal characteristics of different refrigerators, and then provide corresponding loud-
ness thresholds for each type of refrigerator, respectively. In each type of refrigerator,
the determined loudness value should ensure the high detection rate and the low false
detection rate, otherwise the type should be subdivided or reclassified.
The experimental results show that there is a significant difference in the rela-
tionship between noise loudness and annoyance of the direct cooling and air cooling
refrigerators, and that there is also difference in the relationship between noise loudness
and annoyance in case of different refrigerator volumes. Table 2 gives the final
refrigerator noise loudness threshold on this basis.
Research on the Standard of Refrigerator Noise Quality Evaluation 523
Based on the research and test in this thesis, it is found that the loudness is more
suitable than the A-weighted sound level to be used as the assessment indicator of
refrigerator noise quality, it has a better correlation with the subjective annoyance of
refrigerator noise, and that its detection results are closer to the subjective feelings of
people. With the help of refrigerator enterprises, we compared the results of tests based
on loudness with the results of tests based on A-weighted sound level, and the results of
tests based on loudness showed a high consistence with the statistical results of user
complaints. This also verifies from another perspective that the loudness is more
suitable to be used as an evaluation indicator of the sound quality of refrigerator noise.
In addition, the loudness calculation method is also relatively simple and has been
widely recognized. Furthermore, using it as an assessment indicator can also ensure the
consistency of the test results.
Subject to the limitation of research funding and time period, the refrigerator noise
signals collected in this research was of small amount, and more refrigerators should be
added in the follow-up experiments to evaluate the sound quality so as to determine
more accurate standard of loudness threshold of refrigerators. Taking into account the
greater differences between the user’s home environment and the laboratory environ-
ment, the test methods should also be further improved and amended in this regard.
References
1. IEC 60704-1:2010 Household and similar electrical appliances: Test code for the
determination of airborne acoustical noise - Part 1: General requirements
2. IEC 62552:2015 Household refrigerating appliances: Characteristics and test methods
3. Zwicker, E., Fastl, H.: Psychoacoustics. Facts and Models, 2nd edn. Springer, Heidelberg
(1999)
4. ISO 226:2003: Acoustics-normal equal loudness level contours
5. ANSI S3.4:2007 American National Standard Procedure for the Computation of Loudness of
Steady Sounds Accredited Standards
6. ISO R/532 B: Method for calculating loudness level (1990)
524 X. Zhang et al.
7. DIN 45631/A1-2010: Calculation of loudness level and loudness from the sound spectrum -
Zwicker method - Amendment 1: Calculation of the loudness of time-variant sound
8. Mao, D.: Progress in sound quality research and application. Tech. Acoust. 26(1), 2 (2007)
9. Mao, D.: Recent progress in hearing perception of loudness. Tech. Acoust. 28(6), 12 (2009)
The Interface Design of Mobile Library:
A Case Study
Abstract. This study aims to improve user experience by seeking users’ needs.
We want to design a new attractive mobile library interface with more usability
and characters of China University of Mining and Technology (Beijing) and
give design criteria of the mobile library. We design the first interface by
reviewing current mobile libraries and literature. We interviewed 30 students for
three design stages. Finally, we designed a mobile library prototype using
Axure RP and give our design guidelines. This study aims to develop suitable
interface and functions for the mobile library, using China University of Mining
and Technology (Beijing) as a case. We give our design guideline for the mobile
library, which is useful to the development of university mobile libraries.
1 Introduction
The mobile library becomes popular due to the development of mobile technologies.
Yan [2], believe that mobile library is the inevitable trend of library development and
the design of mobile library should focus on practicality and creativity besides the basic
query capabilities. Wang [1] introduced principles of user interface design include user-
centered, good usability, information feedback, and certain artistic design. We evalu-
ated the current mobile library from 9 colleges and universities in China from Apple
Store. The vast majority provide query function and interface design does not have a
considerable user experience (Table 1).
Based on the characteristics of China University of Mining and Technology
(Beijing), we design the mobile library interface of it. After getting our students try
some mobile libraries of other colleges, we figured out the shortcomings of interface
design and human-computer interaction of other universities’ mobile libraries through
interviews.
By reading numerous references and interviewing 30 students, we have made many
iterations of the interface design. We get the feedback of users and improve our
interface design before we design the whole app instead of collecting users’ feedback
after using it. Thus, it can save software development costs and design the interface
which can meet users’ needs. This can be used as a reference for other colleges and
universities to develop mobile libraries with school characteristics and to promote the
development of mobile libraries in Chinese universities.
2 Methodology
We carried out a literature review and investigated the basic requirements of users. On
this basis, 15 students, majored in different subjects from Jilin University and Nanjing
University, were pre-interviewed to gather the user experience of the mobile library for
their university. Unclear to use or even don’t know the existence of the mobile library
reflects that the development of mobile library is greatly hindered. The bad user
feedback shows the importance of great user experience with good interface design.
We invited four students in China University of Mining and Technology (Beijing) to
try the mobile libraries of Jilin University and Nanjing University, and we interviewed
with them. The convenience and concision can be the most attractive request for them.
Interviews with 30 individuals were used as the source for our paper prototype.
Respondents are undergraduates (15) and postgraduates (15) in our school. According
to the proportion of the number of each college, we choose different professional
students. The interview was divided into three stages and data from a group of ten
respondents was used as a data basis for each generation of paper prototypes. We
counted the top three functions most requested by interviewers and used them as a basis
for analyzing students’ rigid needs on a statistical table. In the first stage, we designed
the first interface and got their suggestion. In the second stage, based on their sug-
gestion, we designed the second interface and let them contrast them. In the third stage,
The Interface Design of Mobile Library 527
we asked more specific questions like their preference for colors and designed the final
interface. Contrast with predecessors’ design criteria; we analyze the similarity and
difference.
3 Results
3.1 Function
Meanwhile, we found there are six functions which were chosen less than 20%
students. These functions are “Stories of the school” (16.7%), “Learning process”
(16.7%), “Personal comment of books”(10%), “Activities”(6.7%), “Exhibition ”(6.7%)
and “Punch in reading”(0%).
Importance of Functions
By interview 30 students and let them rank functions they chose to see the most
important functions in their eyes. Then we marked the top 3 of the rank and made the
table. We can see from Table 3 that “Bibliographic Retrieval” ,“Borrow books” ,”
Reservation/renewal” and “Download Books” are the most important functions in their
eyes no matter they are undergraduates or postgraduates.
users to return the book. In “Person Center,” user can search books, look through his
borrow record and pay the fees beyond the deadline. The user can also write his review
of books (Fig. 1).
The Second Interface Design
In the second stage, after interviewing ten persons about functions and interface, we
designed an interface with keywords style and small programs, and we add more
functions to complete our mobile library.
The second design has four main interfaces. Users can search through keywords,
and they can see all materials by vague-search. They can also input words by voice.
Under the box, there are four icons which can link to corresponding content. At the
bottom of the homepage is recommendation formed by the data that users have sear-
ched. We add “Learning Process” at the bottom of “Study” so that users can see how
long they have learned from mobile library and read their book review. The third
interface is “Information.” Users can look through renew books recommendation and
notice for an exhibition. They can communicate with other students in “Book review”
and give suggestions on “Feedback box.” The fourth interface is “Person Center.”
Based on the first design, we add “Small program” and “New book reservation.” Users
can use functions directly through small programs. If there are some books that users
want to read, but the library hasn’t, users can reserve it (Fig. 2).
and this will let the interface more concise. Under the search box, we add some labels
about exams that are hot among students. These labels can change with time. We add
color to the icons to make them colorful. Because of different colors can make the
different vision, users can choose it easily. The second interface is similar to last one.
We only add reading process on bookmark so users can know the rate of the process.
The third interface is the same as the second design. Our data reveals that “E-book” is
popular than “Public course,” and “Public course” is popular than “Journals” among
students. We don’t need to change this interface. The fourth interface has changed
functions order and added one function (Renewal) and one icon (Message). We put
“Reservation” and “Renewal” together. Let “Small program” as a special module. We
put functions of logging at the bottom. On the top left, a user can receive messages of a
book review and important information (Fig. 3).
4 Results
4.1 Design Criteria from Previous Studies [3–10]
• Design art
• Design availability
• Moderate amount of information principle
• The principle of interactive continuity
Interaction refers to the interaction between the user, and the design work or system
should ensure that the interactive conduct was smooth, effective, continuous.
• Targeted
Provide a variety of push services for user habits.
• Practicality and creativity
Special services that meet the needs of users such as digital collection resource
push, online exhibition and seminar promotion, interactive user community, popular
science platform, virtual technology experience, information literacy training tools.
• Easy to use
The mobile library should be easy to search. The way to search should follow
advanced way. Now, keywords based search and voice input are easy to use and accord
with users’ operating habits.
• Creative and simple way for user-defined
Nowadays, small programs are hot in China. So we learn from its way and design
our own small programs. All of our functions can be small programs so that user can
choose any function they want. The functions which are frequently used can be found
on the top of the homepage when user pull-down the interface. Because of this
function, no matter the user is undergraduate or postgraduate, this mobile library can be
suitable for him.
• In line with users’ operating habits
The interface of a database can imitate the interface of academic resource on a
computer. The way we use e-book can imitate Kindle, and the way we log in the
mobile library can be similar to the way we log into our campus internet.
• Effective way for users
We can add maps which match to each room. When the user looks for one book on
the mobile library, he can see the serial number and corresponding map. A map would
save much time.
• Guidance for beginner
If there are some new and special functions on the mobile library, we should give
some guidance for new users when they first go into our interface.
The Interface Design of Mobile Library 533
• Easy to understand
The icons on the interface should reflect the meaning of corresponding functions. If
the icon has vague meaning, we should remind the user at first and add words to the
icon if possible.
• Hot labels
The most popular demand should set the label on the homepage, and these labels
can be changed with students’ demand so that they can find the useful information
directly.
• Personalized recommends
We can let users choose some interesting field so we can recommend books match
to them. And we can analyze the context they search most to predict what they want
and show it on the homepage.
• Reflect the school’s features
For example, we can put school badge on the homepage and design the unique
LOGO of this school. And when there are some important events in school, we can
design a picture of this event and show it when user log in the mobile library.
• Connect with students’ training plan
We can invite excellent teachers from different majors to recommend books so that
students can learn more about their majors. Students can have public courses on mobile
library and have exams, at last, if they pass the exam, they can get a credit for this
course. Students can also apply for some lectures to get some credit.
1. The mobile library can link to school’s training plan for undergraduates and
postgraduates. Credits are vital to every student. If the school can connect it with a
mobile library, there will be many students use it with little publicity.
2. Add redundant information in information retrieval. There are lots of books on
different subjects, but some reading room hasn’t mapped to guide students. Finding
a book is difficult. If we can add maps after a user searches a book, it will save time.
3. Consider most user’ demands about exams. There are some exams important for
most students. If undergraduates can’t pass CET4, they cannot get their diploma.
534 S. Yang et al.
4. Small program. Different students have a different attitude toward the mobile
library. Some students only want to search books. But other students want to search
more information on mobile library. A small program is an idea from WeChat. We
can make special functions as a small program. In this way, the mobile library can
meet most students’ needs.
1. We add a database in a mobile library. But it’s hard to read the whole article on our
phone, so the mobile library should provide abstract and summary. Users can find
articles they want and then look for this article easily on their computer later, and
database won’t take up too much memory space of the phone.
2. There are many students want to look for vacant seats on mobile library. It’s
difficult to achieve as buying cinema tickets online. So, we plan to add QR code on
each desk in the library. When students use it, they scan the code. We get the
feedback and deal with the information. Then students can look for vacant seats
online.
3. We didn’t design the mobile library’s LOGO. We think it’s a sign of the school. If
we let more students join in the design, the LOGO will be more typical.
Acknowledgments. This study is supported by the National Nature Foundation of China grant
71401018, the Social Science Foundation Beijing grant 16YYC04, and China Scholarship
Council.
References
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Shanghai Jiao Tong University, Shanghai (2010)
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enlightenment. Inf. Doc. Serv. 23(6), 85–88 (2013)
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digital libraries. Sci-Tech Inf. Dev. Econ. 27, 14–16 (2007)
4. Chen, H.: Summary of user behavior research in mobile library at home and abroad. Libr.
Inf. Serv. 22, 135–144 (2016)
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Nanjing University, Nanjing (2016)
6. Li, A.: Mobile library service in key Chinese academic libraries. J. Acad. Librariansh. 39,
223–226 (2013)
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application of the technology acceptance model. J. Acad. Librariansh. 42, 687–693 (2016)
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Tech News 5, 14–16 (2014)
Design of Location-Based Audio Guide System
for City Tourism
1 Introduction
while watching the printed map. As the length of the audio is fixed, the walking speed
and audio often do not match.
A conventional study on “SkyDesk Media Trek” services [2] considers a
location-based audio guide system. This service is a smartphone application. The user
downloads the guide program in the application and listens to this program in town.
There are two differences between this service and our research. First, our service is a
web application, which eliminates the need for prior downloads. Second, our service
incorporates music that can be enjoyed while walking in the city.
Fig. 1. Using the “Street Ongaku and Spot Oshaberi” (SOSO) guide system. (1) User walks
while listening to music. (2) Corresponding locations lead to local commentary from popular
places being played to the user. (3) The user listens and learns from local knowledge. (4) The
user can act on their new knowledge to access interesting new experiences.
Our earlier research [3] investigated a service that enabled users were to walk
around the streets learning about places using only location-based audio commentary.
However, we found that if only audio commentary was used, there was no connection
between each audio commentary item, and a sense of unity of service was lacking.
Therefore, we decided to put music between audio commentary items, providing a
pleasant continuity.
Design of Location-Based Audio Guide System for City Tourism 537
Fig. 2. Example of the SOSO browser screen mapping audio content locations.
The flow from production to the user is shown in Fig. 3. Registration information
specifying the place the caller wants the user to hear their audio commentary is reg-
istered on the server, and the user’s role is simply reading the information and listening
to the audio content.
Fig. 4. Example of a program selection page. Users can select a program page by clicking on an
image of a face.
The volume of the music is automatically lowered when the recorded audio
commentary is played back in order to allow the user to hear it. Although it may be
possible to temporarily stop music playback, there is a feeling of incompatibility when
music is interrupted. Therefore, when playing back audio commentary, we merely
reduced the volume of the music so that it flows in the background.
We designed SOSO to play audio commentary for approximately 5–15 s, based on
the study in [5]. There are two reasons for this. First, if the playback time of the audio
Design of Location-Based Audio Guide System for City Tourism 539
commentary is too long, music that flows between different audio commentary ele-
ments cannot be heard. As music is an important element of SOSO, we set the playing
time to facilitate musical continuity. Second, when the playback time of the audio
commentary is long, the user’s location and the commentary being played back, may
no longer correspond appropriately. For example, it is assumed that you can walk past a
small shop in 10 s. If audio content is played for 30 s, the user passes by the store and
can become confused because the audio no longer matches their location. To make time
to play music, we spaced content items such that there is at least 20 s of walking time
between each item.
3 Experimental Methods
3.2 Participants
Five participants took part in the experiment, two males and three females. They were
all either visiting Enoshima for the first time or returning there for the first time and so
had little implicit knowledge about Enoshima.
Each participant opened a web page with their smartphone, placed an ear-phone in
one ear, selected a music playlist (buttons 1 to 3 in Fig. 7), and then departed. We
followed the participants, as shown in Fig. 6, in order to respond to problems and
observe. Participants were instructed to behave as sight-seers, wandering to a shop or
taking pictures of the scenery. We asked oral questions about what was worrisome
about the behavior of the participants during the experiment. After the experiment, we
administered a participant questionnaire.
3.3 Contents
Three types of music playlists were prepared for the experiment using local music:
stage animation songs, Japanese pop music (J-pop), and instrumental befitting the local
atmosphere. In addition, the audio commentary included content from several different
genres including directions, shop information, empathy with the user, commentary
about tourist attractions, announcements about events, etc.
Also, using audio content, three different route options were made available. In
the audio commentary mapped to the circled area of the map in Fig. 7, the following
directions are given. “The road on the left is a good tourist route, including the
popular Enoshima shrine as a sightseeing spot before climbing the stairs that follow.
To the right, on a narrow street used by residents of Enoshima Enter, you can see the
ocean.”
Design of Location-Based Audio Guide System for City Tourism 541
Fig. 7. Three routes that the users can select: from the circled area facing the bottom of the map,
the leftmost voice guidance path is numbered 1, the middle path is 2, and the rightmost road is 3.
4 Experiment Results
The music playlists and routes selected by the five participants are listed in Table 1.
We orally asked participant’s behavior during the experiment we are interested in.
After completing the experiment, we conducted a questionnaire. In the questionnaire,
we asked the participants about three main topics: the music content, about the audio
content, and the pleasure they experienced while walking around the streets. The results
are detailed in the next section.
5 Discussion
5.1 Usability
Usability considerations are described here. During our experiments GPS readings
could not be accurately determined on participants’ smartphones on several occasions,
impacting the timeous flow of the recorded audio commentary in some cases. The
topography of Enoshima, a mountainous shape, could be responsible for this. When
looking down at Enoshima from directly above, if location information about altitude
has not been acquired, there is almost no difference in coordinates for the spoken audio
to be played, even if a temporal gap exists between content items. This problem cannot
be solved by expanding the range audio commentary is reproduced, as this leads to
Design of Location-Based Audio Guide System for City Tourism 543
audio from neighboring audio locations being reproduced in some cases. Audio content
need to be mapped to topographically homogeneous areas with as little undulation as
much as possible. Alternatively, the installation of a beacon to increase positional
accuracy would be necessary.
The users found they were able to use it almost without feeling uncomfortable
about hearing audio content during music playback. In a daily life, most people use the
navigation application while listening to music on the smartphone; thus, we think that
they could use the system without any discomfort.
5.2 Contents
First, about music content. Experimental results showed that all participants selected a
music playlist (animation song or J-pop) that was relevant to their location. When
listening to reasons for choosing a playlist in an oral interview, there were many
responses that “I am interested in music that fits the place.” Also, when listening to a
playlist made by someone other than themselves, participants indicated pleasure that
the user “may be able to meet unknown songs.” It might be fun for users to select music
playlists.
Next, regarding audio content. When participants changed the sightseeing route on
the way, many people referred to the audio content. From that, it was appropriate to
arrange the audio content on the sidewalk. One of the participants chose a person who
knew little about Enoshima, and thus Route 3 was not chosen. There is a sense of
security in feeling that if Route 1 or Route 2 is chosen, the participant will avoid to get
lost. A participant said, “Route 3 was interested in. However, as the weather was likely
to rain, I thought it would be better to have the experiment finished earlier. And I had to
go to the goal. Hence, I decided to go the way I’m not going to get lost.” If we want to
guide people to secluded sightseeing spots, it may be necessary to eliminate the goal or
to provide carefully guiding directions so that the user does not become anxious.
Also, when the participants listened to the information about the Enoshima shrine,
which is a sightseeing spot, and the information of the shop, it was often to see the
surroundings. This suggests that audio commentary that ties into locational information
is useful. Meanwhile, as for empathic content such as “The stairs here is long,” we
noted that participants walked without stopping while listening.
Contemporary popularity of apps like Instagram [6], a photographic SNS, moti-
vates many people to want to take beautiful pictures to share online. In terms of
whether SOSO’s assistance in finding photogenic places was significant, we noted that
some participants took pictures they wanted to post in Instagram during the experiment,
in places such as spots where the sea could be seen, spots where a red bridge grew
green, etc. It is confirmed that the participants who took these pictures posted at least
one picture of Enoshima to Instagram after the experiment, leading us to conclude that
photogenic place information was considered also useful content by the participants.
audio content, was interesting. For example, encounters with animals such as stray cats
were answered to be enjoyed, even there is no audio commentary.
From the answer about content, it was clear that the audio commentary raised the
participants’ interest in their surroundings. Also, many participants felt the passage of
time was short. Before walking, the participants are instructed to go to the lighthouse of
the mountain, they felt like a distant place. However, by the end of the experiment
some people made remarks like “Has the experiment has finished already?” SOSO
would be able to make users more enjoyable in the tourist area.
6 Conclusion
In this paper, we proposed “Street Ongaku and Spot Oshaberi (SOSO),” which was a
combination of music playlists tailored to the city and recorded audio commentary
regarding particular spots. The design concept of SOS is that the contents creator and
the user are collaborated through information and music.
Although it was a small-scale experiment, these preliminary results suggested that
SOSO did evoke pleasure for users who were walking around the streets. We observed
that users looked forward to place-dependent content. Therefore, future content shoud
be created with an emphasis on place characteristics.
In future development, we intend to increase the experiment scale, seeking opinions
from a larger sample of general users rather than a small group. Next, we will
implement the SOSO program at another location (Otaru, Hokkaido’s sightseeing spot)
and create multiple programs for users in order to choose what they want to hear.
References
1. Kato, F.: Capture, share, and experience: “Podwalk” as a medium for flaneurs. In: PICS
(Pervasive Image Capture and Sharing) Workshop, UbiComp2006, Orange Coungy, CA
(2006)
2. Sawayama, A., Shimada, Y., Takaya, K., Ueda, K.: An Audio Guide Service That Can Be
Created Together with Local Communities. No. 25 Technical report, Fuji Xerox (2016)
Design of Location-Based Audio Guide System for City Tourism 545
3. Furuta, S., Ogawa, K.: Proposal of internet radio walking around street while listening to
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6. Instagram. https://www.instagram.com/. Accessed 23 Feb 2018
#MeToo: An App to Enhancing Women Safety
Abstract. Few years back, women harassment was not an issue. Nowadays,
women harassment is recognize as a legitimate human rights issue and threat to
women’s well-being. The #MeToo campaign launched by actor Alyssa Milano
to drew the world’s attention to women harassment, with a hashtag that went
viral. Harassment is unwanted actions and comments by strangers. Due to the
fear of harassment, women are paying to stay safe as women don’t walk
independently as men. Pakistani women were among of them. This research will
illustrate the harassment problems faced by working women and will examine
the available solutions with the context of Pakistani women. There is no evi-
dence that these apps have the power to decrease incidents, despite what the
apps developers’ claim. This research will also examine these apps to find out
why women still do not feel safer as the apps claims.
1 Introduction
This is From Stone Age until yet women are enthusiastically and providing support to
men in their difficulties. In order to continue breath in a sensible manner it’s harder for
middle class families to earn bread and butter [1]. In early ages, women confined to
their kitchen. Very few numbers of women had the access to higher education and they
forced to be the compassion of their fathers or husbands’ attitudes towards women and
work. Most of the women do not enter in job market due to social and cultural aspects
[2]. Now the world’s perception regarding work and women has changed. Women
contribute their countries’ economy the same way as men can do. From past few years,
there has been an enormous invasion of the concept work and women in every corner
of the world. In public services, a larger number of women are taking part in it. Rapidly
different countries are encouraging their women to join the labor market and imple-
menting the equality rules in all over in order to get outstanding results [3].
Most of the world’s population consists of women and only few percent are
working outside the house. The reason behind this is women faced many of the
problems while working outside the house. These problems make them resist not to
working outside [3]. Some of the major problems present in this paper.
Work-life balance is one of the issues for working women, as they have to work for
both their career and for their family, which demands long working hours and this
would leads towards a norm [4]. One of the most important and key problem-working
people faces is their security issues. Here in this paper we will describe security issues
in detail with three major security problems; Physical harassment, mental harassment
and bullying [5]. To overcome these problems we have proposed some solutions. These
solutions will lessen the security problems women have to face at workplace [6].
This paper organized the follows: Sect. 2 illustrates the problems faced by working
women and comparison among existing security applications. Section 3 describes the
methods referred to women security, the technologies etc. Section 4 concludes the
paper.
2 Background
Women are doing well in every field including space discovery and rocket science.
They are also playing a vital role in the economic development of the country and their
input is not less than their male counterparts [4]. Still there are several issues, which are
facing by women even today.
• Most of the time women are not consider equal as men at workplace and treated
inferior. There are salary inequalities even both graduate from same college with
same grades [5].
• Another issue, which working-women have to face, is balancing the work life and
their personal life [5]. Working-women of today accomplish responsibilities of
families and try to remain fully involved in their careers coping up with the com-
peting demands of their multiple roles. Women are in terrific problems in order to
accomplish their different role simultaneously, which lead them towards mental
pressure. As a result family becomes organizational stakeholder [6].
• Working-women suffer from other issue that is lack of family support. At times, the
family doesn’t support women to leave the domestic work and go to office. They
also resist for women working until late in office which affects their performance
and promotion [6].
• Different problems such as attitude of the society members, prejudice and non-
recognition that the working-women encounter with regard to their status and role
in the economic life adversely affect the utilization of their talents and work
capabilities. These problems may reduce the efficiency of working women and act
as hindrance for entering the females in different jobs.
2.1 Issues
Security issues are the major concern for working-women. In the current situation, it is
very much important to save women from harassment and violence [6]. Few years
back, women harassment was not an issue. Nowadays, women harassment is recognize
as a legitimate human rights issue and threat to women’s well-being. The #MeToo
campaign launched by actress Alyssa Milano to drew the world’s attention to women
548 J. A. Sheikh and Z. Fayyaz
harassment, with a hashtag that went viral. Harassment is unwanted actions and
comments by strangers. Due to the fear of harassment, women are paying to stay safe
as women don’t walk independently as men. Pakistani women were among of them.
This research will illustrate the harassment problems faced by working women and will
examine the available solutions with the context of Pakistani women. It is also to be
noted that, there is no evidence that these apps have the power to decrease incidents,
despite what the apps developers’ claim. This research will also examine these apps to
find out why women still do not feel safer as the apps claims. Although government but
still safety provides rules and regulations is the major concern [13]. Some of the major
safety issues are:
Harassment. Any conduct from boss, coworker, vendor or customer whose action or
communication puts down an employee is always unwelcome [10, 15]. Here in this
section we will describe different types of harassment, which women face at workplace.
Snooping with employee’s talent to do her work is also considered harassment [7, 11].
• Mental harassment: Mental and verbal harassment in the workplace refers to
sexually degrading comments, such as whistling or intimidating a person, including
giving a pejorative name to a person [12]. It also includes certain political state-
ments, dirty jokes and even some types of art that people take as unpleasant [8].
• Physical harassment: It is less common than verbal harassment, but it can often be
more severe [14]. Physical harassment associated with sexual harassment, like
touching, grouping, hitting, pushing etc. most importantly victim is touched in an
inappropriate way against her will [9].
Absence of role model at workplace. Usually we learn things by following other’s
footsteps. Either it is job or business, junior ones follow their seniors. In this male
dominated culture, women do not easily find a female role model for themselves to
progress in their jobs, rather they have to seek help from male colleagues. Therefore,
the variations in the communication style of men to women hinder their growth at one
place.
Transport Issues. In Pakistan, we do not have any women friendly transport service so
they can travel alone to their job. Not only working-women but young students also
face this problem due to which they suffer in their professions.
Acceptance as Working Professionals. Most men in our society are yet to come to
terms that women are capable of working with them, shoulder to shoulder, in any
professional sphere independently. They still visualize women as individuals who are
bound to kitchen domains and other domestic affairs.
Balancing Work-Family Life. Women are still considered as family manager back
home no matter how high managerial position they attain in their profession. They
expect to take care of home and look after family matters timely.
Travelling Unacceptability for Work. Most of the women cannot travel or go on
hours without having to answer uncomfortable questions by family and peers. Married
women, who have a flourishing career and are dominant in their field, suffer a lot due to
this. So, their job obligations entirely depend upon the causal support from their family
#MeToo: An App to Enhancing Women Safety 549
members. But in case of married men, they stay outside their home city on long official
tours for days without raising eyebrows, but they show disapproval for equally-
successful wife. As an outcome, women have to opt out of their jobs which offer
travelling and settling in other cities.
Safety of Working Women. There is still concern for safety of women who go on
official business tours. Women travelling alone consider vulnerable and become a
chapter of talk for their male chauvinist colleagues. Even if the trip is official, checking
into hotel alone is a problem itself for them. Many hotels do not allot room to single
women due to their safety concerns.
Unequal Pay. One of the raging topics among the context of problems is that of equal
pay, which most women suffer from. Officially, same work assigned, woman and men
are equally paid. However, gender discrimination is rampant as many companies still
do not adhere to these guidelines and pay women less than their male colleagues pay.
Discrimination at Workplace. Working-women face discrimination at their place
blatantly. Sexual harassment at workplace is a major issue they face. Women
employees, working in night shift face serious problems. There are no proper steps
taken to disregard this issue as a result harassment tends to increase at work place.
Apparently, there are many solutions, which could provide the better security app
for working-women. However, these apps (Table 1) have not enough functionality that
could provide security to working-women [24–27]. Our pilot study shows that women
still do not feel safe by using apps, as these are not according to their culture and fear to
lose their jobs. Therefore, it is a harassment app with privacy and guide according to
the situation features.
Apart from available apps there are significant barriers exist for women and girls
accessing digital tools [30].
3 Solution
The problems of working women Security issues in both developed and developing
countries consider the major concern for working women. In the current situation, it is
very much important to save women from harassment and violence [8]. Rules and
regulations are although provided by Government but still safety is the major concern
[13]. Some of the major safety issues are physical harassment and, mental harassment.
At the workplace, comments refer to sexually degrading comments, such as whistling
or intimidating a person, including giving a pejorative name to a person [12] is
objectionable. It also includes certain political statements, dirty jokes and even some
types of art that people cover the three main stages of harassment: when a woman
notices, being harassed and in the take as unpleasant [8]. Physical harassment: Physical
harassment is severe than verbal/mental [17]. Physical harassment means touching in
an inappropriate way against the will [9].
To ensure the women security we have proposed some of the methods, which could
be beneficial for the safety reasons of working women. Here in this section we will
discuss the methods and technologies for women security.
• Online complaint: To save time and to eradicate corruption, online complaint
management system provides a way to solve the problem online [20]. The core
purpose of online complaint management system is to make complaint easier to
coordinate, monitor, track and resolve and to provide company with effective tools
to identify and target the problem [16].
• Position detecting: Tracking is important, to notify friends by, Global Positioning
System (GPS) [21].
• Scream alarm: It is not always possible to make a call in emergency there are
certain situations where you can just trigger a button to find help. Scream alarm is
designed to create a loud noise or alarm when it’s switched on [18]. This button is in
most of the cases is referred as panic button. The alarm is a high-decibel noise that’s
meant to warn other people that someone needs help [20].
• Database will have contact numbers and voice keyword. User registers a contact
list of people to whom user wants to ask for help and keyword or voice is saved for
recognition purpose. Contacts and keywords are saved in database. Database is
stored in mobile memory. Database used is SQLite database. There should be at
least two contact numbers in database [28].
• Voice Recognition: Voice recognition module is use to recognize keyword spoken
by the user. Keyword spoken by the victim will compare with the registered key-
word. This keyword will match with converted text. If keyword matched then
message will send [29].
#MeToo: An App to Enhancing Women Safety 551
4 Conclusion
Women’s security is very important for the sake of country’s progress and also for their
own self confidence, to ensure their security their should be an app which make them
enable to walk freely without any fear. In this research we will compare different
available apps for women security purpose and still there is a need to develope a new
app which could overcome the existing problem and also by adding some more features
which are helpful. Here we have described some of the important features which are
missing in existing apps. By producing with such app we can make a remarkable step
in women security and they can feel secure while working or walking outside.
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Seeing Patterns for Guiding Users
and Avoiding Pitfalls Trough Design
Tingyi S. Lin1,2(&)
1
Design Department, National Taiwan University of Science and Technology,
43, Keelung Rd., Taipei City 106, Taiwan
tingyi.desk@gmail.com
2
Division of the Humanities, University of Chicago, 1010 East 59th Street,
Chicago, IL 60637, USA
Abstract. New ideas and services are evolving with ever-changing techno-
logical development. The relationship between human and machine is constantly
shifting the way we think and act. With ultimate goal of building a service
model within a shared economy, this paper focuses on finding patterns and
defining pitfalls through visual analysis and information design processes so as
to implement creative brainstorming at a later stage to solve the problem. This
pilot stage investigates targeted users’ interactions and behaviors through onsite
observation and survey interviews. Mobility service and line management are
raised in order to reshape quality service flow and to design adequate infor-
mation. With those efforts, we understand the relationship between the com-
munity and its users, discuss the measurement and the attributes of information,
and synthesize the ways communication with visual elements and forms can
serve us better.
1 Introduction
With the rapid change in technology and the popularity of mobile devices and wear-
ables, the applications of Internet of Things allow various objects, things and services
to be able to connect to each other anytime and anywhere. With the heated discussion
of Internet of Things (IoT), Internet of Everything (IoE), and Internet of Anything
(IoX), the waves of new technology come into our lives one after another. Many
scenarios we thought in arts and science fiction are now happening in or around our
lives. While Google Home’s and Amazon Alexa’s are joining many households, now
people are expecting domestic robots, self-driving cars, flying taxi, and more in the
near future. Partnered with transportation departments, 3M’s development and testing
of the Smart Street concept for the coming of autonomous vehicle (self-driving tech-
nology) is leading to innovation engineering evolution [1]. Fictitious science fiction
based products no longer seem novel, but already in our lives. Falkan [2] argues that
“technology is not formed in isolation from society— technology and society are
formed and transformed simultaneously and in correlation.” New ideas and services are
evolving with this ever-changing technological development, with which the human-
machine collaborative relationship is also sequentially altering and transforming.
The fluctuations between human and machine relationship is constantly shifting the
way we think and act. How users react and interact in an environment with manmade
object, and designated visuals are growing issues for securing a high quality of life.
The new inter-connectivity and information exchange creates not only excitement
but curiosity and anxiety. Considering the social and behavioral changes mentioned
above, we then start to think, “what kind of lifestyle we will have?” “what kind of life
do I want to have?” and “what services do I need in my life?” Design plays an integral
role assisting us to skyrocket technology and to make critical decisions wisely.
The efficiency and the effectiveness of information enhances both production and
management. Users are more highly motivated to take action when they receive and
understand information. Users identify the quality of high or low service with their
experiences when they retrieve and respond to information. This paper focuses on
finding patterns and defining pitfalls through visual analysis and information design
processes. The ultimate goal is to build a service model in view of a shared-economy-
so as to implement creative brainstorming at latter stage to solve problems. This pilot
stage therefore investigates targeted users’ interactions and behaviors through onsite
observation and survey interviews. Although not included in this paper, role-play with
a focus group will be implemented later during the prototyping stage to gain a deeper
understanding.
The dynamic relationship of advance and retreat between artistic and scientific views
on visual representation never ends. As Arnheim suggests to consider “vision as a
creative activity of the human mind [3] ” from an embodied and experiential viewpoint
on perception and cognitive metaphor theory, we therefore can perceive general pat-
terns by weaving context and modify information to develop the overall structure.
3 The Experiment
The revolution of digitalization and online services allows us to connect human and
machine, to innovate new ways of operation, and to facilitate advanced lifestyles
onward. With various widespread online applications, savvy shops and restaurants
boost their market venues by connecting on and off-line services. With those successful
individual cases in mind, it will be beneficial to consider a bigger picture to benefit
larger amounts of a variety of people. The food court is a public setting which serves
food and beverages at multiple stands. Food courts often provide convenient dining
experiences with economic, affordable prices in the community. They often exist in
university campuses and in larger commercial spaces such as malls and department
stores. Diners share the open space with a relaxing atmosphere. Implementing a new
service with updated technology can enhance the quality of the dinning and working
environment in one of the food courts at Taiwan Tech. This study investigates on-site
targeted users’ interactions and behaviors in a campus food court setting.
Methods. In order to understand users’ interactions and their behavior patterns, onsite
observations and survey interviews were conducted. Visual analysis and information
design processes were employed to understand users’ behavioral patterns, to define the
breaches and to develop the strategies for further stages, including prototyping, testing,
revision, and implementation. Data from onsite observation and survey interviews were
examined, cross-referenced and analyzed with the blueprints, then the concepts of
information design thinking processes including inventory, strategizing, planning,
testing, filtering and guiding were applied. This process of digging for a deeper
understanding provides views and strategies and allows for a new design concept to be
formed.
Fig. 1. The crowd flow and the density of queue line in the morning. An average of 120 people
within the space during 8:30–9:00, averaging 61 s/p for waiting and 6:01 min/p from food
ordering to pick-up.
Fig. 2. The crowd flow and the density of queue line at noon. An average of 811 people within
the space during 12:00–12:30, averaging 82 s/p for waiting and 3:33 min/p from food ordering to
pick-up.
Seeing Patterns for Guiding Users 559
Fig. 3. The crowd flow and the density of queue line in the evening. An average of 342 people
within the space during 17:30–18:00, averaging 37 s/p for waiting and 3:48 min/p from food
ordering to pick-up.
to do. One of the biggest obstacles is the crowd control in the peak times. The
information design would work on mobility service and help create more efficient line
management. The former will allow the ordering and preparing jobs to happen any-
where and at anytime without a long wait in the physical space; the latter will arrange
the on-site circumstance in an orderly manner, reduce frustratingly long waiting times,
and minimal grouchy attendees.
Mobility Service. The mobility service can (1) sell/order food anywhere; (2) process
payment online/offline; (3) advanced food prepared before arrival; (4) digital adver-
tisement, promotion, and reminder; and (5) social data tools to connect larger scope of
activities and management. From the standpoint of the service provider, employees can
accomplish their routine duties and daily activities (e.g., food and beverage orders,
transmission of tasks to the kitchen, payment transaction process, printing bill…etc.)
with a sense of self-accomplish and team collaboration. Buyers and visitors will save
time and enjoy their purchasing journey (e.g., search for and evaluation of information,
ordering action, payment and receipt, waiting and pick-up, and seating for enjoy…etc.)
with adequate, transparent, and accessible information. Three components of consumer
decision making (CDM) model by Milner and Rosenstreich are inputs, processes and
outcomes [10]. Inputs include purchase situation (contextual and environmental vari-
ables), consumer characteristics (psychological and social influences) and information
source (marketing mix and interpersonal). Processes include need arousal, information
utility, criteria development and evaluation of alternatives. Outcomes includes the
decision (to buy or not to buy), the purchase itself and post-decision evaluation.
Milkman, Chugh, and Bazerman claim their new model is a more appropriate to
decision-making aids that allow consumers to make decisions [11]. Information utility
plays an important role in interacting with other processes, with which the quality of
information does have a strong influence on their evaluation of the service.
In order to establish the mobility service, the points of sale (POS) are defined for a
standalone machine or a network of input and output devices and service plans for
before (inputs), during (processes), and after (outcome). The experience of consump-
tion includes from the point of sale (POS) step I to IV (Table 1). The feedback during
and after those consumption acts influences most users’ attitude and their motivation.
The online platform and application nowadays provide more power for direct
judgments, praises or complaints, with which makes the information even more
transparenct. In Table 1, POS I (select) and POS (pay) are the actions during the
decision making processes. Communication plays the key role to reinforce the action.
However, POS III (proceed) and POS IV (complete) are the stages for the service
reaching out and to be ‘felt’. The moments of contact make significant influences for
the receivers to judge. Those POSs therefore should be carefully considered when
depending on word-of mouth and developing both return and new customers.
Line Management. One of the techniques for a big event to lessen the big crowd is to
have multiple lanes and keep the movement flowing. The more lanes you have, the
faster you will be able to get attendees enter and pass through your event. Several
vendors in food courts setup multiple check-in lanes similar to large events. However,
food court is not the entrance. Keeping lines to a manageable length and to wait time
low are the key points.
When utilizing mobility service, prepare for variations in crowd fluctuations by
keeping online and offline services in chronological order. Make several changes in the
fixed layout of the venue. It would be very helpful to direct patrons where to enter and
exit. By establishing this, efficient online information will help those with reserved
(online purchase) tickets options by having a separate fast track lane. It is important to
set expectations, so users are informed ahead of time of what time they need to arrive at
the venue. Clear on-site information will keep those buying on-site from slowing down
the line of pre-purchased ticketholders. Preparing a pleasant and manageable waiting
area can ease hassles as well. That is to say, providing an inviting way to enter is as
important as providing a good way to communicate the exit. In order to keep the
patrons flowing through the space, we need to pay attention to bottle-neck areas and to
make sure they do not create traffic jams. Technology cannot make up for a poorly
organized space. However, well designed signage can appoint a traffic controller, with
which to assess the entrances and exits, and assist users to figure out the best way to
keep the line and/or lines defined and moving. We want all users stay comfortable and
safe. When it works well, the users often know what is going on without having to ask.
5 Conclusion
Through visual analysis and information design thinking process, this article investi-
gates targeted users’ interactions and behaviors through onsite observation and survey
interviews. It establishes a source for discussions and creative brainstorming at later
stage to solve current problems. Besides crowd flow and lines, the three most desirable
improvements are adequate information between retailers and buyers, quality service
flow to make operating process easier and purchasing experience smoother, and
enjoyable environment for working and dining. The objective is to reshape the quality
service flow and to design the adequate information to provide users with an envi-
ronment filled with easy to understand information. Mobility service and line man-
agement are raised to facilitate an enjoyable market place and dinning space in a
community/campus setting, inspire motivation in a working environment and to use
technology better.
The existing systems are either on paper or a semi-manual system. Most business
information, such as shifting and communication, is generated by employers. Utilizing
the new concept of mobility service, retailers can save money and time, eliminate
562 T. S. Lin
arithmetic errors, easily track single money being spent, and make the interaction
between clients and staff better. From the consumer point of view, the new system
promotes simplified ordering and interaction between retailers and their clients.
In recent years, online platforms have been established in many restaurants to
lessen operating costs, to grow profits, and most importantly, to gain a better reputa-
tion. New service for a community setting will benefit the larger population. It will
require a multi-tier architecture equipped with standalone software with different
modules, with which to handle staff activities. A friendly web service as well as mobile
application will take care of clients. Delivery service like Uber Eats, Seamless, and
GrubHub are populating in the delivery market. They are good examples that force us
to think about expanding and developing collaborative services, such as senior friendly
program, for a friendly and more sophisticated community.
This experiment establishes a new service model for sharing, to find a way to
organize and to delineate invisible information such as service and experiences, and to
present the information visually. Good service needs a friendly interface to deliver. The
amiability is constructed by design to be (1) systematically inter-connected and func-
tionable, (2) easy for touch screen displays, (3) easy to learn and to use, and (4) multi-
modeled for various users with multiple views. In order to make life easier and users’
experience more enjoyable, design should not only make things beautiful, but func-
tional and inclusive. Applying those efforts, we understand the relationship between the
community and its users, discuss the measurement and the attributes of information,
and synthesize the ways communication with visual elements and visual forms provide
better services. It is a milestone for further study that will verify the designed model
and the tool kit for better communication.
Acknowledgments. Thankful for the opportunity in participating the Sustainable and Innova-
tive Community Project from Ministry of the Interior, invited by Taiwan Tech. With the
inspiration and motivation, the research received supports from the Ministry of Science &
Technology, ROC, Taiwan, project MOST 106-2410-H-011-025. The appreciation also extends
to VIDlab project assistant, Ching-chun Shen, who helped up in data collection and visualization.
A special thanks goes to my dear colleague Sharon Placko-Steckel, who like to read my articles,
listen to my stories, and support me without any hesitation.
References
1. WAYMO/Google. https://waymo.com/ (2018). https://www.google.com/selfdrivingcar/.
Accessed 23 Feb 2018
2. Falkan, K.: Design History: Understanding Theory and Method, p. 55. Berg, New York
(2010)
3. Arnheim, R.: Art and Visual Perception: A Psychology of the Creative Eye. University of
California Press, Berkeley, pp. 44, 46 (1974)
4. Summers, D.: Real Spaces: World Art History and the Rise of Western Modernism. Phaidon
Press, London (2003)
5. Krämer, S.: Trace, writing, digram: reflections on spatiality, intuition, graphical practices and
thinking. In: Benedek, A., Nyíri, K. (eds.) The Power of the Image: Emotion, Expression,
Explanation, p. 6. Peter Lang, New York, Frankfurt am Main (2014)
Seeing Patterns for Guiding Users 563
6. Hyerle, D.: Visual Tools for Constructing Knowledge. Association for Supervision and
Curriculum Development, Alexandria (1996)
7. Kotler, P.: Marketing Management: Millennium Edition, 10th edn. Prentice-Hall, Upper
Saddle River, (2000)
8. Engel, J.F., Blackwell, R.D., Kollat, D.T.: Consumer Behavior, 3rd edn. The Dryden Press,
New York (1978)
9. Nicosia, F.M.: Consumer Decision Processes: Marketing and Advertising Implications.
Prentice-Hall, Englewood Cliffs (1966)
10. Milner, T., Rosenstreich, D.: A review of consumer decision-making models and
development of a new model for financial services. J. Finan. Serv. Mark. 18(2), 106–120
(2013)
11. Milkman, K.L., Chugh, D., Bazerman, M.H.: How can decision making be improved?
Perspect. Psychol. Sci. 4(4), 379–383 (2009)
Usability and Interaction Evaluation
on Breakfast Delivery Mobile App: Users’
Experience Expectations
According to Mortimer [1], breakfast, if compared to other eating rituals such as dinner
and banquets, has no literature or chronicles about. Historians surface that, on the final
period of the medieval era, most people did not have breakfast. Housekeepers from
noble families would specify who was authorized, and who was not, to have breakfast.
The author shows some examples: in 1412-13, in the house of Lady Alice de Bryenne,
only 6 of the 20 residents were allowed to have breakfast; The Dutch of York, of the
Cicely house, extended the privilege of breakfast only to the principal officials, such as
ladies, the dean, the chaplain, the admiral and the marshal, when present; In the black
book of Edward IV, is given special attention to who had permission to have breakfast.
From historic document findings, it is noted that throughout the centuries, the
breakfast was considered a privilege, until the industrial revolution turned it into habit.
According to eLondon, the traditional English breakfast became a fast fuel for the
working class, who consumed an average of 3000 calories each morning, which would
be spent throughout the forenoon until lunch break. The gradual change of the morning
eating habits of the migrating workforce, from country to the city, reverberated to
health effects, as the use of boiling water to make coffee or tea, diminished the inci-
dence of disease.
Eventually, the breakfast became part of most social rituals and presents in its
preparation and its nutritional composition, diverse meanings to different cultures.
Drouard [2] points out the cultural French breakfast resistance against the more
nutritious Anglo-Saxon choice, as the traditional café latte, croissant and butter marks
their cultural identity.
The breakfast rituals in Brazil came with the Portuguese colonization and
throughout the years became a mix of many cultures, encompassing its European
heritage with natives, Africans and immigrants from many parts of the world. Bakeries,
mainly related to Portuguese and Italian immigrants, are the main provider of nour-
ishments related to Brazilian breakfast and are present in almost every corner of any
city. The bakeries’ structure, products and social part in the neighborhood can be
related to the Portuguese padarias, the Italian cafes and French boulangerie patisseries.
As a tradition, Brazilians tend to walk to the nearest bakery (padaria) and buy the
minimum amount of fresh products related to breakfast for immediate consumption in
their residence.
According to the Brazilian Bakery and Boulangeries Association (ABIP) [3],
during the first 14 years of the 21st century, bakeries throughout the country evolved
radically in their business management, bringing innovation to the business and new
products to attend consumers’ new expectations. It soon became the second largest
food distribution network. ABIP surfaces the importance of the sector in Brazilian
economy:
• Bakery business represents 36% of all food industry
• 60,000 bakeries, of a total 63,200 in the country, are small business with an annual
total income of 84,7 billions of Reais
• The sector generates an average of 700,000 employments, in which 245,000 are
directly involved with production.
• 76% of Brazilian consumes bread on their breakfast and 98% buy baked goods for
general consumption
• The French bread represents 52% of all bread and its consumption per capita is
22,61 kg per year
• The diversity of products offered in bakeries is smaller only to super markets
• Bakeries represent 79% of food produced in the sector, industrial bakeries repre-
sents 14% and super markets, only 7%
• With the increase of wheat costs in Brazil, owners are investing in alternative
sources, like corn and manioc
The association (ABIP) conducted a quantitative research regarding bread con-
sumption and bakeries, surfacing the ten most common reasons Brazilians prefer to
purchase bread and related products directly from bakeries. Home proximity and work
proximity are the top reasons, corroborating the social ritual of going to the nearby
bakery to buy fresh bread. Hygiene and cleaning conditions, good service, product
quality and variety of bread are also well regarded by the interviewed, although in
numbers far bellow the first two reasons (Fig. 1).
566 M. A. Guimarães and A. B. Renzi
Fig. 1. The top 10 reasons Brazilians buy breakfast products at padarias. Source: ABIP.
Although telephones are still majorly used to order food, the delivery service has been
increasingly adopting digital systems as basis for expanding business. For instance, the
largest on the Brazilian market, IFood, gathers over 1,5 thousand restaurants from 15
states of Brazil. The app connects the two sides of the food business: the producer and
the consumer.
Data released from the Brazilian Bars and Restaurants Association (ABRASEL),
shows growth of revenues from the food delivery apps reaching 1 billion per year, with
a 12% annual increase and expectations of attaining over 10 billion of Reais this year.
The growth is so attractive that draws attention and investment from companies well
established in other sectors, such as Uber Eats. For restaurants, the association with
delivery apps represents a marketing tool and the possibility of increasing distribution
and sales.
Even with the noticeable growth of the bakery business and its cultural importance
to Brazilian breakfast ritual, food delivery apps in Brazil concentrate their efforts
mostly on other options: pizzas, sandwiches, Japanese cuisine, finger food, lunch break
and dinner.
From the disassociation of food delivery from breakfast as a business opportunity, a
quantitative research showed users are interested in having a more indulged breakfast
into their routine. The collected data on users preferences and expectations was the first
step for further investigation and basis for the project proposition of Breakfast
Delivery: Fornada.
The project is part of the post-graduate interaction design program at Senac, which
encourages students to work with project development on several research stages,
considering market’s opportunities, society’s needs and users’ expectations. The whole
project experiment program intends to take students through different phases of
developing interactive projects, allying research with industry practices. It can be
Usability and Interaction Evaluation on Breakfast Delivery Mobile App 567
resumed in 4 major phases: (1) understanding market and society, (2) mapping users’
mental model and needs, (3) structuring and developing project prototype, (4) UX
testing and adjustments. This paper presents the development and results of the pro-
totype UX testing, based on research and method directives from Villanueva [4], Renzi
and Freitas [5], Renzi [6] and Vermeeren et al. [7].
Parallel to identifying project opportunities and companies with similar services
(BedandBreakfast–London, Brekkie—Bangalore, The Breakfast Company–United
Kingdom, Breakfastbay–Gurgaon), a quantitative survey with 416 respondents and
affinities diagram helped identify users’ mental model and categorize them in 3 user
types (personas):
– A business executive, with little spare time in his/her mornings, likes the idea of
scheduling breakfast products to optimize his/her time management. He/she will
have breakfast in his/her office from time to time.
– A fitness person, who prefers fresh products in the morning, selected by their
nutritional value. He/she is concerned with his/her daily amount of calories, sugars,
gluten, fat and nutritional information.
– A Bon Vivant young person, who doesn’t follow a strict schedule for breakfast and
likes to have a many options to choose and gastronomic visual appeal.
The project proposal (Fornada) is based on the idea of an ecosystem [6, 8, 9], where
consumers interact using a mobile app from one side and bakery managers interact
using a PC or tablet on the other side. The Fornada system aims to bring the food
delivery business to the breakfast rituals, linking users, interested in a broader diversity
of products delivered to their home or office, to bakeries, interested in expanding the
reach of their business. According to the applied survey, Bed & Breakfast and 4–5 star
Brazilian hotels’ breakfast are a reference for users’ expectancies regarding breakfast
delivery service.
The planning of the project needs to go beyond the direct human-computer inter-
action and understand the whole user experience journey, as it is pervasive to artifacts,
environments, systems and actors [10]. Although user experience is subjective, and
subtle to individual variations and external factors, the mapped users’ preferences
founded decisions on information architecture, interaction flow and prototype, to
propose a main UX journey (Fig. 2): (1) the user wakes up; (2) if with breakfast deliver
in mind, opens Fornada app, checks delivery time, bakery choices and orders breakfast;
(2b) bakery manager receives and check information on PC or tablet; (3) user prepares
his/herself for work on week days, or extends bed time on weekends; (3b) bakery staff
prepare the breakfast and send it to user’s address; (4) user checks the status of his/her
purchase; (5) user receives breakfast at door; (6) user eats breakfast; (7) user rates
service in the app.
Touchpoints are the users’ interactions with the ecosystem [6, 8, 9] to build their
experience. From mapping possibilities of the pervasive experience, the main touch-
points are expected to occur: when users use the app to select and order breakfast, when
users go back to the app and check the order status, when receives the order at home
and, if chosen, when users go back to the app to rate de service. Although not a direct
touchpoint, the reception of the breakfast order by the bakery manager influences the
experience indirectly.
568 M. A. Guimarães and A. B. Renzi
Fig. 2. Planned user experience journey and the touchpoints within the ecosystem.
3 Think-Aloud Protocol
There are different ways of testing the usability of systems. Veermeer et al. mapped and
categorized 96 methods, that could be applied during different phases of a project. Even
though the project was planned with theories of cross-channel pervasive experience in
mind, the usability testing was focused on the use of the system, from consumer’s side,
with a smartphone.
From all possibilities of prototype testing, the Think-aloud Protocol is the most
suitable choice to help observe usability and interaction problems from users’ point of
view. According to Villanueva [4], the technique consists of a researcher observing 1–4
users doing specific tasks within a controlled environment. The user’s actions and
thoughts are to be described verbally aloud by him/herself on real time. The researcher
records the user actions by written notifications, video or voice recorder.
Filming and voice recording have the advantage of capturing the exact steps and
descriptions of users, while written notifications depends on the researcher experience
with observing reactions and quickness in writing down relevant actions of the
experiment [5]. For this research, the chosen direction was to use voice recording and
written notifications, in order to maintain users in an informal environment.
When noticing some reluctancy from users in verbalizing actions and thoughts
during the Think-aloud Protocol, questions related to the users’ actions were placed to
keep the flow of verbalization of their thoughts [5, 11]. It is important to prepare a set
of tasks for users to accomplish, in order to simulate the use of the system and check
specific features, specific interactions and action recognition.
Four users were selected, based on the 3 persona profiles, and invited to participate
in this research phase. The participants were 3 women and 1 man with age range
between 28 and 35 years old. All of them consider breakfast an important meal in their
daily routine and declare not to miss one.
Usability and Interaction Evaluation on Breakfast Delivery Mobile App 569
4 Results
As expected, with the use of Think-aloud Protocol, the 4 participants showed simi-
larities in interaction, affordance perception and expectancies using the app. This paper
presents the most relevant comments, in sequential order of the interaction process of
the proposed task.
4.1 Entrance
All participants expressed positive reactions to the visual impact on the first contact
with the app (Fig. 3). The choices of color and the logo were considered well repre-
sentative of the breakfast culture. Three of them reported frequent use of tutorials in
form of slides when using a system for the first time and gladly would search for the
possibility in the app, if available. Concerning the options of login to the system, half
of participants prefer to use facebook and the other half prefer to use their gmail.
Fig. 3. Entrance page, breakfast menu page and breakfast details and editing page
the option excutiva, but the photo doesn’t communicate the quantity, nor volume of
items”. Also at this point, a participant questions about how to choose the bakery.
map. The map is centered on the users’ location and shows all registered bakery options
in a 3-kilometer radius, that can be zoomed in or out. Each bakery option shows its
rating points and can be clicked for more details. In this page, users can still change the
breakfast order or add a new one (Fig. 4).
Fig. 4. Bakery selection page, Immediate or scheduled delivery and breakfast order final
confirmation.
All participants were surprised by the interaction sequence and the project’s
business model of presenting the same 4 breakfast options, independently of chosen
bakery: “I though it was weird not to choose the bakery first, but it is much more
practical to choose a breakfast first, and then pick available bakeries”; “The app
functions inverted if compared to other food delivery apps, where each supplier pre-
sents its own menu. Here is the opposite: the breakfast menu is already set and each
bakery has to suit to the 4 options”. Three of the participants declared that this business
model is more practical and helps to save time.
After selecting the bakery, users can select either “deliver now” or schedule a
delivery date and time (Fig. 4). All participants thought that the possibility of
scheduling the delivery was really relevant. Two of them added the possibility of using
the app to send breakfast to a different address and surprise a friend or a relative.
Clicking on either option brings up a modal screen with details of the order for
confirmation, or final editing (Fig. 4). One user asked if the payment would occur on
this step.
572 M. A. Guimarães and A. B. Renzi
5 Conclusion
The usability testing using Think-aloud Protocol with real users helped validate the
project proposal, most of its interaction flow and features in the app. Choosing par-
ticipants related to representing profiles of users, based on previous quantitative
research and their mental models, was crucial to observe real interactions and com-
prehend users’ flow in the app.
The projection of a pervasive experience journey for UX projects is essential to
map all possible touchpoints with the ecosystem. Determining the touchpoints
throughout the experience journey can help clarify the premises of connecting with the
system, the devices of connection, possible interoperability, context of use, sense of use
within each context, the parts of the journey that develops without the influence of
users and the actors and spaces integrated to the journey. Understanding the whole,
helps determine the possible role of the parts and how each short story can help build a
blended experience.
In this project, mapping the whole journey influenced choices of structure and task
flow for the app. And, as a consequence, the collected testing results using Think-aloud
Protocol, validated decisions with just minor adjustments for the system. The partici-
pants expressed the interaction with the app feels natural and cognitively obvious. Even
Usability and Interaction Evaluation on Breakfast Delivery Mobile App 573
when coming across an interactive flow that differed from their cultural conventions.
Users made sense of it and understood the change as an improvement to their needs.
The few proposed adjustments for the app, based on the Think-aloud Protocol
results, are quick to manage and does not affect the UX journey nor the planned
structure:
• the possibility of a slide tutorial in the entrance page, specially for first time users;
• make sure it is clear to users that selecting a breakfast option comes before the
selection of bakery in the task flow;
• substitute the calories icon;
• increase the font size.
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diétetic 35(3), 167–171 (1999)
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4. Villanueva, R.: Think-aloud protocol and heuristic evaluation of non-immersive, desktop
photo-realistic virtual environments. Dissertation (Master of Science) - University of Otago,
Dunedin - New Zealand (2004)
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empresas de pequeno porte utilizando sistema fantasiado em ecossistema de interação cross-
channel. DSc. thesis. 239 p. Escola Superior de Desenho Industrial. Rio de Janeiro, RJ
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Automated Smartphone Keyboard Error
Corrections
1 Introduction
A vast majority of smartphones applications use text inputs and entail typing. The user
experience when typing on a smartphones’ virtual keyboard is often hampered by
typing errors. One reason for these errors is the small size of the keys relatively to the
user’s finger [1, 2]. Another may be shifts in the user’s finger placement due to eye –
finger coordination [3–5].
A prevalent solution to this problem, which is implemented in many smartphones is
a language-based auto-correction of the errors [6], which predicts the letter typed
according to its highest probability in the word or sentence (Fig. 1).
Many users, however, find this solution irritating, since the predicted word often
does not match the user’s intention, especially when it comes to non-vocabulary words
like names and abbreviations, or to uncommon languages [7]. Although this technique
improved considerably over the years, especially where a user’s language adaptation
was implemented, (i.e. SwiftKey®, Google® keyboard, Fleksy®, Swype®, Minuum®)
these limitations have not yet been fully resolved.
Recent studies explored the association between the geometrical properties of a
user’s touch points and the intended key. Azenkot et al. [4] investigated the average
deviations between the positions of each key to the users’ touch points. Their study
illustrated various patterns in the offsets between the different touchpoints and their
intended keys. The authors proposed a method called `Remulation’ for real time cor-
rections based on their users’ studies [8]. The method is based, however, on prior user’s
typing patterns database and is not personalized to a specific user.
The goal of our study is to develop and implement an algorithm that can provide
typing accuracy while maintaining the user experience. The algorithm is user adaptive
and does not necessitate training.
2 Methods
Our design entails an adaptive keyboard that adjusts for key offsets in the individual
user typing. The keyboard learns the association between the user’s touch locations and
the intended key. A hybrid configuration design combines this geometrical analysis of
the user’s touch point and a language analysis of the typed keys. An unsupervised
learning design does not require prior knowledge or data base.
2.1 Algorithm
An The algorithm produces an “intended key” estimation for each location of the user’s
touch, denoted Touchpoint. The computation is based on a first order Markov chain
model, updating for each additional touchpoint. The initial state, or TouchPoint, of the
chain is the center of the keyboard key. A geometrical location estimation, denoted
TouchMap, is computed as the weighted average of the current and last TouchPoints
for each key (Eq. 1). The weights are heuristically chosen, based on the observation
that the current touch points have more strength than past ones.
576 V. Aharonson et al.
The association of every new TouchPoint, with an “intended key” is based on the
TouchPoint’s distance from all TouchMaps:
The three smallest distances are selected as ‘candidates’. If one of these 3 values is
smaller by more than 5% from the other 2, it is selected as the “intended key”. If two of
the three or all three values are less than 5% apart from each other in terms of distance,
the decision is of uncertainty and a second phase of the algorithm is activated
The second phase is based on language prediction: each of the “intended key”
candidates is tested using its bigram and trigram with the previous letters in the typed
word and the probability of these n-grams is retrieved from a database dictionary. The
highest probability ranks the chosen candidate. If two candidate letters have identical
probability, one of them is randomly chosen.
A flow diagram of the algorithm is presented in Fig. 2.
2.2 Implementation
Signal The system includes three main components: a user interface, which is the
original user interface of the smartphone’s default keyboard, the algorithm’s imple-
mentation and a database for later analysis and testing.
The implementation is designed to fit Android smartphones from version 4.1 or
higher, which can accommodate the majority of Android devices available today.
Automated Smartphone Keyboard Error Corrections 577
The algorithm was implemented using Android Studio® and Google®’s open
source default keyboard software.
The user interface is identical to the standard Smartphone keyboard except of an
optional additional key which activate a new debug visual tool called TouchpointView.
The tool allows a qualitative examination of the TouchPoints. As illustrated in Fig. 3,
the additional key displays a circle and an “x” which lays over the keyboard a display
of the actual touch points of the user’s typing and clears them, respectively.
Fig. 3. TouchpointView tool display of the touch points (small blue dots) upon pressing the
additional button (circle and “x”).
The TouchpointView tool is also implemented as an option in the user interface, for
users who wish to observe their own key touch distributions.
The performance, in terms of error rate, was compared between the default key-
board and when running the algorithm. In order to evaluate the contribution of the
language based key prediction to the basic geometrical model, the performance of the
two versions of the algorithm: with and without the language layer were compared, for
the two screen sizes. The performance measure was error rate: ratio of key errors to the
number of TouchPoints, in percentage.
Error rates were compared between the two keyboard implementations: standard
and enhanced, and between the two screen sizes.
3 Results
The Fig. 4 presents the error rates of the 10 subjects when typing on the two screen
sizes. Both the standard keyboard’s results and the ones acquired when implementing
our algorithm (“enhanced” are presented for both screen’s experiments.
Fig. 4. Bar graph of the users’ error rate for the two screen sizes and for the standard and
enhanced keyboards implementations.
The error rates’ means and standard deviations (SD) for the two keyboard imple-
mentations, standard and enhanced, and for the two screen sizes are presented in
Table 1.
It is obvious that the smaller screen induces significantly more errors. The results
indicate that error rate was reduced when the enhanced keyboard was implemented, for
both screen sizes. The reductions in error rate were 18.1% and 22.9% for the small and
large keyboard, respectively.
A further analyzes examined which of the correction layers: geometric or language
based contributed to the error correction. The results are presented in Table 2.
The results indicate that the geometric correction is able to attend to more than 75%
of the typing errors for the large screen, whereas in the small screen case, most errors
necessitated an activation of the language-based correction.
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Virtual Reality and Interaction Design
In the Journey of User Center Design
for the Virtual Environment
Norma Antunano(&)
1 Introduction
these may not be designed accounting for the human journey in the virtual web system.
The systems supporting such important services in the life of the user, appear being
driven by bottom line goals focusing on capitalization through digital transformations
without carefully reviewing the impact of customer’s experience. There are many other
examples like the growing trend of implementing on line self-services, including
payment for a variety of basic living services such as for housing, transportation,
insurance, and more. Harper [10] has brought earlier the considerations of actual
usability and accessibility into consideration when designing interactive web design on
line services. This study explores how performance and accessibility of web based
platforms may impact customers’ experience and outcome results.
should be intuitive for the user, it should nurture an environment free to navigate,
encouraged when it is easy to understand. In 2008, the Pew Internet and American Life
Project estimated that 75 to 80% of users in the world have looked for health related
information online, and 75% of online users with a chronic disease or a disability
reported they have recently searched for health information. Moreover, such finding
may influence how an illness or other condition may be treated as the patient may
consider findings on line to describe his/her symptoms. Pew Research [25] estimates
that two thirds of US population 65 years old or older use the internet, and more than
50% of the senior population use the internet. Pew’s study shows upward usage trends
of tablets, smart phones, and social media among this segment of the population (Pew
Research 2016 study). Romano et al. [26] have studied the effect of age on Web
usability, and on performance when tracking eyes’ dynamics while using web content.
They conclude that aging population tend to have more fixations at the center of the
screen than younger people. In the retail space, a McKinsey’s study conducted in 25
countries involving 25,000 respondents (February 2017) in France and in United
Kingdom found higher groceries acquisitions on line than in United States. According
to interview of Christian Wanner, pioneer of online groceries in Europe (Garcia Lopez
and others’ interview, McKinsey 2017): “Website ergonomics and transactional
behavior are similar across geographic and cultures, so you can leverage similar system
in different countries”. Benda et al. [4] with focus on the use of portals by the general
public have found that purpose and focus on the journey of the users are the key initial
steps that will drive ergonomic quality experience for the average user. With respect
Web responsiveness, since early nineties Nielsen [19, 20] has identified that a friendly
web environment where the user can intuitively navigate without having to figure out
what to do next (or how to do it) should be the vision of user experience designers;
humans continue being better than machines for color image segmentation, including
background and foreground separation. A study including texture, contours, and color
segmentation found that the highest accuracy for color boundary detection (especially
for gray images) comes from humans [27]. The studies from Nielsen, inputs from
software developers (including micro service designers and web designers) continue
finding that data processing driven by more complex tasks and/or widgets can influence
web site responsiveness.
We used primarily Wave Aim™ and Web Accessibility Checker™ open tools to help
assess accessibility of web sites, considering the web design accessibility principles in
alignment to WCAG 2.0b (Authoring Tool for Accessibility Guidelines). This means
that the content displayed by the Web site is expected to be perceivable, operable,
understandable and robust. Data was gathered on over 500 public domain web sites
using Google™ Chrome browser in laptop and desktop computers. The data gathered
by the accessibility tools were standardized for the descriptive statistics and for the
analysis. The web sites reviewed were classified in the retail, media, and non-profit
organization segments. Over 90% of these web sites present the content in English,
although in some cases the parent organization is based in a non-English based country
In the Journey of User Center Design for the Virtual Environment 587
like China, Germany, Sweden, Australia and other countries. As Spanish is the largest
minority population in United States (US Census Bureau, [29]), our study also included
a sub-set of web sites in Spanish; the difference on language did present significant
performance differences. The performance metric was the number of errors identified
by the tool(s) on each web site, and the corresponding type of the errors. The spread of
the total number of errors reported for all the samples (without segmentation) is shown
by Fig. 1. When a web site was not available for the assessment other web site was
identified (either searching on line alternative web site from the same sector). To
confirm repeatability and reproducibility of the initial performance results reported by
the tool(s), performance was re-assessed later (in a month) for a small sub-set (50 web
sites); performance results were stable and the same. The total number of errors was
calculated adding the errors under the six categories: errors, alert errors, structural
errors, HTM5 and ARIA errors, Contrast errors.
Fig. 1. Distribution of the total accessibility errors from 517 sampled web sites
588 N. Antunano
ARIA stands for Accessibility Rich Internet Applications; it houses a set of attri-
butes a web site is expected to have to be accessible (WCAG 2.0, Government wide
accessibility program 508); it facilitates access when native HTMLs cannot handle it (it
enhances semantics of non-semantic content, enabling description of the web page like
heading, tables, zones), it provides status of widgets (like if there is a popup), and also
facilitates drag and drops.
Contrast in this context refers to the contrast the foreground text is expected to have
with respect the background colors (WCAG 2.0). Structural errors trigger structure of
heading tabs in HTML, when errors are present these can cause accessibility with
assisted technologies (like screen readers, head pointers or touchscreens). The spread of
the total number of errors (name “Total”) was driven primarily by Structural errors,
followed by Alerts errors as shown by Fig. 2.
Errors may be reported when the language (English, other) is not identified in the
web page. Alerts highlighted design features (like headings used for formatting writing
style) that may present accessibility issues.
Figures 3, 4 and 5 show the spread of errors by segment for the web sites of Media,
Non-Profit organizations (including web sites from credited university educational
institutions), and Retail sectors. The retail sector samples represent 68% of the 517 web
sites samples, the Non- Profit organizations 27.46%, and the Media web sites represent
4.5%. The larger spread of errors was driven by Alert type of errors. Retail segment
shows the highest spread for all the types of errors.
Although the study was limited in number of web site sampled for evaluation and types
of browser and device used for accessing the web sites, overall in the context of virtual
experience these insights bring to light the dynamics of the type of errors influencing
the users’ experience. It improves our perspective over the contributing web accessi-
bility factors adding up to the overall user’s experience. Considering the limitations of
the study, we could not find significant statistical difference on how each accessibility
factor performs on the sampled web sites. Overall, this small empirical study supports
what Nielsen, McKinsey and others have been identifying; geographical locations do
In the Journey of User Center Design for the Virtual Environment 589
Fig. 3. Box plots by error type for media segment web sites sampled
Fig. 4. Box plots by error type for nonprofit organization web site samples.
not matter. Recent Forrester’s study [6] found strong relationship between the quality
of customers’ experience to profitability (over 5X better than the laggards based on
information gathered from over 4000 professionals across various organizations and
functional disciplines). Now, the focus on understanding users’ journeys in the virtual
environment appears to be priority (usability was priority in earlier years). As use of
digitization continues rising, and overall demographics across the world continue
adapting and/or embracing digital capabilities, relevance of how web sites are designed
is becoming a stronger factor at personal and organizational levels. This implies the
need of further elevate the focus on human factors with ethical responsibility of
designers, product owners, web designers, software developers, marketing, sales, artists
590 N. Antunano
Fig. 5. Box plots by error type based on retail segment web site samples
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Analysis of the Relationship Between Content
and Interaction in the Usability Design
of 360o Videos
Abstract. In the recent years, 360° images and video became a popular format
for designing, producing, and consuming information. Immersive videos enable
users to control the viewing angle at playback, and experience content in a
unique fashion. Therefore, understanding how viewers interact with 360° video
is crucial for improving their design, production, distribution, and consumption.
In this paper, we introduce a model for categorizing 360° video based on the
type of points of interest in the scene, and we present a study in which we
analyzed heatmaps and changes in the viewing angle to identify the key features
of regions of interest, the common interaction patterns within video categories,
and the relationship between content design and engagement.
1 Introduction
Thanks to recent technology advances in video cameras, full 360° images and videos
rapidly gained popularity as the best tools for experiencing locations (e.g., museums),
environments (e.g., the rainforest), and activities (e.g., skiing) in an immersive fashion.
Nowadays, affordable equipment supports shooting, producing, and playing high-
quality 360° content with minimal technical effort. Moreover, most digital media
platforms support uploading, playing, streaming, and even interacting with 360° videos
using standard protocols. In the recent years, the production of 360° content and its
consumption through popular platforms has significantly increased, and the integration
of immersive video in online communities, mobile applications, and head-mounted
devices is contributing to rendering 360 video a standard for storytelling. According to
a recent report [1], 360° videos already are in a dominant position (99.37%) compared
to VR content. In addition, according to recent reports, as the market of 360° cameras
will grow over 1500% over the next six years, this opens new opportunities and
scenarios for content production and utilization [2].
Several studies focused on technological aspects of 360° videos, such as, devel-
opment of hardware rigs and mounts for optimal multi-camera alignment, research on
software for stitching images from multiple sources, and implementation of algorithms
for optimizing video streams. Conversely, less attention has been dedicated to human
factors and, specifically, to the design and fruition of 360° videos from a user inter-
action standpoint, though enhancing the quality of the experience is a key competitive
factor [3]. As a result, despite the amount of material being produced both by amateurs
and by professionals, there are no guidelines about how to create storyboards to fully
unlock the potential of 360° content. Moreover, there are no best practices about how to
organize Points of Interests (POIs) and visual cues in the scene so that users can change
their viewing angle (VA) and navigate the story according to the intent of the director.
Consequently, besides some experimental attempts, most of the experiential aspects of
360° content are still unclear and usability of 360° videos is yet to be investigated.
In this paper, we focus on the human aspects of 360° video, and we analyze the
relationship between the content of images and user interaction (i.e., viewing angle).
Specifically, the objective of our study is two-fold: by considering type, number,
positioning, and movement patterns of POIs in the scene, we associate the video with a
category that describes the syntactic complexity of the scene, that is, the amount and
type of POIs in the video (i.e., no POIs, single fixed POI, single moving POI, multiple
fixed POIs, or multiple moving POIs). This, in turn, together with the semantics of the
video, might help predict user interaction dynamics and, thus, design both the story and
the scene to include visual and auditory cues that guide users’ viewing angle to help
them experience the content.
Furthermore, we detail the results of a study in which we investigated the corre-
lation between video design (i.e., syntactic complexity and content type) and interac-
tion dynamics (i.e., how users navigate the scene). In our experiment, we tracked
changes in viewing angles to generate heatmaps that reflect users’ orientation, and we
analyzed heatmap patterns within each category to validate the initial classification in
terms of syntactic complexity. Also, we discuss qualitative information collected from
participants using questionnaires aimed at understanding the relationship between
syntactic complexity and overall performance of the video experience, evaluated on a
two-dimensional emotion space. The consistency in our findings might suggest ways to
approach the design of 360° videos based on a specific desired narrative outcome.
2 Related Work
Indeed, the main feature introduced by 360° video is providing viewers with oppor-
tunities to control and change the viewing angle at playback. Therefore, as discussed by
several studies, at any given time viewers focus on a specific portion of the video: a
common property for several types of interactive videos is that there is a region of
interest (ROI) currently viewed by the user [4] whereas the others are available, though
not visible. This, in turn, has several implications in terms of pipeline of: (1) narrative
design, (2) video recording, (3) data storage and transfer, (4) content visualization,
Analysis of the Relationship Between Content and Interaction 595
(5) user experience, and (6) information perception and processing. Consequently, 360°
content require a completely different approach to their design, development, and
distribution, with respect to traditional video. For instance, the availability of content
over a full 360° angle, which offers a completely immersive viewing experience,
requires data transmission of parts of the video that will not be displayed to the user,
resulting in bandwidth consumption, increased loading time [5, 6], and potential quality
reduction in the ROI. Also, the design and production of content should accurately
consider the positioning of POI in the video, to avoid placing items that are crucial to
the narrative in areas which potentially will be outside of the current ROI, at playback.
To this end, the authors of [4] found that movement, sound and lighting cues from the
fixation regions are the basic and effective methods for directing user’s attention.
Moreover, as immersive videos place the viewer at the center of the scene, the spatial
organization of content becomes crucial to ensure a comfortable experience: [7, 8]
reported that a distance of three meters between the user viewing point and items
offered a good balance of being close enough to see clearly and creating a sense of
immersion, whereas objects that are at a shorter distance may be perceived as unnat-
urally close and cause discomfort as they invade viewer’s virtual personal space.
Furthermore, being introduced in a realistic immersive environment may bias the
audience and create the feeling that the scene is happening at that moment. As a result,
in watching videos featuring people, viewers’ engagement increases if they are
acknowledged by the characters in the scene or if there is eye contact with them [7, 8].
Analyzing viewing patterns is crucial to understanding interaction with 360° video
and, consequently, to improving the quality of content design, production and con-
sumption. Recent studies focused on common ROIs, and they demonstrated that users’
viewing directions are closely correlated for most of the videos [8]. In [9], the authors
analyzed users’ behavior when watching 360° videos in 5 categories based on content,
that is, exploration, static focus, moving focus, rides, and miscellaneous. They utilized
orientation and velocity parameters to compare angle distribution, Point of View
(POV), and exploration phase, and they found common patterns in user interaction, that
is, (1) angles distribution was highly dependent on video content, (2) viewpoints had
minimal changes if there were clear characters in the scene, (3) at the beginning of a
new video, viewers explored the scene to understand where the focus should be, and
(4) the viewer tended to make large rotations towards the front than towards the back of
a video.
Furthermore, other studies utilized heatmaps, which are a data visualization method
that provides an intuitive way to identify regions of high and low concentration of a
parameter, such as, ROI: areas of an image are color-coded based on the weighted
number of ensemble members in that specific region [10], to show the point density
interpolation within the area. Heatmaps, also known as intensity maps [11] are
extensively utilized in several applications, such as, geographic data visualization for
highlighting density of houses, crime reports, or roads or utility lines influencing a
town or wildlife habitat [12, 13]. Heatmaps have been utilized in Human-Computer
Interaction to study attention [14] and to produce maps of observation patterns, in
combination with eye-tracking and gaze acquisition devices. Among their benefits,
heatmaps render extremely easy to interpret the distribution over an area, because they
use color coding to produce maps that quickly elicit relations and stimulate visually
596 N. Caporusso et al.
comparisons, facilitating differentiation between ROIs that received more attention and
areas with less or no fixations. However, the main drawback of heatmaps is that they
are not suitable for dynamic stimuli, such as, videos or systems whose interface
changes as users interact with them [14]. Nevertheless, current video distribution
platforms integrated heatmaps as a convenient visualization technique for analyzing the
consumption of videos: as they aggregate information but conserve the essence of the
forecast [10], heatmaps are offered to video publishers to visually support the human
decision maker in understanding patterns of visualization and ways to improve the
design of content for better audience engagement.
In this paper, we describe a study in which we analyzed the ROIs of 360° videos
using static visualization methods (i.e., heatmaps) and the dynamic components of user
interaction (i.e., time and rotation of the viewing angle) to identify the key features for
content categorization and to achieve a classification of immersive content based on
common user interaction patterns.
3 Study
A set of 16 videos were selected among material available on the Internet, with the
intent of maximizing differences between them in terms of type (e.g., contemplative,
experiential), content (e.g., nature, music, story), number of points of interest (i.e., no
POIs, one fixed POI, one moving POI, multiple fixed POIs, and multiple moving
POIs), and amount and speed of action. Also, the selection considered the categories
identified by other studies. Fragments from each video were extracted to standardize
their length to one minute and to make sure that the scene is captured from one
shooting angle, only. They were compressed to 1080p (1920 1080 pixels) variable-
bitrate progressive MP4 formats at a data rate of 30 fps.
In this study, we did not acquire gaze using an eye tracking device (ETD), to
replicate the same information that video players can record when users watch 360
videos, and to render our solution applicable and comparable to currently available
distribution and analytics platforms. Also, we did not use a head-mounted display
(HMD), because the majority of users interact with immersive videos using standard
screens, due both to market penetration of this technology and to the limited avail-
ability of HMDs in the interaction.
A total of 29 subjects participated to the experiment in person. However, the study
had a mortality of 6 who could not continue their involvement. Therefore, data from 23
participants were recorded and analyzed. The majority of subjects (65.22%) aged 25–
35, 26.08% were 18–24, and 8.70% were 35–44. The group included 43.48% females
and 56.52% males. Participants had a high education level (which we associated to a
factor of technology use) 56.52% had master’s degree, 39.13% had a bachelor’s
degree, whereas others accounted for 4.35%.
The study was realized in a dedicated room with no distractions and optimal light
conditions, where participants were comfortably seated on a swivel chair, in front of a
20” display playing videos at full screen. Subjects were asked to watch the videos,
which were played in a random order. After each task, they were presented with a short
questionnaire asking them to evaluate the video in terms of (1) perceived duration
(length in seconds), (2) perceived engagement (on a Likert scale), (3) clarity of the
content (on a Likert scale), (4) quantity of content (on a Likert scale). Also, they were
asked to categorize the video according to the model described in Fig. 1.
Fig. 1. Categorization model for 360° content depending on the type of elements in the scene.
The square indicates a fixed primary POI, whereas triangles represent moving POIs.
598 N. Caporusso et al.
A total of 296 videos were displayed to participants. Data from ROIs were acquired and
answers to the questionnaires after individual videos were collected. Table 1 summa-
rizes responses to the survey. Interestingly, they show strong correlation with the type
of category and with the heatmaps (see Fig. 2). Moreover, results have a strong internal
consistency. Although the duration of each video was 60 s, viewers perceived them
differently. In accordance with studies about perception of time in relation to the
engagement of an experience, content perceived as less engaging was rated as lasting
longer than one minute, whereas users associated a shorter duration with videos that
they considered more interesting. Video 4 (contemplation), which featured a lecture,
rated as the longest, compared to videos 13 (exploration, featuring a roller-coaster ride),
and two of the tracking videos, 10 and 9 (consisting of a hip-hop dance and a film-like
computer graphics-generated scene, respectively), which were perceived as the short-
est. In addition to content and engagement, there could be other reasons for this
difference. For instance, as the audio track was removed, viewers might have perceived
videos in which sound was is a prominent component (e.g., concert and ballet, such as
videos 6 and 7, respectively) as lasting longer, because of the different experience
compared to an actual situation. Also, information elicited by cues in the videos and
associated with memories, beliefs, and personal history, might influence the perceived
duration: as an example, video 1 (contemplation), containing a still image performed
better than video 4 (contemplation). In addition to quantifying duration in seconds,
users were asked to evaluate whether the video was too long or too short, using a Likert
scale. The results were consistent with the data for perceived duration. In addition,
Fig. 2. Heatmap visualization of the videos utilized in the experiment: tracks of VAs from
multiple users have been utilized to generate attention maps. The four categories are represented
in the columns: contemplation (1–4), observation (5–8), tracking (9–12), and exploration (13–
16). Features that include movement (quantity of changes in pixels) result in changes in ROIs and
in different concentration (red indicates high persistence of the VA). Videos are organized in
order of their dispersion coefficient (d), described in Fig. 3.
users’ responses on engagement have a strong negative correlation with the duration, as
the most engaging videos were perceived to last less than the least interesting ones.
In addition, we asked participants to rate video clarity and to evaluate whether it
was easy to interpret the scene or content was confusing. Videos 13 (exploration of a
roller coaster ride), 9 (tracking of a movie scene), and 6 (observation of concert) were
the ranked first, whereas video 12 (a ride on a Super Mario Bros cart) was regarded as
the most confusing video. This is because the POV was moving on a car, but the
viewing angle was not aligned with the direction of the cart. As a result, participants
were changing their VA to match the direction faced by the car, otherwise they faced
the sides or the back of the car. Video 12 is an example of overlapping between the
tracking and exploration categories, because it involves a moving POV, though viewers
have to change VA to track the direction of the car. However, most of the videos
featured simple content or stories.
Furthermore, participants were asked to describe the amount of content, to evaluate
whether there was too much (values closer to 1) or too little (values closer to 5)
happening, or if the quantity of information in the video was appropriate (values close to
3). Although there are some outliers, responses from participants show correlation with
the categories of the videos. Data from user interaction patterns confirm the information
explicitly stated by subjects, though groups account for the sign of correlation.
600 N. Caporusso et al.
Table 2 shows the internal consistency of our results, and it summarizes the rela-
tionship between duration, engagement, and content. From our findings, we identified
negative correlation between perceived duration and stated duration (videos perceived
as lasting less are perceived as shorter), and between perceived duration and engage-
ment (less engaging videos are perceived as longer), whereas perceived duration and
content show positive correlation (if content is obvious, then the video is perceived as
boring). The negative sign of the correlation between the perceived duration and the
stated duration is due to the sorting utilized in the scale.
Heatmaps obtained from multiple VA tracks of different users (see Fig. 2) revealed
insightful information about user experience with the immersive video and their
interaction patterns with the content of 360° scenes. Heatmaps showed interesting
similarities due to natural overlapping occurring between adjacent categories.
From our findings, we can conclude that both perceived and stated duration have a
positive correlation with data points describing the VAs and, specifically, with the
dispersion (d) in ROIs shown in the heatmaps (Fig. 2). Moreover, depending on the
category, the dispersion coefficient represents specific features of the video, which, in
turn, can be utilized to modulate the experience. Specifically, in contemplation videos,
when there are no specific events, dispersion reflects the presence of visual cues in the
scene (e.g., roads, forests, and trails) that attract the user, because they might reveal
some action. Conversely, in observation videos, dispersion is moderate and it is trig-
gered by events, such as, an applause, or by elements that instantaneously become
POIs. Changes in VAs are elicited by movement of items in the scene that do not
belong to the main POI, and their effect is stronger when they are humans. In tracking
videos, dispersion is elicited by the interaction of elements in the scene: patterns in
VAs are less noisy when the story involves movement of a single element, or multiple
elements move within one ROI. Finally, for exploration videos, if the POV moves,
dispersion in VAs is negatively correlated with the speed of the POV.
Based on our findings, we argue that the categorization achieved by [9] can be
further improved by incorporating our model, which has the benefit of being more
abstract and, potentially, content agnostic. This, in turn, might enable automatic
identification of ROIs based on correlation between a limited training set of user
interaction patterns and the corresponding features extracted from frame-by-frame pixel
Analysis of the Relationship Between Content and Interaction 601
Fig. 3. Scatterplot visualization of ROIs over time, represented as the pixel in the middle of the
region of interest at any given time. Videos are arranged as in Fig. 2.
5 Conclusion
In the recent years, great emphasis has been given to technological features of 360°
video (e.g., resolution, format, and devices), whereas less attention has been dedicated
to content. Nevertheless, the increasing community of producers, directors, and video
makers - both professional and amateur - are starting to investigate how to fully
understand and unlock the potential of 360° video.
602 N. Caporusso et al.
In this paper, we focused on the usability of 360 video by evaluating how users
interact with immersive scenes. To this end, we proposed a model for categorizing
immersive videos based on the number and type of points of interest, and we detail the
results of a study focusing on how users change their viewing angles and interact with
regions of interest, to analyze interaction with different categories of video and different
types of content. From our findings, we can confirm the robustness of our catego-
rization system, which could be utilized, together with rotation patterns in viewing
angles and with dispersion in ROIs to predict viewers’ engagement.
Our work aimed at establishing a framework that can be utilized in future studies to
investigate aspects involved in the production, recording, and consumption of 360°
video in the areas such as, journalism, narrative storytelling, entertainment, and
interaction.
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Evaluation of Usability and Workload
Associated with Paper Strips as Compared
to Virtual Flight Strips Used for Ramp
Operations
Victoria Dulchinos(&)
Abstract. This paper describes a study comparing the use of paper strips with
virtual flight strips depicted on a new user interface, the Ramp Traffic Console
(RTC), designed for use by ramp controllers to be used in place of paper strips.
A Human-In-the-Loop (HITL) experiment was performed as the fifth in a series
of six HITL simulation studies designed to evaluate a pushback Decision
Support Tool (DST) concept for Charlotte Douglas International Airport (CLT).
Workload and usability were assessed in post-run and post-study questionnaires.
In the RTC virtual flight strip condition, post-run questionnaire results show
lower workload ratings across all aspects of workload; additionally, a trend is
found toward increased usability ratings. Post-study questionnaire results indi-
cate a preference for RTC over paper strips. Additional research is suggested
with more training runs and a greater number of participants to increase sta-
tistical power. It is also suggested that this new technology be re-evaluated as a
part of the ATD-2 field testing activities.
1 Introduction
New technologies developed for use by Air Traffic Controllers (ATC) and airline ramp
operators are studied in a Human in the Loop (HITL) simulation study. The Ramp
Traffic Console (RTC), shown in Fig. 1 below, was designed along with the Spot and
Runway Departure Advisor (SARDA) Decision Support Tool (DST) proposed to aid
ramp controllers in reducing taxi delay. SARDA was first evaluated as a decision
support tool for air traffic controllers to meter flights from the spot to the runway
(Hayashi et al. 2013).
Air Traffic Control Towers (ATCT) are equipped with multiple electronic systems
that have been developed over time to facilitate controllers in the management of air
traffic. Advanced Electronic Flight Strips (AEFS) is one such technology that is likely to
be subsumed into Terminal Flight Data Management (TFDM) as a part of a larger effort
to integrate multiple existing electronic systems. In a 2012 study of a prototype
ATCT TFDM system, Controller-Pilot communications were used to measure cognitive
© Springer International Publishing AG, part of Springer Nature (outside the USA) 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 603–614, 2019.
https://doi.org/10.1007/978-3-319-94947-5_61
604 V. Dulchinos
workload (Lockande 2016). This study found that controllers utilizing the prototype
TFDM system reported lower workload than the control group. While RTC is designed
for use by airline operators, like AEFS and TFDM, RTC is intended to replace paper
strips with a digitally integrated information source to present integrated flight data. In
the current study, SARDA advisories are presented to the ramp controller as a tactical
surface scheduler (DST) designed to meter flights from the gate. The RTC has a novel
user interface displayed on a 27” multi-touch screen monitor, used by ramp controllers
in place of paper strips and paper maps, and includes the SARDA pushback advisories.
During simulated operations, ramp controllers gave instructions to pilots via radio
communications to manage traffic and ensure airplanes were safely separated while
efficiently taxiing to their destination. This task required the controllers to engage in a
variety of high-level cognitive functions, including planning, managing, monitoring,
problem solving, and coordinating with other ramp controllers, pilots, and air traffic
controllers. The CLT ramp is divided into four sectors, North, East, South and West,
with most airplanes needing to taxi through multiple sectors. Ramp controllers hand off
airplanes to each other at the sector boundaries. Handoffs are also made to air traffic
controllers at various points, called spots, intersecting with the Federal Aviation
Administration controlled active movement area on their way to and from the arrival or
departure runway. Outbound departure flights are handed off to the Air Traffic Con-
troller (ATC) at the spots and inbound arrival flights are received from the ATC at the
spots and directed to their gate. Consequently, the ramp controllers were required to
communicate with other sector controllers as well as air traffic controllers and multiple
pilots to efficiently manage all the departure and arrival flights to and from their gates
on the ramp. The RTC and SARDA concept were developed initially for use at the
Charlotte Douglas International Airport (CLT).
The simulation study reported in this paper is one in a series of studies to evaluate
SARDA and RTC from the ramp controller’s point of view. Human-in-the-Loop (HITL)
simulations are used as a safe and controlled environment to evaluate new concepts and
decision support tools. The goal of the present study was to evaluate virtual flight strips
on RTC as compared to the use of paper strips in ramp traffic management.
The research questions explored here are regarding the effect of using virtual flight
strips on RTC as compared to using paper strips shown in Fig. 2 below, on the
workload and usability ratings of the ramp controller participants.
Fig. 1. RTC with virtual strips Fig. 2. Paper strips and paper map
Evaluation of Usability and Workload Associated with Paper Strips 605
2 Methods
The virtual flight strips as presented on RTC were tested in a HITL simulation study in
Future Flight Central (FFC), a high-fidelity tower simulator at NASA Ames Research
Center. This study included eight 90-minute data collection runs over three days. There
were two RTC training sessions for a total of 3 h and 20 min of controller training
using RTC. There were four ramp controller participants. In four of the data collection
runs, the ramp controllers used paper strips and paper maps while controlling ramp
traffic, and in the other four runs, the ramp controllers used the virtual flight strips on
RTC. There were two traffic scenarios used in the simulation and each was repeated
twice in the paper condition and in the RTC condition. Two participants were active
ramp controllers from CLT, a third was a retired FAA controller, and the fourth
participant was an active ramp controller from another airport. The four ramp controller
participants used the RTC in the simulated ramp operations environment while
usability and workload data was collected from the users under the two different
conditions. In one condition the participants used paper strips and paper map, while in
the second condition participants used the virtual flight strips and movable map on
RTC. The two ramp controllers who were current CLT controllers were rotated through
sector assignments such that each worked both scenarios in the paper and RTC con-
ditions. The other two ramp controllers who were not active CLT controllers remained
in one of the “less busy” sectors that were deemed to have less impact on the operation.
Post-run and post-study workload and usability questionnaires were administered to all
four of the sector controllers.
User workload is commonly assessed with subjective measures, which require the
participants to report on their subjective psychological experience. These measures
include self-reported subjective ratings on certain scales, such as the NASA Task Load
Index (TLX) (Hart and Staveland 1988). Workload for the purposes of the present
study is defined by four components of the NASA-TLX (Task Load Index). The four
components include Mental Demand (Thinking, deciding, calculating, searching, etc.),
Physical Demand (Hands and arm movement, force), Temporal Demand (Time pres-
sure), and Frustration (Stress, annoyance, irritation). Controllers were asked to rate
each of the four components of their workload after every run on a scale of 1–10.
For example, see Fig. 3 for the “mental demand” question response format. A perfor-
mance sub-scale was not included.
Along with workload, usability of the RTC was also assessed. There are several
definitions of usability (Jeng 2005, provides a good review of various definitions). In
this paper, the definition used by the International Organization for Standardization
(ISO 1998) will be followed. It defines usability as the extent to which the users of a
product are able to work effectively, efficiently, and with satisfaction. Following the
definition used by the International Organization for Standardization (ISO 1998),
usability for the purposes of this paper is defined by three aspects of usability, effec-
tiveness, efficiency, and satisfaction. Traffic management performance questions were
included in the post run questionnaire with the aim of determining the “effectiveness”
aspect of usability. Resources and efficiency questions were included in the post-run
questionnaire with the aim of determining the “efficiency” aspect of usability. The post-
study survey questions were designed to assess the “satisfaction” aspect of usability.
After each run, the controllers were asked questions regarding their traffic management
performance and resources and efficiency using a response format with a scale of 1
“Referred to Always” to 7 “Referred to Never.” For example, one Traffic Management
and Performance aspect of Usability is assessed by the controller’s response to the
question shown in Fig. 4 below:
Post Run and Post Study questionnaire responses were gathered and the results
were analyzed to assess controller workload and usability ratings under both condi-
tions, virtual flight strips on RTC and paper strips. To determine the effect of condition
(Paper or RTC) on controller workload and usability ratings, mean post run responses
on the workload and usability related questions were collected from all four sector
controllers and a 2 X 2 Analysis of Variance (ANOVA) was conducted with sector as a
between-subject variable to determine if there was a main effect of condition.
Evaluation of Usability and Workload Associated with Paper Strips 607
3 Results
The mean post run workload ratings and ANOVA results shown in Table 1 and are
graphed with standard error bars at a 95% confidence level in Fig. 5 below. These
results show that the mean workload ratings for the RTC condition are lower than the
mean ratings for the Paper condition across all four components of workload. With
respect to the Mental Demand aspect of workload, the participants reported a higher
mean workload rating of 5.7 for the Paper condition as compared to a mean workload
rating of 3.9 in the RTC condition however, as can be seen in Table 1, this was not a
statistically significant main effect. There was a statistically significant main effect
across the other three aspects of workload. With respect to the Time Pressure aspect of
workload, the participants reported a higher mean workload rating of 4.9 in the Paper
condition as compared to a mean rating of 2.4 in the RTC condition. With respect to the
Physical Demand aspect of workload, the participants reported a higher mean workload
rating of 4.6 in the Paper condition, and 2.8 in the RTC condition. Finally, looking at
the Frustration aspect of workload, the participants reported a higher mean workload
rating of 3.6 in the Paper condition, and 1.3 in the RTC condition.
Because the response scale for the post run usability questions was presented in
reverse order such that “Always” is the lower anchor (1) on the scale, and “Never” is
the upper anchor (7) on the scale, for ease of discussion, an inverse scale of the means
is reported in this paper to account for the opposite phrasing of the questions.
The mean usability ratings of the post run traffic management and performance
questions, meant to assess the “effectiveness” aspect of usability, were higher in the
RTC condition as compared to the Paper condition for all of the seven questions. The
means and standard errors are shown in Table 2 and graphed in Fig. 6 below. The
results of the analysis showed a statistically significant main effect of condition for
questions 2, 3, and 5 that asked about “maintaining organized traffic flow,” “minimizing
taxi delay,” and “maintaining pressure on the runways” respectively (see Table 2).
Looking at question 2 which asked if the participant “maintained well organized traffic
flows,” the participants reported a higher rating of 6.6 for RTC as compared to a mean
rating of 6.1 in the Paper condition. Looking at question number 3 which asked if the
participant “minimized taxi delay of each aircraft,” the participants reported a higher
mean rating of 6.5 in the RTC condition than the mean rating of 5.9 in the paper
condition. For question number 5 which asked if the participant “maintained pressure on
the departure runways,” the participants reported a higher mean rating of 6.7 in the RTC
condition than the mean rating 5.9 in the paper condition.
All of the other traffic management questions had higher mean usability ratings in
the RTC condition as compared to the paper condition, although this difference was not
statistically significant (see Table 2). For question number 1 which asked if the par-
ticipants “maintained sufficient separation among planes,” the participants reported a
higher mean rating of 6.9 for the RTC condition than the mean rating of 6.7 for the
Paper condition. For question number 4 which asked if the participant “avoided
sending airplanes into head on course or gridlock”, the participants reported a higher
mean response of 6.9 in the RTC condition than the mean rating of 6.6 in the Paper
condition. For question number 6 which asked if the participant “metered their
departures”, the participants reported a higher mean response of 6.6 in the RTC con-
dition than the mean response of 6.2 in the paper condition. Finally, for question
number 7 which asked if the participant “responded to the pilots call promptly”, the
participants reported a higher mean response of 6.9 in the RTC condition than the mean
response of 6.8 in the Paper condition. Looking at the results overall for the Traffic
Management questions, there is a trend toward increased mean usability ratings in the
RTC condition as compared to the paper condition for the traffic management and
performance questions which were meant to assess the “effectiveness” aspect of
usability, with the mean participants rating being higher in the RTC than the paper
condition for all of these questions.
The mean participant response values for the post run usability resources and
efficiency questions meant to assess the “efficiency” aspect of usability are shown
Table 3 and graphed in Fig. 7 below. The mean rating was higher in the Paper con-
dition for questions 3 and 4, and the mean was the same for RTC and Paper conditions
for question 6. However, none of these results demonstrated a statistically significant
main effect of condition on participant usability ratings (See Table 3).
610 V. Dulchinos
Looking at question 3 which asked “if information need to keep track of held aircraft
was available,” the participants reported a higher mean rating of 5.5 in the Paper
condition as compared to the mean rating of 5.4 in the RTC condition. The Resources
and Efficiency question 4 asked “if the actions required the minimum number of steps,”
with a higher mean participant rating of 5.4 in the Paper condition as compared to the
mean RTC rating of 4.9. Finally, for question 6 which asked “if other controllers
handled traffic in the way it was requested,” the mean participant rating was the same in
both Paper and RTC conditions with a mean rating of 6.88 for both RTC and Paper.
To assess the satisfaction aspect of usability, a set of 18 specific preference
questions were included in the post study questionnaire. The responses were collected
from all four controller participants with responses on a scale of 1 (Prefer Paper) to 7
(Prefer RTC). The results shown in Fig. 8 above indicate that very high level of
satisfaction ratings were achieved for all the questions ranging from tracking aircraft
status, and being aware of the direction of the flight, to managing sector handoff to ease
of reading of information.
In sum, results from the Post Run questionnaire indicate lower workload ratings for
RTC condition, with only one of the workload elements not statistically significantly
lower. Usability ratings for Traffic management performance questions are lower in the
RTC condition than in the paper condition showing a preference for RTC over Paper,
with not all of the questions showing a statistically significant difference. Usability
ratings for Resources and efficiency questions showed mixed results. Post Study
Usability responses and satisfaction ratings indicated a clear preference for RTC.
612 V. Dulchinos
4 Discussion
The mean participant ratings for workload were lower in the RTC virtual strips con-
dition as compared to the Paper condition for all four aspects of workload. There was a
statistically significant main effect of condition for all aspects of workload measured
except for the mental demand aspect of workload, which was similar for paper and
virtual strips. It is possible that this mental workload result would decrease with
increased training and increased familiarity. The participants had a minimal amount of
training with the RTC virtual strips prior to the data collection. The total amount of
time spent training with RTC was 3 h and 20 min; it is possible that with more time
training the participants might have reported lower mean mental demand workload
rating for RTC condition as compared to the Paper condition resulting in a statistically
significant main effect. The participants in this study had been using only traditional
paper strips to manage traffic in their experience as professional ramp and air traffic
controllers, and RTC was a new tool. The participant ratings for mental demand aspect
of workload were lower in the RTC condition than in the paper condition, however this
was not a statistically significant difference, perhaps more time training in preparation
for the data collection runs, or a greater number of data collection runs might have
allowed the participants to gain more experience with the tool resulting in a decrease in
the mental demand aspect of workload of using the RTC virtual strips to perform their
role as ramp controllers in the HITL. Also, due to the nature of the simulation study
with a limited number of controller positions and a limited number of data collection
runs, there were only four participants and only eight 90-min data collection runs.
Perhaps, future studies might include a greater number of participants and or data
collection runs, thereby increasing the statistical power of the study.
The participant ratings for the “effectiveness” aspect of usability were higher in the
RTC virtual strip condition than the Paper condition for all of the Traffic Management
Performance questions, with statistically significant results for some of these questions.
The trend shows that RTC was more efficient than paper on all questions except for
two. The lower RTC rating regarding managing the strips was possibly due to lack of
familiarity and usage; potentially the participants did not perceive a difference in the
efficiency between the two conditions (RTC virtual strips and Paper strips) or the lack
of sufficient data in this study.
Looking at the results of the Resources and Efficiency questions in relation to the
results of the Traffic Management questions, the Traffic Management questions
received a more consistently favorable and statistically significant positive rating for
RTC than the Resources and Efficiency questions, perhaps the participants found using
the RTC virtual strips to be more effective than using the paper strips. At the same time,
these results might be interpreted to indicate that for some aspects of efficiency, the
results were not a clear indication of a preference for RTC. Again, perhaps this is a
function of the participants being new to the RTC virtual strips and given more time
and experience using the RTC virtual strips, the participants rating of the efficiency
Evaluation of Usability and Workload Associated with Paper Strips 613
aspect of usability might improve. Participants’ ratings from the post study question-
naire for the “satisfaction” aspect of usability indicate a definite preference for the RTC
over the Paper condition. Overall these results indicate a trend towards increased mean
participant Usability ratings when using the RTC virtual strips as compared to using the
paper strips across the three aspects of Usability assessed: effectiveness, efficiency and
satisfaction.
As in the TFDM prototype system study by Lockande (2012), the workload results
from the current study indicate reduced workload in the RTC virtual strip condition as
compared to corresponding baseline or paper strip condition. Similar to the Lockande
(2012) study, one possibility is that a reduction in workload is a function of the RTC
displaying data on the virtual flight strips that is digitally updated. Like the TBFM
prototype used by Lockande, the RTC also integrates other operational data and pre-
sents it to the ramp controller in real time such that the ramp controller is not seeking
out and verifying information regarding, for instance, Traffic Management Initiatives,
or airport configuration, thereby reducing overall workload. The workload results
indicating reduced Workload when using RTC along with the Usability results indi-
cating a trend toward increased Usability when using RTC seem to indicate that the
participants favored the RTC virtual strips as compared to the Paper condition. Future
studies of the RTC may benefit from more training runs, as well as having either a
greater number of participants or a greater number of data collection runs to increase
the statistical power of the analyses.
Recently, RTC has undergone a design refactoring, removing the touch capability,
and going to a mouse only design. This refactoring was prompted by a couple of
reasons. During the HITL testing of RTC, feedback from some of the controllers
indicated that they prefer using the mouse over touch screen functionality. Also, it was
decided to a larger 32’ screen size for screen sharing with another technology in the
field. Going to a larger screen meant possible degradation of touch screen precision
along with possible increased fatigue while using the larger display. The controller
feedback information along with deciding to go to a larger screen size resulted in the
decision to go to a mouse only design. The SARDA tactical surface scheduler has also
undergone some development and maturation as it has been integrated along with the
RTC with a set of other Air Traffic Management Technologies as a part of NASA’s
ATD-2 effort (Malik et al. 2016). The ATD-2 Phase One field testing began in
September of 2017 where RTC is currently in use by ramp controllers at CLT. Given
that additional development and maturation has been completed on the RTC and the
tactical scheduler tool, it will be important to follow up on this study to determine the
impact of this refactoring on ramp controller user workload and usability ratings.
Acknowledgments. The author acknowledges the work of the team of people who made this
research possible. I express my special thanks to Miwa Hayashi, Yoon Jung, Savita Verma,
Katherine Lee and Victoriana Delosantos.
614 V. Dulchinos
References
Hart, S.G., Staveland, L.E.: Development of a NASA-TLX (task load index): results of empirical
and theoretical research. In: Hancock, P.S., Meshkati, N. (eds.) Human Mental Workload,
pp. 139–183. Elsevier Science Publishers B.V., Amsterdam (1988)
International Organization for Standardization: Ergonomic requirements for office work with
visual display terminals (VDTs)–part 11: guidance on usability. ISO 9241-11, Geneva,
Switzerland (1998)
Jeng, J.: Usability assessment of academic digital libraries: effectiveness, efficiency, satisfaction,
and learnability. Int. J. Libr. Inf. Serv. 55, 96–121 (2005)
Lokhande, K., Reynolds, H.J.: Cognitive workload and visual attention analyses of the air traffic
control tower flight data manager (TFDM) prototype demonstration. In: Proceedings of the
Human Factors and Ergonomics Society 56th Annual Meeting (2012)
Hayashi, M., et al.: Usability Evaluation of the Spot and Runway Departure Advisor (SARDA)
Concept in a Dallas/Fort Worth Airport Tower Simulation. ATM Seminar (2013)
Malik, W.A., Lee, H., Jung, Y.C.: Runway Scheduling for Charlotte Douglas International
Airport. AIAA-2016-4073, 2016 AIAA Aviation and Aeronautics Forum and Exposition,
Washington D.C., 13–17 June 2016
The Development of an Online Questionnaire
for End Users About the Visual Perception
of Informational Ergonomics and Its Attributes
in Graphic Brands
1 Introduction
Reaching the end-user is the first reason for a graphic development. The image is
developed in such a way as to create a message so that the reader can read, feel and
understand it, and understanding how it is processed is interesting for Design. Several
methods and theories have arisen to provide graphic developers with this task, but these
are not measured in an evaluative way, supported by historical conventions and few
scientific tests with concrete methods.
Studies, such as Forrattini [1] and Gentil [2], affirm that the damages of information
overload are not restricted only to spaces and products, but can also affect the mental
health of the user, of unnecessary information. They also say that the biggest problem
is not the existence of information, but its lack of control.
The use of the design method characterizes the work done by designers, whether
this graphic or product, and this aspect allows a functional product. Free or intuitive
methods on the other hand generate products with illustrative image, contemplative
objects or a product that is not sure of its functionality, ignoring the functional value of
the design. Some professionals have ventured into using project development methods
that are not based on a scientific study, so their results, the final products, will be
arbitrarily submitted to users.
Facing this gap, it was observed the need to evaluate a specific scientific method to
understand how the user assimilates the message developed in a graphic object by the
designer through a semantic differential questionnaire for end users.
Fig. 1. Information Processing Model (Source: Alves, 1985, adapted by the author)
This same model can be used in the understanding of visual identities, which usually
present information about the institution to be identified, so that the user can understand
and associate with something already seen and processed by his cognitive system. The
use of pictograms and icons in visual identities can facilitate this understanding.
The Development of an Online Questionnaire for End Users 617
3 Development Workshops
For the study it was necessary to develop a graphic design workshop with two groups
of students of design courses from universities in the city of Bauru, SP. The first
development of graphic marks was done in a free way, without methodological
guidance and the second with a directed methodology, as seen in Fig. 2. Students were
instructed to develop the second group of graphic marks to consider the attributes
referring to information ergonomics and the adjectives present in the image created.
These results were evaluated according to a specific chart mark evaluation developed
by Silva [5], the same author of the methodology, in which he selected 4 marks for
evaluation of end users, of which 2 of the control group and 2 of the experimental
group being of the same sector, for later comparisons.
The objective of the questionnaire was to evaluate the perception of end users about
each graphic brand, in order to understand if the attributes requested in the briefing
were actually perceived by this individual. The test selected for this evaluation was the
scale that has been diffused in some studies of perception of symbolic values related to
products that is the Semantic Differential, where pairs of bipolar adjectives are placed
by a Likert scale, which according to Tullis and Albert [6] can be composed of 5 or 7
points. And generally its evaluation is made through the analysis of the values of means
and of factorial analysis.
For the design area, this technique is used to evaluate users’ feelings regarding both
products and interfaces and brands [7]. It has been used by other researchers to verify
specific aspects of the shape of the products, including style, color and other important
attributes for the area. The great challenge of using the semantic differential technique
is in the selection of the correct adjectives to be used, in this case Tullis and Albert [6]
consider that the use of the dictionary is indispensable to ascertain the possible anto-
nyms for a given adjective, which makes possible a selection according to what one
wishes to investigate [8].
The Semantic Differential (DS) test with end user was organized in 6 phases. The
first one consists of the Informed Consent Form (TCLE), the second the personal data,
which includes the gender, age group, region, training and training area. The third,
fourth, fifth and sixth parts consist of the graphic marks being evaluated. There are
6 bipolar descriptor pairs, arranged at the extremities and among which there were
seven anchors to be marked according to the subjects’ perception. The use of the
bipolar scale on a likert scale of 7 levels was determined, which allowed the organi-
zation of the adjectives of evaluation, power and action. The adjectives inserted in the
table were the same ones previously requested in the development briefing, besides
three more that aimed the verification of the information ergonomics, adding 18
adjectives, but 12 adjectives per brand to be compared presented in Fig. 3.
In this DS protocol the order of presentation of the marks and terms was ran-
domized, through the site “RANDOM” aiming not to leave adjectives with positive or
negative characteristics only one side of the scale, and also seeking to avoid any
comparison bias between the pairs of adjectives, who also had their order randomized.
The entire questionnaire was conducted on Google forms in a way to make it more
practical and accessible to end users from various locations, as well as providing a
general control of how the research is being conducted without the need for multiple
researchers, and thus being disclosed in medium digital, such as social networks, e-
mails and messengers.
The Development of an Online Questionnaire for End Users 619
5 Results
The questionnaire was applied in a time frame of 30 days with a large number of
followers, which showed the efficiency of the online questionnaire and generated less
biased results, since there is no participation of an interlocutor. The result showed a
correct presentation of the items requested in the briefing by the experimental group,
which used the method directed to the development of these graphic brands. The
method of analysis of the questionnaire was followed by specialists who confirmed the
result, validating the construction and application of the questionnaire developed for
analysis of visual perception.
The results were expressed in infographics which demonstrate the means of responses
in a ruler where the negative aspects were allocated to the left whereas the positives to the
right differed from how the user was asked to evaluate the mark where the standardization
was randomized. To facilitate the understanding of the individual results, when the mean
of the point of the rule goes to the positive adjective was represented by the blue color,
while it goes towards the negative part it turns red, as seen in Fig. 4.
The result of the semantic differential in its total places the experimental brand as
the best in 11 of the 12 analyzes performed, or 91.7% of the research with the end
users, reaffirming that the directed development method allows a project that achieves
620 J. C. R. P. da Silva et al.
Fig. 4. Result expressed in infographic of the questionnaire for the end user of the Diginfo
brand
Fig. 5. Comparison of the results obtained by the marks in the semantic differential evaluation.
The Development of an Online Questionnaire for End Users 621
better levels of acceptance and perception of the qualities that the brand had to rep-
resent, corroborating with the results of the specialists, obtained by the DELPHI
method. The mark of the experimental group in both cases is more faithful to the needs
requested in the briefing, this can be evaluated in Fig. 5, which presents the compar-
ative between the marks and the impressions of the end user.
6 Conclusive Notes
The results showed a more positive user perception for the brands of the experimental
group in the two cases studied, which allows to affirm that the experimental devel-
opment method reaches the points requested by the briefing, allowing the user to better
read and understand an understanding of the correct attributes that the company seeks
to achieve.
The attributes were rearranged in a way to be more understandable and clear,
maintaining the direction of the requested briefing, facilitating the understanding of the
end users, objects of study at this stage. These attributes were organized in an online
questionnaire and divulged so that they could express their perception in relation to the
graphic brands developed. There was concern that the message informed by the brand
would be the same as requested in the briefing. The results indicate responses from all
over Brazil, with an audience of different schooling and ages, concluding that the
preference for the GE brand was 100%, validating in the second method the directed
experimental methodology.
It is concluded from the methods used to evaluate projects and attributes that a
directed design method allows a more objective development that meets the charac-
teristics that the institution (client) intends to pass, achieving a level of comprehensi-
bility of the general public and, consequently, a better usability of the information.
References
1. Forattini, O.P.: Qualidade de vida e meio urbano. A cidade de São Paulo, Brasil. Rev. Saúde
Pública, vol. 25, no. 2, São Paulo, abr (1991)
2. Gentil, P.A.B.: Poluição Visual é Crime. Portal Clubjus, Brasília–DF (2008)
3. Costa, J.: A imagem da marca: Um fenômeno social. Trad.: Osvaldo Antonio Rosiano.
Edições Rosari, São Paulo (2008)
4. Santos, N., Fialho, F.: Manual de Análise Ergonômica no Trabalho. Curitiba: Gênesis Editora,
2a edição (1997)
5. Silva, J.C.R.P.: Diretrizes para análise e desenvolvimento de identidade visual – contribuições
para o design ergonômico. Dissertação de mestrado do Programa de Pós-Graduação em
Design - FAAC - UNESP, Bauru (2012)
6. Tullis, T., Albert, W.: Measuring the User Experience: Collecting, Analyzing, and Presenting
Usability Metrics. Morgan Kaufman, Burlington (2008)
622 J. C. R. P. da Silva et al.
7. Santa Rosa, J.G., Moraes, A.D.: Design participativo, técnicas para inclusão de usuários no
processo de ergodesign de interfaces. 1a. ed. Rio Books, Rio de Janeiro (2012)
8. Lanutti, J.N.L., Campos, L.F.A., Pereira, D.D., Paschoarelli, L.C.: Análise de usabilidade do
juicy salif a partir de teste de diferencial semântico emdiferentes níveis de interação. In: 12o
Congresso Internacional Ergodesign / USIHC - Ergonomia, Design, Usabilidade e Interação
Humano- Computador. Natal. 12o Congresso Internacional Ergodesign/USIHC (2012)
Accessibility in Chatbots: The State of the Art
in Favor of Users with Visual Impairment
1 Introduction
Brazilian population. Of this amount, 6,562,910 people had severe visual impairment,
506,337 of whom were blind (0.3% of the population), and 6,056,533 had great dif-
ficulty in seeing (3.2%)” [7].
The visually impaired are a significant part of the population, who also are users of
all the available technologies, especially mobile devices and smartphones. Thinking of
ways to make the use of these devices easier is essential in an inclusive world.
Designers play a role of crucial importance in the development process of inclusive and
accessible interfaces. To understand those users’ difficulties, to sympathize with them
and, especially, to know how they interact with those devices are the first steps to
succeed in the making of an accessible interface.
The increase in the quantity and variety of mobile devices available on the market
comes with a huge range of applications designed to make life easier for people. These
include users who are blind, deaf or otherwise disabled. Although there are no statistics
on the adoption of mobile devices by people with disabilities, it is known that more
than 100,000 people who are either blind or suffer from low-vision have used iPhone
since the introduction of VoiceOver (iOS screen reader) and zoom options in 2008
(U. B. of Engraving and Printing, 2011). Despite this huge growth in the number of
devices, applications and users, accessibility has not yet become a priority in the
technology development.
“Being accessible means making your system, with all data and resources, available
for anyone, notwithstanding the way they use it or the difficulties they may face.” [3].
Cunningham [3] also adds that, once accessibility becomes a goal within development,
the project can be developed without data overload and the resulting system can
become even better for the common users. To include accessibility in design devel-
opment should be a goal for any designer who projects solutions for current problems.
This cycle is iterative, as it is possible to reach back or forward to any stage during
the project. To put the user at the center of the project is also to include them in the
process. The user-centered design is “a philosophy based on their needs and interests,
which gives special attention to the question of making products that are within their
grasp and are easy to use” [14]. There are several theories regarding design principles.
A sizable part of these studies deals with determining what designers should take into
consideration when creating an interactive system.
Norman [14] defined design principles as “to make it sure that (1) the user is able to
find out what to do and (2) that they have the conditions to know “what is happening”,
and proceeds to describe them as such:
• Visibility: the more visible the functions are, the more able users will be to proceed;
• Feedback: related to the visibility concept, it refers to making information feed
back to the user as to what action was made and what was achieved;
• Restrictions: it is about determining the ways to delimit the kind of interaction that
may happen at any time;
• Charting: it is about the relation between controls and their effects;
• Consistence: it is about interfaces that have similar operations, with similar ele-
ments for the performance of similar tasks;
• Affordance: term applied to refer to an object’s attribute that allows for people to
understand how to use it. It is about elements that are self-explanatory as to how the
user is supposed to interact with them.
The aim of methods and techniques directed towards evaluation is to verify the
experience of using a system, product or service and their interaction with people.
Thus, according to Nielsen [13], “usability is a quality attribute that gauges how easy to
use is a given interface” and “the measure of a user’s experience quality when inter-
acting with a product or system.” That is to say that usability is associated with the
employment of methods that help facilitate the use during the process of conception of
a system, product or service.
As per Nielsen [13], usability is linked to the following factors:
• Efficacy: being able to accomplish what is expected from the product.
• Efficiency: the way by which the system eases users into completing their tasks by
using as few steps as needed in order to reach their goal.
• Security: to protect the user from dangerous conditions and undesired situations.
• Utility: it has to do with how the system provides the right kind of functionality, in
such a way that the users may be able to do what is needed or wanted.
• Learning capability: how easy is to learn to use the system.
• Memorization capability: being easy to remember how to use the system once one
already has learnt it.
The use of design principles applied to accessibility influences directly the devel-
opment of interfaces both easier to interact and more efficient to use, which ensues
more benefits for the user.
626 C. Torres et al.
Rule-based:
• Narrower output, responses are given only to specific commands;
• Follow well-defined navigation charts;
• If the user makes a mistake, the system won’t be able to interpret the input;
• Their intelligence goes only so far as the code allows for.
Artificial Intelligence:
• Those systems have an “artificial mind”, that is, there is no need for the user to be
the most precise in what they say because the bot learns and understands natural
language, not only command lines;
• Chatbots learn and become more intelligent the longer they have conversations with
users.
However, how can blind users interact with those interfaces? Do designers and
developers have accessibility in mind in their projects? The importance of this kind of
research resides in investigating how accessible those conversational interfaces are.
Besides, this line of inquiry focused on the research’s social impact into the future not
only improves the systems’ usability and consequent accessibility, but also makes them
better for the general public.
Previous bibliographic research shows that guidelines for accessible projects are still
insufficiently explored and little known; interfaces projected specially for a public with
specific needs are almost non-existent. For blind and low-vision users, the most used
solutions are the TTS (Text to Speech), a system that converts written text into voice,
and the screen readers, which describe through sound one interface’s content and its
interactions.
ISO 9241 defines usability and deals with requisites and recommendations for user-
centered design principles and activities related to the cycle of interactive systems, such
as: definition of use context, creation of requisites and solutions, tests and software
evaluations.
The benefits of a system following those recommendations include increased
productivity, a rise in the well-being of users, less stress, better accessibility and
decreased margin for mistakes.
ISO 9241 describes six key principles that make it sure that a given project is user-
centered:
• Project based on an explicit understanding about the users, tasks and use context;
• Users involved in all the development process;
• The project is conducted and improved by means of a user-centered evaluation;
• The project is iterative;
• The design tackles the whole of the user experience;
• The team is multidisciplinary, composed of people with different abilities and
perspectives in relation to the project.
628 C. Torres et al.
Usability and a good user experience are much more than the simplification of an
interface. The ISO 9241 defines user experience as the perception and the responses of
the user that come about from the use of a product, system or service, which include
their beliefs, emotions, preferences, behavior, physical and psychological responses
that happen during and after the use.
Preece et al. [16] list as desirable aspects in a user’s experience systems that are:
satisfying, pleasant, attractive, comfortable, exciting/thrilling, interesting, helpful,
funny, provoking, surprising, rewarding, stimulating, challenging, that promote
sociability, reward creativity, be emotionally fulfilling and cognitively challenging. On
the other hand, the authoresses empathize that systems cannot be: boring, frustrating,
irritating, infantile, unpleasant, patronizing, that make the user feel stupid or that be too
glossy and artificial.
The main goal in developing products and systems with those desirable features lies
in the experience the user will have while interacting with the system. Usability is the
key factor in improving efficacy, efficiency and satisfaction during the use of a given
interface. Accessible interfaces improve the user experience because they make the
product easy to use, better their efficiency and efficacy and, lastly, keep the user
satisfied with their use. In short, they widen the totality of users who benefit from their
use experience.
“Good design is good citizenship” [5]. Only by being conscious of their duties,
rights and their role in society, is the designer able to contribute with their work in an
actual improvement in people’s lives, most of all those who are handicapped somehow.
If a fourth of the world population have some kind of disability, this number is too high
to be simply put aside.
With such context within sight, it is paramount for designers to be active citizens,
interested and engaged in society. That means they should be able to change the world
around them. To have accessibility as a goal is not charity, it is an investment. The cost
to include accessibility in a project after it has been finished is much bigger than it
would be if it had been thought of since its inception. It is crucial for the designer to
take part in this context as an agent of change, that they become able to perceive their
role in society and their work’s strength to make people’s lives better.
3 Goals
The general goal of this research is to analyze the accessibility of Chatbots in the
context of smartphones by means of criteria of accessibility and heuristics of usability
with a focus on blind users, understanding what are the main aspects of use that make
the best of experiences and what aspects can be re-studied and improved.
The specific goals are:
• To identify and analyze the studies and guidelines concerning accessibility in the
context of mobile devices, with focus on the Android and iOS systems;
• To identify and analyze interactions and interfaces of Chatbots with focus on
accessibility, by means of guidelines and heuristics found during a systematic
review;
Accessibility in Chatbots: The State of the Art 629
• To investigate what are the challenges that blind users meet when using Chatbots;
• To check aspects that can be utilized in a universal way in accessible interfaces;
• To suggest a guide of good practices involving guidelines and patterns for inter-
actions and interfaces to be used during the development of Chatbots that have
accessibility as a goal.
4.2 Methodology
Are Chatbots accessible to blind users? How do these users interact with those inter-
faces? In the search of the state of the art to answer these research questions, a charting
of the literature was initially made.
This stage aimed at exploring as freely as possible the available literature, so as to
identify possible relevant work within the studied theme.
During the research through relevant articles and books, it became a necessity to
define what searching strategy to adopt. In the exploring research, books and articles
possibly relevant for the research’s progress were found, but nothing specifically
related to Chatbot accessibility came up.
The searching strategy was shaped by choosing search engines, by formulating
search terms and by intersecting keywords and the whole of the retrieved results.
The used terms had keywords such as “accessibility”, “Chatbot”, “chatterbot” and
“conversational interface”, generating the following search strings:
• Accessibility Chatbot
• Accessibility Chatterbot
• Accessibility “Conversational Interface”
Besides the English keywords, the same corresponding Portuguese keywords
were used: “acessibilidade” and “interface conversacional”. The words “Chatbot” e
“chatterbot” do not have equivalents in Portuguese:
• Acessibilidade Chatbot
• Acessibilidade Chatterbot
• Acessibilidade “Interface Conversacional”
The used strings were the same along all search engines due to the way each one
indexes their results.
4.6 Results
Through keywords and search strings, 95 articles were chosen. After analyzing titles
and summaries, a number of publications were identified as capable of adherence and
relevance to the research following inclusion and exclusion criteria. So, after extracting
632 C. Torres et al.
information from every publication, a total of 25 publications were arrived at, which
will be used in the research’s development:
• 06 Articles related to the use of conversational interfaces in the health area;
• 05 Articles related to the use of conversational interfaces as an aiding tool in the
educational area;
• 04 Articles related exclusively to accessibility or assistance to persons with
disabilities.
The remaining articles refer to frameworks, patterns and innovations in the area of
artificial intelligence applied to conversational interfaces. These may be useful for
future research.
No publications about Chatbot accessibility were found. The theme is so much in
its beginning that academic studies on it are still non-existent.
Based on the strings, series of searches were made complying with the criteria
already mentioned in the methodology part. Some bases have different search opera-
tions, which demands applying some filters so that satisfying results are reached
(Table 1).
Table 1. Results on search engines such as obtained by applying inclusion and exclusion
criteria.
Base Keywords/Strings Filters Partial Post-selection
result results
Periódicos Accessibility AND Chatbot 2007–2017 33 5
Capes
Periódicos Accessibility AND Chatterbot 2007–2017 19 2
Capes
Periódicos Accessibility AND 2007–2017 28 6
Capes “Conversational Interface”
Periódicos Acessibilidade AND Chatbot 2007–2017 0 0
Capes
Periódicos Acessibilidade AND Chatterbot 2007–2017 0 0
Capes
Periódicos Acessibilidade AND Chatterbot 2007–2017 0 0
Capes
Periódicos Acessibilidade AND “Interface 2007–2017 0 0
Capes Conversacional”
Scopus Accessibility AND Chatbot 2007–2017 3 2
Title, Keywords,
Abstract
Scopus Accessibility AND Chatterbot – 0 0
Scopus Accessibility AND 2007–2017 4 2
“Conversational Interface” Title, Keywords,
Abstract
Scopus Acessibilidade AND Chatbot 2007–2017 0 0
(continued)
Accessibility in Chatbots: The State of the Art 633
Table 1. (continued)
Base Keywords/Strings Filters Partial Post-selection
result results
Scopus Acessibilidade AND Chatterbot 2007–2017 0 0
Scopus Acessibilidade AND “Interface 2007–2017 0 0
Conversacional”
ACM Accessibility Chatbot 2007–2017 143 –
Full Text
ACM Accessibility Chatbot 2007–2017 5 5
Abstract
ACM Accessibility Chatterbot 2007–2017 41 –
Full Text
ACM Accessibility Chatterbot 2007–2017 1 1
Abstract
ACM Accessibility “Conversational 2007–2017 127 –
Interface” Full Text
ACM Accessibility “Conversational 2007–2017 2 2
Interface” Abstract
IEEE Accessibility Chatbot 0 0
IEEE Accessibility Chatterbot 0 0
IEEE Accessibility “Conversational 0 0
Interface”
TOTAL 95 25
5 Conclusions
Smartphones are increasingly present in people’s daily life, which include those with
disabilities, who comprise about one fourth of the world population. Of those, about 45
million are blind, which makes them an important public to focus on during devel-
opment of products and services. To make applications and smartphones accessible has
become a prerequisite for most companies these days, since the cost to include
accessibility in the development of applications as soon as the project’s inception is
quite low. It is also already known that including accessibility in digital products
improves usability even for those not disabled.
In this context, companies are progressively including virtual assistants to help their
clients solve problems. They are called Chatbots, conversational interfaces with which
users interact by texting. The question, though, is whether those interfaces are being
projected with accessibility in sight. How do users interact with them? What are the
biggest difficulties? These are questions to be answered as the research progresses.
In the review of the state of the art, no specific article or book were found on
Chatbot accessibility. As it is an extremely new and almost unchartered theme, there is
no academic studies on it, which reinforces the necessity of starting a general research
on accessibility in conversational interfaces. What was found of literature on Chatbots
and conversational interfaces was included in the review by the force of its relevance to
future studies.
634 C. Torres et al.
In order to fill the void in researches on accessibility and as a means to foster future
research routes, there will be deeper assessments of the maturity level in the users’
interaction with those interfaces and how much accessible they are, through the uti-
lization of accessibility analyzing and tests with blind users.
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Accessibility in Chatbots: The State of the Art 635
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User Experience in Healthcare and
Learning
Usability Assessment of a Portable Corneal
Topography Device
Abstract. This study aimed to identify design and usability issues of a portable
corneal topography device, its software and manual. A usability test with a think
aloud protocol was carried out by sixteen experienced optometrists. After using
the device, the PSSUQ and SEQ questionnaires were applied. The results show
a positive mean score for all the usability dimensions, being the top three
elements of the higher evaluation the interface quality, usefulness and overall
satisfaction. Further, based on the results it is possible to improve the device
design by reducing the size of the handgrip and changing the location of control
for image capturing. Results also allow enhancing the feedback provided by
software when using the device and organise better the information in its
manual. Overall, this study strengthens the idea that implementing usability tests
as a key element on the design process to recognizing the user’ needs, and thus,
improving medical device systems.
1 Introduction
Nowadays, 217 millions of people live globally with moderate to high visual impair-
ments [1], mainly caused by imperfections on the form and refraction of the cornea [2].
The most frequent diagnoses are astigmatism, myopia, hyperopia and keratoconus. In
Mexico, these diagnoses are the second disability affecting about 1.561.000 people [3].
Corneal topography device is the most common apparatus used for the diagnosis of
the diseases in ophthalmology. This device allows to measure the form, curvature and
refractive power of the cornea of patients. However, conventional instruments for
corneal topography should remain static to correctly performance critical functions
such as calibration and size and weight. These actions increase the complexity of use
due to a patient should remain in the same position and adjust their posture accord to
the machine. In addition, traditional corneal topography equipment is voluminous and
its transportation capacity is extremely limited.
A new portable corneal topography named TOCO (initials of corneal topography in
Spanish) was developed in Mexico trying to solve the limitations of static topographies
[4]. The first proposal was a device for measuring the cornea of newly born and
children due to the absence of instruments for this population [5]. Afterwards, the
research team noticed the feasibility of using the device, not only with children, but
also with adults [6]. The device works with a null screen technology that connects to
the computer software through USB power output. The weight of this product is less
than a kilogram, and it doesn’t require batteries or an extra element.
According to the ergonomics discipline, design should take advantage of the
technology to develop ease of use, safety and comfortable medical devices with the
purpose to attend more patients without compromises their safety and experience. As
part of an ergonomic design methodology, products should face usability test to
minimize the risk to potential troubles due to ergonomic adjustments before the product
arrives to the market [7–10]. As a result, a usability test will offer design solutions that
respond to the user needs. Normally, medical devices include interaction with hard-
ware, control panel and software [11]; therefore, a holistic usability test of medical
devices should be done with tasks and within the environments that are closest to
reality and it should include both patients and medical providers. Consequently, the
aim of this study was to identify design and usability issues of a portable corneal
topography and to suggest design recommendations to solve them.
2.1 Participants
Sixteen specialists in optometry (10 men and 6 women) performed the usability test.
An inclusion criterion was to have a minimum of 1 year of experience in the use of
traditional corneal topographers. All the participants agreed to participate voluntarily in
the study and signed the informed consent where it was established that the test to be
performed did not imply any risk.
2.2 Protocol
A think aloud protocol was carried out to determine the strengths and opportunities
identified to improve the product based on the experience resulting from the interaction
with it [11, 12]. Both questionnaires use a scale of 7 points with affirmations in the
extremes “Strongly agree” (1) and “Strongly disagree” (7).
The test allowed identifying and recording the number of times the participants
made an error in each task. Additionally, the Post-Study System Usability Question-
naire (PSSUQ) was applied to evaluate the satisfaction of the users with respect to the
usability of the system [13] and the Single Ease Question (SEQ) to assess the difficult
level of a task for users [14]. Table 1 shows the stages of the usability test and the
resources used in each one.
Usability Assessment of a Portable Corneal Topography Device 641
3 Results
Table 4. (continued)
Category Raised comments
- The image that is captured should cover the largest area of the eye,
which depends on the opening of the eyelids (n = 4)
- It would be ideal not to have to interact so much with the patient’s eye
and eyelids. Be less invasive (n = 3)
- Add a sensor that indicates the appropriate distance to where the
device should be placed to the patient’s eye (n = 3)
- The dimension of the back side of the device must be smaller to
improve handling (n = 2)
- The cable should be reinforced at the junction with the device and be
longer (n = 2)
- Do not use cable, use Bluetooth connection instead (n = 1)
- Add something more comfortable or less rigid to the front of the
device (the one that has contact with the patient’s eye) (n = 1)
- Change the colour of the device so that it does not get so dirty (n = 1)
- Add a handkerchief to be able to clean the device after using it (n = 1)
Manual - The quick guide should be outside the manual (n = 6)
characteristics - Add information about the care and cleaning of the device (n = 5)
- The quick guide must be more specific and with images (n = 4)
- Add more images on how the device should be used (n = 4)
- Add the details of the calibration of the device (n = 3)
- Add and explain how external light affects the results of the capture of
the image (n = 3)
- Add a section of frequently asked questions, information about
maintenance and repair of the device, resistance to impacts and
restrictions of use (n = 1)
- The parts of the device should come at the beginning of the manual
(n = 1)
- The nomenclature to refer to the eyes is commonly OD and OS by its
acronym in Latin (n = 1)
Interaction between - It is important the feedback of the connection or disconnection
elements between the device and the software (n = 12)
- Indicator on the device or software to know how to align the device
(n = 10)
- Add more information about the alignment of the device and the
patient (n = 9)
- The software should alert on which is the best image to capture (n = 6)
- The manual should be included in the software (n = 3)
- Generate an application so that both: doctor and patient can have the
results (n = 1)
Usability Assessment of a Portable Corneal Topography Device 647
4 Discussion
The aim of this study was to identify design and usability issues of TOCO device its
software and manual and to suggest design recommendations to improve its use. The
results allowed to recognise the elements that affect the effectiveness and satisfaction
during the use of the device.
4.1 Software
Five of the eight tasks that were performed with the software represented difficulty for
the participants. “Processing the image” was the task in which the more participants
made an error. In this task, a sequence of steps have to be performed, which was not
understood by some participants. They omitted some steps and did click directly on the
“results” icon. This situation relates with what Jordan [16] points out about the
importance of prioritizing the elements according to the differences in functions. In this
case, it is important to show clearly to the users that there is a series of steps that must
be followed to proceed with the subsequent task.
Some recommendations to improve this aspect of the interface are (1) to list the
sequence of actions [17]; (2) use color as a differentiating element between one action
and another [16] and, (3) produce a change in the size of the buttons as the sequence of
steps progresses.
Likewise, users did not identify the “save” button in two of the tasks. This can be
explained by the fact that they pressed the “capture” button, which was closer to the last
action they had taken. This is related to the principle of proximity that must exist
between elements that are used in the same task [18]. On the other hand, some par-
ticipants did not use the “save” icon since they assumed that the data should be saved
automatically. Therefore, a mental model must be proposed according to the user’s
experience and knowledge with this type of software [19, 20].
Some icons generated confusion among the participants. Therefore, it is necessary
to consider the use of familiar language for users [18]. Most of the comments related to
the software were about the need of having more information about the patients, which
should be considered by the designers to improve it. This is also related to the result of
question 18 of the PSSUQ, which reports that the software interface does not have
everything that users expect (1.94, the highest score in the INTERQUAL factor).
4.2 Device
Regarding the only task that involved the use of the product, it was found that 7 of 16
participants made an error in its use, mainly due to inadequate alignment of the same.
The feedback of the interaction established between the device and the software was
practically null. This is also reflected in the score of the questions of the INFOQUAL
factor reflect the lack of error messages that help the users in correcting the problems
(4.56 points), and/or the difficulty to correct the errors (2.88 points). Therefore, it is
suggested to implement feedback mechanisms to correctly point out to users what they
are doing [16, 18, 21]. This can be through the use of indicators, messages on the
screen or auditory feedback as appropriate to the action.
648 C. Aceves-González et al.
On the other hand, the need to modify the dimensions of the product (the diameter of
the front, middle and distal part) was recurrent, due to the difficulty that the participants
had in grasping the device. This converges with the recommendations for a precise grip
[22], which is essential to bring the device closer to the patient’s eye. Additionally, the
participants suggested the inclusion of auxiliary elements to the device that allows them
to recharge the device on the patient’s face to provide better stability or the design of a
gun-type handle to better support the device. On the other hand, the need to modify the
dimensions of the product (the diameter of the front, middle and distal part) was
recurrent, due to the difficulty that the participants had in grasping the device. This
converges with the recommendations for a precise grip [22], which is essential to bring
the device closer to the patient’s eye. Additionally, the participants suggested the
inclusion of auxiliary elements to the device that allows them to recharge the device on
the patient’s face to provide better stability or the design of a gun-type handle to better
support the device. These requests may arise because the demand of the task exceeds the
resources of the users [16], therefore they propose additional elements that reinforce the
ability to stabilize and be accurate during the manipulation of the device.
4.3 Manual
The manual was used by only one of the participants, which is in line with the literature
that holds that health professionals are little interested in reading instructions for the use
of a product (laypeople) [11]. Likewise, it is common for users to be willing to learn by
trial and error, looking only for the minimum elements necessary to complete the task
[20]. The optometrists pointed out that the quick guide should be outside the manual
with images and specific information that would allow them to have a clear idea of how
to use the device. The assessment regarding to how clear was the information obtain
one of the highest values in the INFOQUAL factor (2.13 points). In particular, it has
been pointed out that an interface with graphics has greater usability than one based on
only text (characters) [23] and help reducing the learning curve [18].
The participants suggested including more information to the manual. However, the
suggested information is already there, but they could not identify it. This can be
explained by the absence of a clear hierarchy in the titles [24, 25], and the lack of
content selection according to user’s needs [17, 24]. According to Winklund, Kendel
and Strochlic [11] the design of the instructions should influence the interaction that the
user will have with the device. Therefore, the inclusion of instructional videos and
training for the user as a complementary element can be considered [26] and consider
the design attributes of the documents and guidelines for instructions [17].
Although the participants made mistakes in 7 of the 10 tasks, the results of the
PSSUQ showed that the participants’ perception is very close to the positive extreme
“totally satisfied”. This can be explained by the bias generated by the questionnaires
because users tend to give general answers to general questions [27]. However, when
the participants were asked to specifically perform the task of taking the picture with
volunteers, the scores moved to the point of totally disagreeing (2.94 average points).
This may be due to the fact that when interacting with patients, specialists noticed more
impediments to use due to the characteristics of the product, which were not noticed
during the first interaction with the device.
Usability Assessment of a Portable Corneal Topography Device 649
5 Conclusions
The usability assessment of the three elements that comprises the TOCO system made
it possible to demonstrate some areas of opportunity to improve the use of this device.
The recommendations to increase the usability of this portable corneal topography are
(1) use of language according to the knowledge of the users (software and manual);
(2) software design according to the mental model of the users; (3) generate a quick
guide with illustrative graphics; (4) improve the dimensions of the device; and
(5) implementing elements (physical and cognitive) that provide precision and stability
when approaching the patient’s eye.
Acknowledgments. This work was supported by CONACYT through the Fondo de Innovación
Tecnológica FIT [grant number ECO-2016-C01-274898]
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Designing and Developing a Prototype
of Parents and Teachers Communication
Application for Early Childhood
1 Introduction
2 Methods
Table 1. Top three most important features from benchmarking among five existing school
communication applications
Application Buzz Remind safe Google Edmodo Class Total
features mob classroom education messenger
communication
Reminder ✓ ✓ ✓ ✓ ✓ 5
Real time ✓ ✓ ✓ ✓ 4
post
Discussion ✓ ✓ ✓ ✓ 4
654 M. Jongprasithporn et al.
In the second step, the questionnaires were constructed using a five point Likert
scale to allow individual to express how much one agrees or disagrees with each
statement. Then the questionnaires were distributed to eight teachers and twenty-seven
parents to ask about their needs related PTC application. The parents and teachers
questionnaires along with their feedbacks were shown in Tables 2 and 3, respectively.
Table 2. Questionnaire for teachers to identify their needs about PTC application
No. PTC application features Sastisfaction level
5 4 3 2 1
1 Included “A medication box” will help the 5 2 - 1 -
teacher about when and how much their child 62.50% 25% 0% 12.50% 0%
need medicine when they sick from parents
2 Included “Story book during circle time” that 2 2 2 2 -
you can share with parents to enhance kids 25% 25% 25% 25% 0%
understanding
3 Included “Section seperator” that teacher can 1 5 1 1 -
separate class or section in 1 application 12.50% 62.20% 12.50% 12.50% 0%
4 Included “Calendar” that teacher setting 3 3 1 1 -
activities of kids around 1 year with student 37.50% 37.50% 12.50% 12.50% 0%
information in it
5 Included “Timeline and share” that teacher can 5 3 - - -
share picture and video of the student to parents 62.50% 37.50% 0% 0% 0%
6 Included “Time check-in, Check-out” that 2 2 3 1 -
teacher can take photo of kids when they arrived 25% 25% 37.50% 12.50% 0%
at school to make parents acknowledge
7 Included “Discussion and voting” that teacher 4 - 2 - 2
can make pole for voting the activities of kids at 50% 0% 25% 0% 25%
school
8 Included “Communication channel” that teacher 4 3 1 - -
can contact to parent directly and group of 50% 37.50% 12.50% 0% 0%
parents
9 Included “Reminder” that teacher can remind 6 1 1 - -
parents about homework, activities, etc. of 75% 12.50% 12.50% 0% 0%
students and remind parents conferencing at
school
10 Included “Language translators” that teacher 5 1 - - 2
type by your own language to decrease the time 62.50% 12.50% 0% 0% 25%
of translating
5 is the most requirement option that you want from application to 1 is the least respectively.
The survey showed that 75% of teachers needed the “Reminder” feature. About
62.5% of teachers though that “A medication box”, “Timeline and share”, and “Lan-
guage translators” should be constructed in PTC application. 50% of teachers strongly
agreed that “Discussion and Voting” and “Communication Channel” are the most
important features.
Designing and Developing a Prototype of Parents and Teachers Communication 655
Table 3. Questionnaire for parents to identify their needs about PTC application
No. PTC application features Sasticfaction level
5 4 3 2 1
1 Included “A medication box” that parents can 21 4 2 - -
inform a teacher about when and how much 77.78% 14.81% 7.40% 0% 0%
your child need medicine
2 Included “Story Book” that parents can help 14 9 4 - -
your kids to improved their language skill, 51.85% 33.33% 14.81% 0% 0%
creativity and inspiration
3 Included “Kids information” that parents 16 6 5 - -
would like to share with teachers. Ex: 59.26% 22.22% 18.52% 0% 0%
Behavior, progress in the subject, etc.
4 Included “Calendar” that parents can 15 4 7 - 1
acknowledge activities of kids around 1 year 55.56% 14.81% 25.93% 0% 3.07%
with student information in it
5 Included “Timeline and share” that parents 9 11 5 1 1
can share capture and save the picture or video 33.33% 40.74% 18.52% 3.07% 3.07%
of your kids
6 Included “Time check-in and check-out “ that 12 7 7 1 -
parents can check arrival of the kids to school 44.44% 25.93% 25.93% 3.07% 0%
or the time from school to home
7 Included “Discussion and voting” that parents 10 11 5 - 1
can vote activities of kids at school and 37.04% 40.74% 18.52% 0% 3.07%
comment your ideas
8 Included “Communication channel” that 21 4 1 1 -
parents can contact to teacher or others parent 77.78% 14.81% 3.07% 3.07% 0%
directly
9 Included “Reminder” that help parents remind 16 8 3 - -
homework, activities, etc. of students and 59.26% 29.63% 11.11% 0% 0%
remind parents conferencing at school
10 Included “Language translators” that can open 10 8 4 4 1
application from computer and understanding 37.04% 29.63% 14.81% 14.81% 3.07%
the other language
5 is the most requirement option that you want from application to 1 is the least respectively.
656 M. Jongprasithporn et al.
In the last step of design phase, human factors were applied into conceptual and
visual design to develop PTC application to match users’ conceptual model and user
interface. In conceptual design, developers have designed various operating systems
within the application by taken the results from benchmarking and questionnaires as the
important parts to meet the needs of users. Moreover, PTC application was designed
based on the actual group of users, parents and teachers for early children school as
shown in Fig. 2. When the design of application was not matched with users’ con-
ceptual model, the application will be too complex for the user group. In visual design,
the display formats such as main screen, screen color, icon location, icon size, screen
contrast sensitivity, and flow of events are vital to efficient of PTC application.
Moreover, developers must take into account the coordination between the application
and the user interface, so the communication between teachers and parents are simple
and responsive.
Creating PTC application database is the next step in coding phase. The Firebase
real-time database was utilized to store student, parent, teacher, school, and commu-
nication data. Firebase is a cloud-hosted database which stores data as JSON and
synchronize in real-time to every connected user [18]. Table 4 shows an example of
database structure for student’s information.
When PTC application completed, users had experience with PTC about two
weeks. The adopted SUS, created for this study, were distributed to the same group of
user for 5 parents and 1 teacher. The score method was computed as describe in
previous paragraph. The list of adopted SUS questions is following.
1. I thought login function was easy to use.
2. I found that it was not complicate to add students in this application.
3. I thought that it was easy to approve parents (for teachers) in the system and get
approve to use the system.
4. I need a support to write (for teachers) and read (for parents) the report.
5. I found that easy to record (for teachers) and read (for parents) the entry-time and
exit-time.
6. I needed to learn a lot to use image report.
7. I found that I felt very confident to send messages.
8. It was hard to read the messages from parents and teachers.
9. I felt very positive to learn and use PTC application.
10. I thought it was much inconsistency in PTC application.
3 Results
Fig. 3. Parents-Teachers Communication application (a) PTC starting page, (b) Teacher login
page, and (c) Parent login page
Designing and Developing a Prototype of Parents and Teachers Communication 659
The teacher and parent parts in PTC application illustrate in Figs. 4 and 5,
respectively. Each teacher have to be registered by a school administration before
starting using PTC application. Username could be teacher’s e-mail and password was
generated by random. Password could be changed after the first successful login. To
start daily report, teachers have to select student names to go to the report and comment
pages. Student’s information in report page is including snack, emotional, nap time,
lunch, medication, comments, picture, and enter/exit time.
Fig. 4. PTC in the teacher part (login, selecting students, daily report, and comment)
Fig. 5. PTC in the parent part (login, calendar, daily report, and message)
In parent part, to start using PTC, parents have to register into the system and
wait for an approved notification along with a randomly-generated password, sent by
email. Username could be parent’s e-mail. Password could be changed after the first
successful login. After successful login, parents can choose the date that they would
660 M. Jongprasithporn et al.
like to see report. The orange circle in calendar shows the day that teachers written
report. In the report page, student’s information was display in one page. For mes-
sage, teachers can send message to all parents as an announcement (color coding as
Green) or to any parent as a private message (color coding as Yellow). Parents can
only send message to teacher (color coding as Pink) however parent cannot send
message to other parents.
Table 6. The adopted SUS scores after users experienced completed PTC application
Adopted SUS User1 User2 User3 User4 User5 User6
Q1 4 4 5 4 4 4
Q2 3 4 4 4 4 4
Q3 3 4 4 5 4 4
Q4 5 4 4 5 3 4
Q5 5 4 5 4 4 4
Q6 4 5 4 4 4 5
Q7 4 4 5 5 4 4
Q8 4 4 4 5 4 4
Q9 4 5 4 5 4 5
Q10 4 4 4 5 4 4
Scores: 75 80 82.5 90 72.5 80
Average: 80
4 Discussion
The benefits of using a PTC application are vast for early year’s students. Due to the
fact that the PTC application is user friendly and enables two way communications, it
will allow students to develop more holistically in regards to their social-emotional,
physical and cognitive development. Parents will be able to report on how their chil-
dren are doing at home in these areas and teachers can respond to any questions parents
have about what is happening at school. Studies show that children thrive when there is
a home school connection.
Social-emotional development is one of the main focuses at school for early
learners. If parents and teachers communicate daily about the topics (i.e. sharing,
caring, being principled learners, etc.) the class is engaging in at school then parents
can collaborate with the teachers to enhance the child’s social- emotional development.
If the child is struggling in a particular area or needs additional support from home, the
PTC application will allow for consistent and clear communication without delays that
often occur in more traditional means such as communication books and emails.
Physical development, especially in the areas of fine and gross motor skill development
are also a focus in early year’s centers. If a student needs to work on physical
development, the PTC application allows teachers and parents to identify and work on
the need together. Daily updates are easy using the application. Progress can be
reported in two way communication instantaneously.
The topics, themes and key concepts that are covered in class can be announced to
parents daily using the PTC application and this will allow parents to re-teach the topics
at home when needed. Parents will be able to read books to their children that are
related to the daily lesson when teachers report on what they covered in class. This is
important at our school where we utilize an inquiry based approach in our lessons and
the lesson are adjusted according to the interest of the students. Basically, lessons are
662 M. Jongprasithporn et al.
subject to change as students drive their own learning. This application is effective in
communicating daily lessons, topics, vocabulary that arose, key concepts and learner’s
attitudes.
The feedback from the K1 teacher who used the application for three weeks was
positive. She believed that the application would allow for clear and consistent com-
munication with her students’ parents. She said that is was less time consuming and
one benefit was that she could update communication even after the children went
home for the day, whereas communication books have to be completed while the kids
are still at school. An additional benefit in the context of our school is that some of
parents are not fluent in English and the application allows parents to use a translation
application easily by pasting the comments in a translation application. The parents and
the teacher provided positive feedback about the PTC application.
Acknowledgments. This work is funded by Smart City 4.0, Thailand. Also thank you for
support by Budsakorn Chukaew and Worapat Thummakriengkrai.
References
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Psychol. 32, 13–16 (2005)
Designing and Developing a Prototype of Parents and Teachers Communication 663
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Research on User Comfort of Intelligent Toilet
Based on Ergonomics
1 Introduction
Nowadays, people have increasing demanding about products, while whose basic
function can no longer satisfy their variety requirements. People begin to pursue user
friendly and pleasure experience while using products. For the toilet, people have put
forward higher requirements. Modern toilet has turned into an intelligent one, an
upgrade product on the ordinary toilet, with all the functions of a common toilet
combined with automatic flushing, seat ring heating, hip cleaning, female cleaning and
drying with warm air and so on [1].
Intelligent toilet originated in the United States and developed widely in Japan.
Recently, with the rapid development of the national economy, the intelligent toilet has
also begun to receive the attention of the domestic, which also attracts the researchers’
interests. Liu (2009) [2] Zhang (2011) [3] and S. Zhu et al. (2016) [4] studied the
control system of the intelligent toilet. Wang (2005) [5] proposed the scheme of
intelligent closestool system applied in detecting and defending the inferior health state.
Cao (2015) [6] proposed targeted intelligent home-based care in the aging toilet gasket
design. Xu (2007) [7] discussed the characteristic of health bathroom, including the
toilet product. Zhu (2010) [8] proposed to focus on human emotional needs in product
design. Bai (2010) [9] and Liu (2017) [10] studied the operating interface of intelligent
toilet. In the past, there are rarely few user comfort researches about intelligent toilet
based on ergonomics. This study focuses on the research method of ergonomics to
explore the comfort design of the intelligent toilet from user experience.
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 664–672, 2019.
https://doi.org/10.1007/978-3-319-94947-5_66
Research on User Comfort of Intelligent Toilet 665
The word ‘ergonomics’ comes from the Greek: ergos, work; nomos, natural law,
which concerned with the design of artifacts and environments for human use in
general. The ergonomic approach to design may be summarized in: the principle of
user-centered design (see Fig. 1) [11]. In this situation, ergonomic design should focus
on the users and their interaction with products and environments used in work and
everyday living.
User Experience refers to the internal and subjective feeling a person has when
using a product or encountering a service [12]. It is a complete process and varies from
person to person. Traditional questionnaires are the most often used in the context of
design and design research, both for obtaining quantitative and qualitative data within
the wide variety of approaches to assess user experience [13].
This paper adopted a new method to use body pressure distribution measurement
system to assess the comfort of the toilet seat, combined with a subjective question-
naire. Body pressure distribution measurement has been wildly used to evaluate the
comfort of products, such as chairs, sofa, and mattress, which has been testified as a
reliable objective method for products comfort evaluation [14–18]. Besides, for
operating interface and functional experience, subjective questionnaires were applied,
and with a post - Test interview.
2 Experiment
To explore the factors that affect the comfort of the intelligent toilet and the potential
problems in the design of the current intelligent toilet products, three types of intelli-
gent toilet seat, which were installed on the common toilet with ceramic base at a
666 Z. Wang et al.
uniform height. The parameters of the three products (represented by the letter A-C) are
shown in the following table (see Table 1).
2.2 Participants
To reduce gender differences, all participants were females and with mean age of 34
years ranging from 21 to 47. A total of 30 participants involved in the experiment. To
cover the broader population characteristics, the participants were of various body
shapes, with BMI distribution as Fig. 3. Average height was 162.7 cm, weight 56.7 kg.
Research on User Comfort of Intelligent Toilet 667
2.3 Procedures
Before the experiment, participants were told about the whole procedure of the
experiment. Then, several body dimensions were measured, including Popliteal Height,
Hip Breadth, Buttock to Back of Knee (sitting), the values were as Table 2. The Body
Pressure Test was carried out, where participants were asked to sit on the toilet seat
with natural sitting posture. Body pressure distribution data was collected with the use
of German Novel seat cushion pressure distribution measurement system. The data
collection was carried out after the pressure distribution was relatively stable (see
Fig. 4). Lastly, participants were asked to use each intelligent toilet and filled out the
questionnaire, respectively. Each of the participants received A post - Test interview.
different toilet, Subjective evaluation was adopted as the same as in the Seat Ring
comfort evaluation. A repeated ANOVA were used for statistical analysis. SPSS
(16.0 J, SPSS Inc.) was used for calculation.
3 Results
The following is the result of subjective and objective measurement we obtained in the
experiment.
3.1 The Result of the Comfort for the Seat Ring of the Three Intelligent
Toilets
3.1.1 Pressure Distribution Results of Seat Ring Surface
The average pressure on the seat ring surface of all the participants in different toilet
type was obtained by processing the collected pressure distribution data on seat ring
surface. The results are shown in Fig. 5.
Fig. 5. The average pressure of the three seat rings of the toilet
Research on User Comfort of Intelligent Toilet 669
It can be inferred from the figure that the average pressure was various on the seat
ring surface of different toilet type. The repeated measure ANOVA shows significant
main effects of different toilet type on seat ring comfort (F (2,58) = 3.804,
P = 0.028 < 0.05). Further, the LSD post hoc test results (see Table 3) showed that the
seat ring of toilet A and C had more comfort than B, but there was no significant
difference in toilet A and C.
Table 3. Results of the LSD post hoc test on the average pressure for the seat ring surface
Toilet type LSD post hoc
test result
Std. error Sig.
A vs. B .388 .008*
C vs. B .478 .043*
A vs. C .459 .852
3.1.2 The Subjective Results of the Comfort for the Seat Ring
The result of the subjective evaluations of the comfort for the Seat Ring was shown in
Fig. 6. Figure 6 shows the average subjective scores of all the participants in different
toilet types of the seat ring.
It can be inferred from the figure that the subjective evaluations of the comfort for
the Seat Ring was various. The repeated measure ANOVA shows significant main
effects of different toilet type on seat ring comfort (F (2,58) = 4.275, P = 0.019 < 0.05).
Further, the LSD post hoc test results (see Table 4) showed that Participants felt that the
seat ring of toilet C had more comfort than B, but there was no significant difference in
toilet A to B or C. During the post interview, participants reported that the comfort of the
Seat Ring for toilet B was not good, which was mainly related to the shape of the seat
ring, with an upward angle in the front of the seat ring.
Fig. 6. The subjective evaluation of the comfort for the Seat Ring
670 Z. Wang et al.
Table 4. Results of the LSD post hoc test on the subjective evaluation for the seat ring comfort
Toilet type LSD post hoc test
result
Std. error Sig.
A vs. B .154 .170
C vs. B .143 .007**
A vs. C .126 .129
3.2 The Result of the Comfort for the Operating Interface and Functional
Experience of the Three Intelligent Toilets
The result of the subjective evaluations of the comfort for the Operating Interface and
Functional Experience was shown in Fig. 7. Figure 7 shows the average subjective
scores of all the participants in different toilet types of the Operating Interface and
Functional Experience.
Fig. 7. The subjective evaluation of the comfort for the Operating Interface and Functional
Experience
It can be inferred from the figure that the subjective evaluations of the comfort for
the Operating Interface was various. The repeated measure ANOVA shows significant
main effects of different toilet type on Operating Interface comfort (F (2,58) = 7.315,
P = 0.002 < 0.01). Further, the LSD post hoc test results (see Table 5) showed that
Participants felt that the Operating Interface of toilet A and C had more comfort than B,
but there was no significant difference in toilet A to C. During the post interview,
almost all participants mentioned the dark background color of Operating Interface for
C was too deep, which leaded to the text and symbols on the panel could not be seen
clearly.
While, the repeated measure ANOVA shows there was no significant main effects
of different toilet type on functional experience comfort (F (2,58) = 0.941,
P = 0.396 > 0.05). In the post interview, participants pointed out that little difference
existed among the three products of the hip washing function, they complained that
even if you adjusted the flushing position, the experience of female washing function
was still poor. The function of drying with warm air was terrible. It deduced that the air
temperature was the main cause.
Research on User Comfort of Intelligent Toilet 671
Table 5. Results of the LSD post hoc test on the subjective evaluation of the comfort for the
Operating Interface
Toilet type LSD post hoc test
result
Std. error Sig.
A vs. B .110 .008**
C vs. B .125 .004**
A vs. C .091 .370
The present study was concerned with user comfort of intelligent toilet based on
Ergonomics. The intelligent toilet was divided into three parts -the Seat Ring, Oper-
ating Interface and Functional Experience, to explore the comfort of intelligent toilet.
According to the standard GB-10000 of Human Dimension of Chinese Adults, 30
female volunteers were recruited, and they could represent the wildly female popula-
tion of the physical characters in domestic. This study has employed an objective
method called Body Pressure Test to evaluate the comfort of toilet Seat Ring. The
results from the experiment showed that the Body Pressure Test could be used in the
comfort of toilet Seat Ring evaluation. The objective indicator could efficiently identify
the severe comfort induced by different toilets. More importantly, it was shown that the
objective measurement had reliable performance in evaluating the comfort of the toilet
Seat Ring and coincided quite well with the subjective evaluation. It was worthwhile to
be recommended as a research approach in this field.
In conclusion, the results of this study demonstrated that the comfort of different
toilets was various. The statistical results showed that there had significant main effects
in the comfort of the Seat Ring and the usability of the Operating Interface for the three
products. However, there was no statistical difference among the three products in
Functional Experience. Unfortunately, it was a pity to found that the function design of
intelligent toilet products was too poor to meet the users’ needs. We proposed that
researchers and the designers should focus on user-centered principles to improve the
function design.
In future, it might be convenient to develop a suitable seat cushion pressure dis-
tribution measurement system (like Seat-Ring-Shaped seat cushion) for objective
evaluation of seat ring comfort to keep abreast of progress in technology. In addition,
further study may focus on the design of the operating panel, such as the relationship
between the installation position and the accessibility threshold of the arm in the sitting
position, the scope of human vision and the design of keys on the panel and so on.
Acknowledgments. We would like to thank the participants who took part in the experiment for
their many valuable comments. We gratefully acknowledge the financial support from National
Key R&D Program of China (2017YFF0206603) and China National Institute of Standardization
President Funds Project (242016Y-4700).
672 Z. Wang et al.
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University of Technology (2015)
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of health intelligent toilet for the elderly. J. Art Des. 2, 102–104 (2017)
10. Chen, Y., et al.: The engineering design of control panel on the Intelligent toilet based on
visual angle. J. China Ventur. Cap. (29) (2017)
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Francis, London (1998)
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data to assess user experience. J. Adv. Usability User Exp. (2018)
13. Bargas-Avila, J.A., Hornbaek, K.: Old wine in new bottles or novel challenges: a critical
analysis of empirical studies of user experience. In: Proceedings of the SIGCHI Conference
on Human Factors in Computing Systems, pp. 2689–2698. ACM Press, New York (2011)
14. Park, S.J., Kim, C.B.: The evaluation of seating comfort by the objective measures. J. Sae
Tech. Pap. Ser. (1997)
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change using dynamic body pressure distribution. Int. J. Ind. Ergon. 35(12), 1085–1096
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doi.org/10.1007/978-3-319-58463-8_3
Satisfaction Analysis for Using Educational
Serious Games for Teaching Wound
Treatment
Abstract. This article aims to describe the production process of the educa-
tional game “treat well!”, idealized for learning in higher education institutions.
Research was done with students of the health courses, which helped to prove
the direct effect in the improvement of cognitive functions such as memory,
attention, perception, among others. The acquired advantages of technology,
when well used are unimaginable, especially when used for education. The
barriers encountered by this tool to realize its real application were perceptible,
but these were worked on and perfected to find a balance between education and
fun. We can infer that this tool, when properly applied, is able to attract and
perpetuate information in students in any educational field. In this context, an
educational game was developed that serves as a support to the learning process
of the students of nursing courses. The goal of this research was to analyze the
usability and satisfaction of the educational game “Treat Well!” which teaches
the treatment of a simple wound with nursing students. For the development of
the project, the methodology used was based on software engineering practices,
User Centered Design and Usability and Satisfaction Analysis. The study was
also based on a qualitative and quantitative approach with exploratory character
and also statistical. The qualitative variable used to capture the perception of
users in the study was made in an empirical way of observing the search for
relevant and convenient data obtained through experience observed. The
quantitative variables used to analyze usability were the effectiveness, time of
use and user perception through the Attrakdiff questionnaire. The usability test
was performed with high fidelity game prototype with 10 volunteers in a college
in Recife Brazil. From the results generated we can understand that improve-
ments can be made to a greater identification and interaction of the user with the
proposed game.
1 Introduction
Currently, new information and communication technologies have been used in edu-
cation with the aim of facilitating the teaching-learning process of the human.
Knowledge can be considered infinite, starting from the premise that the human will
never learn everything. But the search for knowledge can be made easy and even fun.
The days when the massive and repetitive lessons were mandatory are gone. Today, the
student has the right to choose his future after high school, but the way the teacher
prepares him for this future influences his choice.
The National Curricular Guidelines of the Undergraduate Nursing Course in Brazil
were consolidated with a breakthrough in the field of education in 2001, with the
Resolution of the National Education Council No. 3 of November 7, [1]. With the
technological advances, the training of nurses has been adapted and its application in a
multiprofessional way has been of enormous weight for the advancement of our his-
tory. In this scenario, it can be observed that the teaching model and pedagogical
principles of the training of the qualified nursing professional in conjunction with the
technology is of great relevance so that it can act in a multiprofessional way according
to the needs of the Unified Health System. With this, tools like applications and games
have been developed and designed to further support the permanence of knowledge and
encourage the student to look for it.
This scenario was only applied in Brazil a few years later, the main barriers that
made the arrival of technology in classrooms were the costs and difficulty of adapting
technology in didactic and educational scope. The lack of motivation also had influence
in the little use of technology, teachers usually close to the new tool, refusing to
abandon the primary means of teaching. This fear of the new reflects mainly on how
the student will arrive at the knowledge, making arduous and discouraging the search
for more.
The current reality of Brazil allows these barriers to be minimized both in the
private and in the public educational sphere. In 2005, the UCA project - one computer
per student - began to be planned for the dissemination of low-cost computers in order
to intensify information technology in classrooms. This facilitated that public schools
could work in the new teaching model, and even optimize the previous model. Public
high school students could then have their first real access outside of laboratories [2].
With the application of an educational game in nursing monitoring, Cavalcante [3]
carried out qualitative and quantitative researches with the proposal of facilitating the
exchange of knowledge and stimulating critical thinking through the ludic. The game
consisted of 46 multicolored letters with wounds, clinical cases, questions, etc., and
were acquired 3 points if the answer given is correct, 2 points if it is partially correct
and 1 point if it equals one third of the correct answer. Thanks to the application of this
game, it was perceived by the author that when monitoring occurs associated with the
use of educational strategies, a positive result in learning occurs, evidenced by the
gradual increase of correct answers shown in her study.
According to research by Cogo [4] and Campos Filho [5], nursing classes are
normally done in a very expositive way where the student ends up being forced into a
routine of observing and repeating. The proposal of incorporating games into teaching
Educational Serious Games for Teaching Wound Treatment 675
activities contributes to reduce the time of expositive and mass classes, in addition to
which digital tools with educational purposes support and reinforce in the learning
process. Thus, students can access the content of the class with a more detailed pre-
sentation and with visual and auditory resources that can be a challenge and generate a
curiosity in learning, simulating the problem digitally before performing it in the
classroom.
With the use of the technology being used in an educational context, a game project
was elaborated as part of the Human-Computer Interaction discipline that aims to assist
in the educational method of nursing technical education students. This article aims to
evaluate the usability and satisfaction of the educational game “treat well”, where we
intend to describe the facts and phenomena observed and analyzed, using a ques-
tionnaire as a form of direct response, to collect assertive data and argumentation.
2 Methodology
The methodology used in the research was of the descriptive type where it intends to
describe the facts and phenomena observed and analyzed. To perform this study we
were first used the software engineering method that aimed to develop the game “Treat
well!”. The development was also based on Human-Centered Design [6] practices
which is a process consisting of a set of techniques divided into three phases (Listen,
Create and Implement) used to create new solutions and modes of interaction. In the
listening phase, the techniques of bibliographic analysis, survey of the competitors and
interviews with users were carried out to define the necessary requirements for the
creation of the game. In the creation phase we used the techniques of context analysis,
personas and scenarios with specialists for the generation of interactive prototypes
using the technique of paper prototyping, wireframe and high fidelity prototyping. In
the implementation phase, the game was built Construct 2 while the images for 2D
games were built as the Photoshop CS6 tool. The creation and implementation phases
were carried out in partnership with students of the course of development of digital
games.
The study was also based on a qualitative and quantitative approach where it was
exploratory and also statistical through the method of usability analysis and user
perception. The qualitative variable used to capture the perception of users in the study
was done in an empirical way of observing the search for relevant and convenient data
obtained through experience. The quantitative variables used to analyze usability were
the effectiveness, time of use and user perception through the Attrakdiff questionnaire
(Gerhardt and Silveira 2009).
The AttrakDiff has the ability to measure the user’s perception about the intended
object and according to Valentim [7, p. 4] “allows to evaluate the attractiveness through
the different aspects of an application”. The questionnaire is divided into three
dimensions: i. the Pragmatics Quality (QP) referring to the quality of the application
and the desired objectives reached by the user; ii. the Hedonic Quality that is divided
into Stimulus (QH-S) that points to where the object meets the needs of the user and
promote an interest, motivation, etc. and Hedonic Quality of Identity (QE-I) that
indicates the extent to which an identification occurred of user need as application;
676 G. C. da Silva et al.
iii. Attractiveness (ATT) that indicates the general value of the application, based on
the perception of quality. In addition, AttrakDiff is composed of twenty-eight pairs of
words grouped in the dimensions where each pair of words were placed at the ends of
the scale with a semantic differential of seven points (−3 to 3, with 0 being the - point).
2.1 Scenario
The evaluation of usability and game satisfaction was performed with the voluntary
participation of 10 nursing students from a higher education institution, all of the
metropolitan area of Recife, in November 2017. The only exclusion criterion was not to
have been approved in the discipline of human anatomy. The test happened several
times during the period described and was divided into 3 stages and it was also
proposed to the student to perform a task: successfully complete the treatment of a
wound in the game, using the necessary equipment in the correct order.
In the first stage the student played the game for free time, without the interference
of the test applicators. This is done so that we can observe the actual experience of the
user, identifying their difficulties and facilities in the use of the game. We used the
Think Aloud technique in this first step, which consists in letting the user speak
everything he thinks while testing the product. In the second step, students completed
Attrakdiff’s standardized satisfaction test aimed at identifying usability issues, ana-
lyzing the user experience, and determining the participant’s satisfaction with the
product. In the third and last stage, the student was asked to report orally or write his
opinion about the game, his criticisms, modifications and suggestions that he would
make and everything else he judges to be relevant, where the notes were made and
analyzed.
3 Results
3.1 The Game “Treat Well”
It was proposed for the students of the fourth period of the Digital Games course of the
Faculty of São Miguel the challenge of creating an educational game to aid in the
educational method of the students of the courses of health of the same faculty in
question. At first, we used the IHC (Human-Computer Interaction) concepts to build a
user profile, and rely on it to make our application compatible with customer interest.
From the information of the user profile, the group of students of the course of
Digital Games elaborated an educational game for the students of the course of health
of the Faculty São Miguel. The game itself has the role of facilitating some lessons and
adding knowledge to these students.
After defining the user profile, a brainstorming was conducted to understand the
ideas of how to build an application. Together with the choice of application, a Game
Design Document (GDD) was developed, containing all valid game information for
better organization and functionality. With the documents and ideas ready, the ini-
tialization of the actual project could be initialized. The following sprites were pro-
duced for the game:
Educational Serious Games for Teaching Wound Treatment 677
These elements (sprites) were made in a drawing and illustration tool, and then
applied in an interface in the structural part of the game. The main idea of the game is
to use visual perception to understand the subject matter. The objective is to allow the
student to solve the problem proposed, as shown in Fig. 1, in the treatment of a wound,
using the equipment and utensils necessary for it. To play only the mouse whose cursor
is replaced in the game by a procedure glove is used. By clicking the left mouse button
the player can select one of the equipments at a time and he must drag them to the
wound or other interaction item that is present on the screen. By pressing the ‘M’ key at
any point in the gameplay, the player can return to the main menu (Figs. 2 and 3).
There are rules for the student to complete a phase, such as using the right materials
in the correct order, absorbing the information, and responding coherently. In case of
error the equipment returns to its place of origin and the player can continue trying. The
procedure time is taken into account as competitiveness, the ideal is to complete this
process in the shortest time possible.
Fig. 4. Portfolio-representation
than that of hedonic quality (0.45), but both have low values. This can be attributed to
the different classifications given by the users, indicating that even though there are
spaces for product improvement in terms of their hedonic and pragmatic quality, they
are well balanced and satisfactory. On the other hand, the confidence interval with
respect to experience is great. This could be attributed to divergences of opinions
among users or the fact of having a limited sample.
According to the Values Diagram (Fig. 5), we realized that the Pragmatic Quality
(PQ), which indicates the satisfaction of the user in achieving his goals with the
application, indicated a score of 0.86, where the one that stood out the most it was his
practicality, and especially his directness should be done. However it was noticeable
some points to be worked as the user’s difficulty in predicting what should be done.
Educational Serious Games for Teaching Wound Treatment 681
Quality Identity Hedonic (HQ-I) indicating the user ID level with the application
had a score of 1.00, with the highlights of their connectivity and a good presentation,
which was enough to satisfy students who tested yet, the ratings indicate a lack of a
more professional look for the game.
In Hedonic Stimulus Quality (HQ-S), which evaluates if the application is original,
interesting and stimulating, it obtained a score of 0.67. The main items that stood out
were the creativity and the captivating feeling when playing, but the game was too
cautious, demonstrating that the game even innovating and fulfilling, in a way, the
proposal of being a captivating Serious Game has a weak visual identity that may be
being improved.
The Attractiveness (ATT), which says how much the game was attractive to the
user had a score of 1.79, with basically all the features of that area at a desired and
satisfactory level.
According to the Description of Peer Words (Fig. 6), most of the items had a
positive score with the exception of “Technician – Human” and “Cautious – Bold”
items that gave values below zero (negative). The fact that the game was characterized
as technical and cautious occurred because the development of the game was focused
enough on the task itself. On the other hand, the items “farfetched – direct”, “pleasant –
nasty”, “rejectable – inviting” and “bad – good” had a positive positive score because
the game facilitated the understanding of the content for the students, become less
dense. With these data, in order to improve the player’s interaction with the product,
we understand that we need to make an improvement: making the game less technical
and more fun.
4 Conclusion
After completing the proposed activities, we come to some conclusions about how
important is the use of technology in the educational process, be it children or adults,
for better education and stimulation. The advantages of educational games applied in
the pedagogical process, seeking to develop the individual’s cognitive abilities. The
types of categorizations of games in childhood are essential for the correct application
of an activity.
The research was really a big challenge, although we needed an initial amount of
time to understand the content and develop the proposed game. The students worked
together with the teachers who helped in a pleasurable way in the development of the
application.
At the end of the prototype presented here, we find that our development options
are much broader and more diverse than we had previously thought. The possible reach
to the most diverse oudience brings a new perspective of work and planning. Through
empathy, we can overcome horizons and empower more and more what saves lives:
education.
682 G. C. da Silva et al.
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Institui Diretrizes Curriculares Nacionais do Curso de Graduação em Enfermagem. Brasília.
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Development and Experiential Analysis
of a Chinese Customer Satisfaction Model
for Medical Service Industry
1 Introduction
patient’s expectation of services and care and his perception of the services and care
received [8]. There have been many studies on this topic and some factors that
influence satisfaction evaluation have been identified and analyzed [9–12].
From the customer perspective, the Customer Satisfaction Index (CSI) is an
important indicator of medical institution management, and provides an evaluation of
treatment results and medical service quality. The survival and development of a
hospital largely depends on customers’ post-purchase evaluation of the service. Sat-
isfied customers return and tell other people about their experiences [13]. Customer
satisfaction surveys make it easier to understand customer requirements in terms of
what customers need, prefer, expect, or demand with respect to the service they receive
and their interactions with the service delivery process [14].
Different customer satisfaction index models define different constructs. The first
national CSI was the Swedish Customer Satisfaction Barometer (SCSB) which con-
tained two antecedents and two consequences of satisfaction; however, the American
Customer Satisfaction Index (ACSI) included three antecedents and two consequences
of satisfaction [15]. The European Customer Satisfaction Index (ECSI) is similar to
ACSI except that it incorporates company image as an antecedent and ignores the
complaint behavior variable in consequences [16]. The Chinese Customer Satisfaction
Index (CCSI) was developed in 2003 by the China Enterprise Research Center.
The CCSI survey was administered to 36 industries and 271 companies [17]. The
fundamental difference between the CCSI and ECSI is that the company image con-
struct of ECSI is replaced by the brand image construct in the CCSI model. Since the
CCSI is a measure of the nation’s total consumption experience, the effect of different
industry structures when measuring overall customer satisfaction in a specific industry
is taken into account. Thus, in order to measure the customer satisfaction of Chinese
medical industry, a specific new model needs developing.
In this research, a model of customer satisfaction index for Chinese medical ser-
vices (CSI-CMS) was developed by simultaneously exploring the effects of antecedents
(perceived quality, expected quality, information, and perceived value) and conse-
quences (customer loyalty and customer complaints) of customer satisfaction to explain
the results and implications of customer satisfaction. Customer complaints were
incorporated into the model based on the consideration that it is of great importance to
user experience. The proposed model was evaluated using the structural equation
modeling, and the CSI score was calculated to determine customer satisfaction level
with hospital service quality.
The Chinese Customer Satisfaction Index constitutes the framework for the CSI-CMS
model. The theoretical and empirical methods used in this research are primarily based
on the studies of Fornell et al. [13], Robert and Jami [18], and Türkyilmaz and Özkan
[19] who investigated the antecedents and consequences of customer satisfaction.
Figure 1 shows the seven constructs and the 13 path hypotheses in the CSI-CMS
model. The antecedent constructs of customer satisfaction are perceived quality (PQ),
expected quality (EQ), information (IN) and perceived value (PV). The consequences
Chinese Customer Satisfaction Model for Medical Service Industry 685
are customer complaints (CC) and customer loyalty (CL). Customer satisfaction is the
center of a chain with each path representing a hypothesized causal relationship.
2.1 Information
The construct of information contains the concept of image, which is defined as the
brand name and an individual’s mental representation of knowledge, feelings and
overall perception of a particular company [20]. It also includes the availability of
information to customers from the hospital and the authenticity of the information.
The theory of consumer behavior points out that, consumers will actively and
comprehensively collect all different kinds of information if they have motivation to
purchase [21]. It has been widely acknowledged that the amount of information col-
lected has effect on perceived quality [22]. If patients get enough positive content about
a medical service, the perceived quality of that service is expected to improve, and vice
versa. The authenticity of information can also influence customer satisfaction. In
general, false information will lead to negative psychological reactions in consumer, and
result in lower customer satisfaction. In addition, to some degree, information represents
the true capabilities of a service provider, and is a driving factor of expected quality.
Based on these perspectives, the following hypotheses are proposed for content:
H1. Information has a positive effect on expected quality.
H2. Information has a positive effect on perceived quality.
H3. Information has a positive effect on perceived value.
H4. Information has a positive effect on customer satisfaction.
ACSI, customer expectations are used to model the antecedents of satisfaction, with the
assumption that expected quality has a direct effect on perceived quality and value, and
customer satisfaction is positively affected by expected quality [24, 25]. Thus, the
following hypotheses are proposed:
H5. Expected quality significantly affects perceived quality.
H6. Expected quality significantly affects perceived value.
H7. Expected quality significantly affects customer satisfaction.
3 Method
3.1 Data Collection
The questions used in this study to describe indirectly the seven latent variables were
adapted from existing literature to improve content validity [37]. The questionnaire
included two sections. Items were measured on a five-point Likert scale. Section 1
consisted of seven blocks of questions to measure the constructs while Sect. 2 included
some demographic questions.
3.2 Participants
Inpatients were selected as the sample based on the following considerations. Com-
pared to outpatients, inpatients stay longer in hospital, receive multiple services, and
are likely to know medical services better. Therefore, it is to be expected that their
assessments of hospital services are relatively comprehensive and accurate. Data were
gathered in a middle-level hospital located in northern China. One hundred and ten
questionnaires were distributed using well established sampling method [38]. All
returned questionnaires were scrutinized and those that had missing values were
removed. As a result, 87 valid responses were used for data analysis. Of the respon-
dents, 53.9% were male and 46.1% were female. The mean age of respondents was
44.6. With respect to education, 90.2% were secondary level. Most of respondents
regarded medical expense and waiting time as important. Familiarity was the most
important reason for choosing a hospital.
3.3 Measures
In order to test the reliability of the research instrument, we used the Cronbach’s alpha
coefficient which determines the internal consistency of the scales. The obtained alpha
values varied from 0.712 to 0.948, which were considered as acceptable [39] and
supported the reliability of relationships among measurement variables and the latent
variables.
4 Results
4.1 Model Analysis
The software AMOS was used to conduct data analysis. First, the reliability of the
measurement model was examined using confirmatory factor analysis (CFA), and then
we examined the structural model to validate the hypotheses. CFA was conducted to
assess model fitness. In the testing process, several common model fit indices were
used as criteria to judge measurement reliability. Table 2 shows the goodness-of-fit
statistics for the measurement model and the recommended values. As indicated, all but
one of the fit indices (v2/df) did not satisfy its criterion for a good fit, which revealed
that the structural model needs to be further improved.
Chinese Customer Satisfaction Model for Medical Service Industry 689
Raw data showed evidence of normal distribution and Structural Equation Modeling
(SEM) analysis was conducted using the maximum likelihood method to estimate
parameters and examine relationships. Table 3 shows the estimates of regression
weights between parameters, standard error, critical ratios, and p value of the SEM
analysis. The five insignificant paths were perceived quality to perceived value, infor-
mation to perceived value, perceived value to customer satisfaction, expected quality to
customer satisfaction, customer complaints to customer loyalty.
The three paths relating to perceived values were not significant (p > 0.05), which
indicated perceived value was not a significant attribute of the model. Thus, the
variable of perceived value was removed from the structure. Similarly, the other two
non-significant paths were also deleted. After revising the model by deleting the non-
significant paths, the result of regression weights revealed that all path coefficients were
significant at p < 0.05. In order to improve goodness-of-fit statistics of the revised
model, the modification indices were adopted for revise model. Based on the principle
690 R. Yu et al.
of modification indices (MI), adding residual error path of the greatest modification
indices value can reduce v2 value substantially [40].
The greatest MI value was for the path between reliability aspect of perceived
quality and responsiveness aspects of perceived quality, which suggested that the v2
value could be reduced substantially if the residual error path was added. In practice,
poor quality facilities for medical services in hospital usually lead to the longer
response times, the result being customer dissatisfaction with long waiting times. In
view of the connection between the two residual errors, a path between reliability and
responsiveness was added. Using a similar approach, two paths were added, one
between the assurance aspect of perceived quality and empathy aspect of perceived
quality, and another between overall satisfaction aspect of CSI and the ideal aspect of
CSI. Finally, we arrived at the optimal model as shown in Fig. 2. In addition, Table 4
shows results contrasting the initial and optimal model fit indices. As shown in Table 4,
all indices showed improvement and satisfied the criteria for their acceptance levels.
Fig. 2. Latent variables and their related observable variables in the optimal CSI-CMS model.
Table 4. Goodness of the fit indices for the initial and optimal model
Fit indices v2 =df GFI AGFI CFI NFI IFI RMSEA
Recommended values <3 >0.90 >0.90 >0.90 >0.90 >0.90 <0.08
Initial model 3.06 0.910 0.921 0.944 0.919 0.944 0.072
Optimal model 2.79 0.90 0.932 0.954 0.931 0.955 0.069
Chinese Customer Satisfaction Model for Medical Service Industry 691
As indicated in Table 5, perceived quality had the highest value for direct influence
on customer satisfaction. Also, although information had a relatively small value as a
direct effect on the customer satisfaction, it had a considerable value as an indirect
effect. In fact, it was the top ranked total effect, indicating that service providers need to
pay close attention to their image and to ensuring that information released is reliable
and sufficient.
In order to find the relationship between overall satisfaction index and the related
three observed variables, the following formula was used:
P3
wi yi 1
CSI ¼ 1
100%
4
Chinese Customer Satisfaction Model for Medical Service Industry 693
5 General Discussion
This research constructed a Chinese customer satisfaction model for medical services
(CSI-CMS) and identified the key variables that drive customer satisfaction as well as
their relationships to each other. The results from Structure Equation Modeling
(SEM) suggested that customer satisfaction for inpatients in the medical service
industry was based on many factors such as perceived quality, expected quality, and
information. It was also closely related to post-purchase behaviors such as customer
complaint and customer loyalty.
The path coefficients provided reliable evidence that perceived quality, expected
quality, and information were three important antecedents influencing customer satis-
faction. Perceived quality had the strongest direct effect on customer satisfaction among
the three constructs. This result was consistent with that of Gallarza and Saura [42].
Thus, managers should pay more attention to the control of quality. Since the quality of
medical services of a hospital includes many departments; good coordination and
cooperation among different departments in a hospital should be emphasized, in
addition to enhancing the quality of service of a single department. In addition to the
relatively low direct effect of information (0.15) it indirectly affected customer satis-
faction through the other antecedents of perceived quality and expected quality. The
path coefficient between information and customer satisfaction was highly significant
with the total effect, being 0.912. This indicated that information played an important
role in influencing customer satisfaction. Thus, managers should focus on publicizing
information. Information should not be merely understood as publicizing a brand, but
other aspects of information such as the amount of information and authenticity should
also be viewed as important.
Customer satisfaction was found to have a negative influence on customer com-
plaints and a positive effect on customer loyalty, confirming the findings of Fornell et al.
[13] and Hirschman [43]. A noticeably strong relationship (–0.72) existed between
customer satisfaction and customer complaints, indicating managers should always take
appropriate measures to resolve complaints and pay enough attention to customer needs.
Although service failures are inevitable with associated negative consequences, effec-
tive handling of customer complaints can transform dissatisfied customers into satisfied
customers. Thus managers should focus on effective complaints management to
maintain long-term relationship with customers and improve service performance.
Customer satisfaction had a strong positive relationship (0.83) with loyalty. Since
loyalty involves repeated use of a service provider and recommending that provider to
694 R. Yu et al.
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User Experience and Visualization in
Automotive Industry
Drivers Quickly Trust Autonomous Cars
1 Introduction
Significant advances in technology have made autonomous cars a practical reality and
the premise is that autonomous driving (AD) can improve safety, enhance driving effi-
ciency and reduce pollution [1, 2]. In AD research, the focus has been on technical
development and operational safety. However, the potential benefits of AD are all
dependent on the willingness to use the autonomous systems, stressing the importance of
user centred research. Recent user centered research studies have predominantly been
focusing on transitions of control between the driver and the automation [e.g. 3–5]. Most
studies have been conducted in a simulator setting and have been exploring human-
machine interaction (HMI) designs for handover of control. In addition, these studies
have had a performance perspective, e.g. focused on the time it takes to resume control of
the car after a transition between different levels of autonomy. Other studies have given
valuable input on users’ attitudes and expectations towards AD and their intention of use
[6, 7]. However, these studies have not included real experience of such systems. Pre-
vious research has shown that an autonomous car, on which the autonomous mode is
frequently activated, needs be experienced as trustful and convenient, in accordance with
Muir [8]. To our knowledge, no reported studies have investigated people’s experiences
of driving a fully autonomous car in a real setting. Hence, the study described in this
paper is novel in the sense that it is conducted in a “real” AD context on a test track with
the aim to explore if drivers trust a fully autonomous car and if they experience that it is
convenient to do in-vehicle tasks when in level.
Trust is a central concept in the design of new technologies and is considered to
greatly influence the adoption of AD systems. From other domains, it has been revealed
that trust plays a prominent role when it comes to using automation. In this paper, we
measure trust in accordance with measures used in previous research, such as self-
reported, glance behaviour and seating postures [9–11].
2 Method
2.1 Participants
Six Volvo Cars employees, not working with research and development, were recruited
to take part in the study. The test group comprised three women and three men ranging
in age from 28 to 59 years (M = 48.2, SD = 11.4). The participants were all regular
commuters with previous experience of diving assistance functionality, but no expe-
rience of autonomous cars.
2.2 Equipment
The study was performed at a rural test track at AstaZero (http://www.astazero.com/), a
test environment placed in the western part of Sweden. The rural tarmac road at
AstaZero is 5.7 km long and has few changes in the surroundings (Fig. 1).
The study was conducted using an autonomous research Volvo XC90 car, which is
capable at handling the test track driving environment with full autonomy. The car
behave as a level 4 car according to the SAE definition [12]. Such a car shall be able to
handle all situations without any expectation on intervention from the driver. In this
particular test setting, a safety driver positioned in the rear seat continuously monitors
Drivers Quickly Trust Autonomous Cars 701
the car and is ready to intervene if needed. A lead car, an XC90, was also included in
the study (Fig. 2).
Two GoPro Hero 3+ cameras were used to capture the behaviour and reactions of
the participants. One camera was mounted on the dashboard facing the participant and
one was mounted at the right front seat capturing the participant and the road ahead
(Fig. 3).
2.3 Procedure
Before the test occasion, a pre-study one-to-one telephone interview was conducted
with each participant. The interviews focused on the participants expectations on what
they imagine they would like to do during full autonomous driving in their daily
commute. The participants envisioned themselves using media, such as listening to
music, watching movies, reading, surf the web, eat, drink and work using their own
devices such as smartphone and laptop. To be able to meet the participant’s expecta-
tions, an in-car media center based on a touch screen was mounted in the car, coffee
and snacks were brought into the car and the participants were asked to bring their
personal devices.
702 R. Broström et al.
The test leader met up participants by the AstaZero reception, where he gave them a
brief overview of autonomous driving in general. The test leader then drove the par-
ticipant to the rural road track and at the same time he gave a description of the study
procedure. The participants were also given the opportunity to ask questions. By the
research car the participants were asked to be seated in the driver’s seat, the test leader
was seated in the passenger seat, and the test leader started out with a dialog about what
items they had brought into the car. A brief introduction was given to the interaction
with the research car, how to switch between three levels of support: no support, assisted
driving and full autonomous driving. They were informed to follow the lead car when
driving with no support and with assistance. The lead car had a speed of 60–70 km/h.
In total, the participants drove on the rural road for 90 min. The first part of 45 min
consisted of a mixed test switching between the three levels. The second 45-min part
consisted solely of a full autonomous driving test. During this time, the participants got
to engage in their individual selected tasks. A short debriefing interview was held at the
end of the test.
Previous research [e.g. 3–5] have focused on the transition between different levels of
automation, and other studies have given valuable input on users’ attitudes and
expectations towards AD [e.g. 6, 7]. This study also explored transitions between
different levels of automation; however, the main aim was to investigate if drivers trust
a fully autonomous car in a “real” AD setting. In addition, the purpose of the present
study was to investigate if participants felt comfortable doing in-vehicle tasks when the
car drove fully by itself, i.e. level 4 automation [12].
The result from the subjective Likert scale clearly shows that all participants are
comfortable doing in-vehicle tasks while in full autonomous mode (Median = 7). In
addition, the video analysis of the posture of the participants shows that most of the
participants relatively quickly got into a relaxed seating position and that they did not
hover with their hands close to the steering wheel or the foot over the brake pedal.
This indicate that the participants felt comfortable and trusted the car behaviour [10].
Drivers Quickly Trust Autonomous Cars 703
In addition, the interviews strengthen the result that participants quickly trusted the car.
As an example, one participant stated:
“I completely forgot that I am driving and that I am sitting in a car.”
In terms of glance behaviour, the results show a clear difference between non-visual
tasks (NVT) and visually engaging tasks (VET) (Table 1).
Table 1. Driver glance behaviour while in autonomous mode in terms of percent glance time on
road. NVT: non-visual task, VET: visually engaging task, POR: percent eye time on road.
Participant NVT POR Description VET POR Description
1 n/a No task 1.8 Watch TV news in in-car media center
2 86.8 Drink coffee 0.8 Watch TV series in in-car media center
3 88.3 Drink coffee 0.3 Read magazine
4 90.0 Drink coffee 0.7 Watch TV series in in-car media center
5 100.0 Drink coffee 16.7 Put on makeup
6 96.0 Phone Call 0.8 Email and messaging on phone
Mean 92.2 n/a 3.5 n/a
When occupied with the NVT, such as drinking coffee and engaging in a phone
call, all participants looked more than 85% of the time towards the forward roadway
(POR > 85). Hence, for the NVTs drivers spend long periods looking at the road even
if they do not have to, probably since this is a natural position. Even if the glance data
for NVTs indicate lack of trust to the autonomous car, the Likert and the posture data
show that participants indeed trusted it. One can assume that trust can be high even if
the driver looks out of the front window and onto the forward roadway.
For the VETs, such as watch TV series in the in-car media center or read a
magazine, glances away from the task towards the forward roadway could indicate
under-trust since the driver moves focus away from the VET towards the forward
roadway [11]. Quite surprisingly, a majority of the participants locked less than two
percent of the time towards the forward roadway (POR < 2, Table 1). This result was
confirmed both by the subjective Likert scale (Median = 7) and the objective posture
data which showed that participants really trust the car.
A bit unexpected, the POR value for participant 5 differed significantly from the
other VETs (POR = 16.7). All tasks where selected by the participants as tasks that
they were willing to do while the car was in fully autonomous mode. Putting on
makeup is obviously a very different task from reading a magazine. When putting on
makeup, the makeup mirror is positioned in the sun visor and the eyes are directed
towards the road. This may bring particular interest in looking at road compared to
when reading a magazine or watch TV.
In terms of exposure to an autonomous car, participants seem to adopt to and trust
the autonomous car in a much shorter time than expected. One explanation of this
could be the monotonous driving environment, with few traffic events and little sur-
rounding traffic. On the other hand, the test track is a very realistic setting since it is a
704 R. Broström et al.
real road, and involves real risks if the car would go off road. Also the fact that the car
repeatedly showed that it could handle all scenarios on the road, could have contribute
to the rapid build-up of trust.
Based on the results in this paper it seems like a task carried out in an autonomous
car can be much more immersive if it is motivating and has relevance for the partic-
ipant. The following quote from a participant reflects these findings quite well:
“It really feels like I am on a train, I feel safe. The first round it was very new of course, but now
there are no surprises. The magazine that I am interested in makes me relaxed. The feeling of
trust came so fast, it was as if I did not even feel the urge to check if the vehicle was doing right.
I am surprised.”
As a conclusion, the results from this study indicate that to gain trust in the autonomous
car and to experience the autonomy as convenient, (1) autonomy have to be experi-
enced for a certain amount of time, (2) the car should be able to repeatedly handle
scenarios, and (3) the time in autonomy should be experienced as valuable.
In future research it is important to go beyond testing the experiences of autono-
mous driving at test tracks and enter the real world. It is also of importance to address
long-term effects of using an autonomous car in everyday life to get evidence and input
for future designs. Other research topics to consider are the kinematics of the automated
vehicle (e.g. how aggressive one should be when passing another vehicle), adjustment
possibilities (e.g. operational, tactical and strategic), and what information is needed
from the car to enable the creation of proper trust between the driver and the vehicle. In
addition, trust needs to be studied in a wider context, taking into account the multi-
dimensionality of the construct.
Acknowledgments. This study was conducted within the project Human Expectations and
Experiences of Autonomous Driving (HEAD). The project is financially supported by the
Swedish strategic vehicle research and innovation programme (FFI). FFI is a partnership pro-
gramme run jointly by the Swedish state and the Swedish automotive industry that funds
research, innovation and development with an emphasis on climate, the environment and safety.
References
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Detroit (2010)
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vehicles in complex traffic situations: the role of traffic density. Hum. Factors 4, 642–652
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Drivers Quickly Trust Autonomous Cars 705
4. Merat, N., Lai, A., Daly, F., Carsten, O.: Transition to manual: driver behaviour when
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feasibility of car-driver handover assistance. In: the 7th International Conference on
Automotive User Interfaces and Interactive Vehicular Applications – AutomotiveUI 2015,
pp. 11–18. ACM, New York (2015)
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through a case study of autonomous cars. Int. J. Des. 11, 1–11 (2017)
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expectations of automated cars (2018, in preparation)
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before and after the experience of take-over. In: the 6th International Conference on Applied
Human Factors and Ergonomics - AHFE 2015, pp. 3025–3032. Elsevier (2015)
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automotive UIs for supporting trust calibration in autonomous driving. In: the 5th International
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AutomotiveUI 2013, pp. 210–217. ACM, New York (2013)
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Scenario-Based User Experience Research
in Automobile Interior Lighting Innovation
1 Introduction
With the developing of social economy, we are in the time of experience economy.
Except consuming goods and products, consumers are more focusing on individual
emotional experience beyond the products [1]. As a typical mass production product,
and a carrier of economy, technology and humanity, car industry is also paying more
and more attention to user experience. Traditionally, user experience of car is about
itself: styling, performance, configuration etc. However, with the developing of arti-
ficial intelligent, IOT (internet of things), user experience of car is more than product
itself, is about service, activity and environment which connect product with users.
The experience economy brings a number of changes for design and innovation.
User experience design (UED) has received extensive attention in design study and
practice among many fields in the recent years. It is a comprehensive design approach
including product design, service, behavior and environment related. Every design
elements is based on individual or group’s demands, willing, believe, knowledge,
technical, experience and awareness. User experience design emphasizes user oriental,
and brings new perspectives and methods for product design and related services
design [2].
User Experience (UX) refers to a person’s emotions and attitudes about using a par-
ticular product, system or service in the whole product life cycle. It includes the
practical, experiential, affective, meaningful and valuable aspects of human–product
interaction and ownership. Additionally, it includes a person’s perceptions of system
aspects such as utility, ease of use and efficiency. User experience is dynamic as it is
constantly modified over time due to different circumstances and changes to individual
systems as well as the wider usage context in which they can be found. In the end user
experience is about how the user interacts with and experiences the product.
The UX concept begin with human-computer interaction (HCI)。In The interna-
tional standard on ergonomics of human system interaction, ISO 9241-210 [3], defines
user experience as “a person’s perceptions and responses that result from the use or
anticipated use of a product, system or service”. According to the ISO definition, user
experience includes all the users’ emotions, beliefs, preferences, perceptions, physical
and psychological responses, behaviors and accomplishments that occur before, during
and after use. The ISO also list three factors that influence user experience: system, user
and the context of use.
Although UX started in the computer science field from 40th 20 century, it has
expanded to boarder areas. Based on UX concept, User experience design (UED) was
proposed to get better user experience in solving complex problems. In fact, UED is the
process of enhancing user satisfaction by improving the usability, accessibility, and
pleasure provided in the interaction with the product or the system [4]. User experience
design encompasses traditional human–computer interaction (HCI) design, and extends
it by addressing all aspects of a product or service as perceived by users [5].
In academic, Garrett [6] describe UX has several experiences such as brand
identities, information usability, functionality, context, etc. Normal [7] has a theory that
UX has three different levels: instinct level, behavior level and emotional level. In
industry, high-tech IT companies such as Apple, Google, IBM are recognized step
ahead leaders in UED. Such UED practices in those companies have engaged for many
years. With the rising of internet and information technology, UED is widely accepted
708 B. Ouyang and Y. He
not only in traditional product companies, but also in organizations, such as banks,
government administrations, NGO organizations.
Scenario-based UX design method mainly focuses on the interaction between user and
system. This interaction is affected each other to users and system in typical scenario.
Scenario-based UX design model can be explained in three dimensions. (Fig. 1.)
Target user: user is a changeable factor and represents diversity of human being.
Different user has different feature, including physiological characteristic (sex, age,
size) and psychological characteristic (personality). It is nearly impossible to design a
product or system to satisfy everyone. However, a group of users could have common
feature that is social characteristic, people’s activity, emotion, status, understanding and
expecting about a task, and lifestyle. Find out who are target users is the foundation of
exploring meaningful user experience.
Behavior pattern: people’s behaviors are usually not change too much in a relevant
period. It is close to human social characteristic. A group of people if they have similar
education and culture background, similar growing background, the same social status,
they will have similar and steady behavior or lifestyle. On the contrary, product or
system is growing faster. Technology develops rapidly that there is a mismatch
between human behavior and product. That is why behavior pattern study is an another
key of get better user experience.
Environment: Environments Include physical environment and virtual environ-
ment. Such as natural condition, man-made infrastructures, social organization, fashion
trend, etc.
There three combinations becomes so call user scenario. It is an interaction pattern
that typical users use product or system in a certain circumstance. Through scenario-
based user experience design, we can find innovative solutions to support product even
generate a new business-mode. For example, the Chinese bike-sharing mode, it is an
710 B. Ouyang and Y. He
innovative product-service system. The essential user scenario of it is: unlike other
sharing schemes around the world, China’s bicycles can be picked up and left any-
where, making them convenient for users.
4 Case Study
Brand identity is also kind of user experience that built base on whole images which
company tries to transfer and communicate to their customers. However, sometimes
there is a mismatch between brand and customers. Especially when brand meets culture
barrier and regional differences, the mismatch will be amplify. Since Audi entered the
Chinese market, Audi has always represented the Chinese government official vehicle
for a long time. In addition, because of this situation, the cars of Audi always give
people the sense of dignity and steady. However, with the world famous brand of
automobile entering the Chinese market, competition is becoming increasingly fierce,
the single market strategy cannot let a company survive in the future. Audi is also the
case, trying to break their traditional image, establishing a new image in front of
consumers, especially for young people, interpreting “Vorsprung durch Technik” in the
context of a new era. We try to understand the users in south China, digging out their
concerns about automotive interior lighting. Based on these researches, we also use the
latest lighting technology to create a new interior of car in order to enhance the driving
experience.
familiar lights, we can arouse their memories of lights in cars and they will realize light
seems to be an indispensable part of the car, then we gradually change the questions to
the car lights and the result of questioning will be much better (Fig. 2).
Design concept: the lighting system is design in two parts, finding and welcome.
Using holographic project and other advanced lighting technology that Audi provides
to us. The new concept provide a easy way to let business client to identify their
welcome partner, and satisfy the very important convention for business in China, give
your client VIP service. (Fig. 5)
With the new concept design, we summarize a new optimized User journey (Fig. 6).
5 Conclusion
Through theoretical analysis and case study, Scenario-based user experience research
can help designer better understand users to get creative ideas and new experience,
especially when we develop a relative small system in very effective way. In the case
study, by using scenario-based approach, we also found some interesting thing about
Chinese consumers towards automobile. We found out that the consumers in
Guangzhou are very concerned about practicability and feasibility of products. We
divided those scenarios into three parts including waiting, stress or safety, activity and
divided target groups into three parts including lifestyle, young family, and business.
Based on our scenarios and target groups, we designed some concepts to solve these
problems and the concepts are based on Audi’s latest lighting technology and other
new technologies. At the same time, we are aware that digging the concerns (problems)
and expectations of consumers in the future is a very difficult and complex process
because consumers always have strong stereotypes and do not know what they really
want. So the work also showed that scenario-based user experience research is not only
to meet the customer’s needs, but also to create new experience to surpass user’s
expectation.
References
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stage. Harvard Business School Press, Boston (1999)
2. Kuniavsky, M.: Observing the user experience: a practitioner’s guide to user research.
Morgan Kaufmann, San Francisco (2003)
3. International Organization for Standardization: Ergonomics of human system interaction -
Part 210: Human-centered design for interactive systems (2009)
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A method for evaluating long-term user experience. J. Interact. Comput. 23(5), 473–483
(2014)
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6. Garrett, J.: The elements of user experience: user-centered design for the Web. New Riders,
Berkeley (2002)
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9. Blackwell, A.H., Manar, E., (eds.) “Prototype”. UXL Encyclopedia of Science (3rd edn.).
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11. Soares, M.M., Rebelo, F.: Advances in Usability Evaluation, p. 482. CRC Press, Boca Raton
(2012)
Usability Research of In-vehicle 3D Interactive
Gestures
Abstract. With the infrared system, computer vision, ultrasonic array and other
kinds of technology rapidly developed for gesture recognition, gesture control as
a kind of natural interaction has been a well-respected research topic of in-
vehicle interaction. In this paper, we will propose evaluation indices based on
the previous works about 3D gesture control usability, and conduct usability
experiments in an indoor environment via driving simulator where three kinds of
data will be collected during the test, namely distraction while driving, perfor-
mance of risk and subjective assessment. Then an information entropy method is
used to process data. Through this method, 9 usability indicators are obtained to
measure the usability of in-vehicle 3D gesture interaction, providing a reference
for usability evaluation of in-vehicle gesture control. A set of 3D gesture
applications that accord with the habits of Chinese drivers and can be applied to
in-vehicle gesture control are also proposed.
1 Introduction
Finger-tip control and touch screen have been two main ways of in-vehicle interaction
during the past decades. However, with the rapid development of the Internet and
automobile industry, in-vehicle interaction has become more and more complex and
multi-functional. People need to deal with a lot of tasks during driving, but buttons and
touch screens, which need accurate operation interaction, are more likely to cause
traffic accidents and affect the user experience [1]. Therefore, carmakers are rapidly
integrating 3D gesture recognition technology in their infotainment systems. Gesture
control, as a natural method of human-computer interaction, are used in cars where
users’ gestures are identified through car’s camera or sensor. Differed from haptics
communication methods including button and touch screens, gesture control has a
prominent advantage of being natural and intuitive and not requiring precise operation.
Google released car control technology of gesture recognition in 2013. Then Ford
and Intel worked together to develop gesture recognition technology named Mobii on-
board system, so do BMW 7-series. The gesture interaction has become a most cutting-
edge technology as well as a most popular trend among all the other in-vehicle
interactive technologies. But at present, gesture interaction has been designed in vastly
different ways and it should also be noticed that some gestures we usually use in our
daily life may not be suitable to be applied to cars. Therefore, it’s significant and urgent
to develop a set of usability evaluation guidelines regarding in-vehicle 3D gesture
interaction as well as to propose a set of gestures that can be well-adapted to a
particular group of people.
This paper includes 7 sections. Section 2 mainly presents the background of 3D
gesture control. Section 3 outlines the usability indices based on previous works and
how these indices can be refined. Section 4 covers usability experiments and how
information entropy method can be used to analyze the differences among evaluation
indices, while Sect. 5 analyzes results of experiments. The conclusion and future work
are included in Sects. 6 and 7 respectively.
2 Related Research
The international organization for standardization (ISO 9241-11) established the most
widely used usability evaluation index for human-computer interaction. The standards
are described as the extent to which a product can be used by specified users to achieve
specified goals with effectiveness (task completion by users), efficiency (task in time)
and satisfaction (response of user in term of experience) in a specified context of use
(users, tasks, equipment & environments) [2]. In addition, Nielsen, the founder of the
usability engineering, also proposed four design indicators for 3D gesture usability,
including “learnability”, “efficiency”, “error rate” and “safety”, which can be verified
via experiment [3]. Helman I Stern proposed balancing machine factors, claiming that
using gestures while driving will bring driver operation load (as hand remains sus-
pended), and those less comfortable gestures will lead to even more operation load. He
also introduced four availability indices to evaluate gestures, including intuitiveness,
comfort, learnability and recognition rate [4]. Jun Ma et al. taking driver’s attention,
task execution and subjective evaluation into consideration, put forward that car 3D
gesture interaction should be easy to learn and easy to remember, and should be
efficient and comfortable [5].
However, current gesture control evaluation criteria proposed by ISO and Nielsen
are initially designed for a general gesture-control context, as opposed to be specifically
applied to in-vehicle applications [2, 3]. This drawback will severely compromise the
reliability of these evaluation indices for in-vehicle gesture control, as there exist a
great many differences between gesture control in vehicle and that in other environ-
ments. On the other hand, those vehicle-related criteria tend to focus on specific aspects
and still cannot be viewed as a universal evaluation system for in-vehicle gesture
control [4, 5]. Considering a great variety of gestures adopted on different car plat-
forms, it is undoubtedly significant and valuable to establish a series of universal
usability evaluation indices for in-vehicle gesture control.
Usability Research of In-vehicle 3D Interactive Gestures 717
Given that in-vehicle interaction should be done in an effective and accurate way so as
not to compromise safety of driving, effectiveness and efficiency should be considered
as two significant evaluation indices of in-vehicle gesture control usability. Particularly,
error rate can be used to measure the effectiveness mentioned above. Safety is always
top priority for driving, so it should also be added as another important evaluation
index. Moreover, given that the feedback of the 3D gesture interaction is usually not
obvious and that there exist few ways to provide gesture instructions for drivers while
driving, it is equally important that the gesture should be easy to remember. Finally,
intuitiveness, comfort, learnability and memorability which are mentioned above
should also be assessed subjectively as a measurement of the level of driver’s satis-
faction regarding gesture control. Based on this, evaluation guidelines of in-vehicle 3D
gesture usability and corresponding definitions are established in Table 1. It should be
pointed out that technological limitations of gesture recognition are not considered so
that gesture recognition rate is viewed as a usability index.
To quantify the above usability indices of in-vehicle gesture control, three aspects
of data are collected: how concentrated driver is during gesture control, how well the
gesture control operation is handled as well as driver’s subjective evaluation.
Particularly, regarding driving safety, a survey by the U.S. highway safety
administration (NHTSA) found that nearly 80 percent of all driving accidents and 60
percent of near-driving accidents are related to driver distraction [6]. The literature [7]
indicates that we can distinguish whether the driver is distracted by analyzing the
steering wheel angle standard deviation, eye position deviation, and the duration of
driver’s sight point towards one certain direction (defined as “dwell time”). Therefore,
during the driving process, the gesture operation can also be evaluated through task
completion rate, number of errors and operation time.
718 H. Tan and Q. Zhang
4 Experiment
1. On-Off
2. Previous -
Next
Music/Radio
3. Add to
favorite
4. Switch
music/radio
mode
5. Turn up-
Volume
down volume
6. Answer
call
Phone call
7. Ignore call
8. View
message
Message
9. Ignore Almost 60% of the users said there's no need to give feed-
message back to ignore message.
12. On-Off
14. Increase
/decrease fan
speed
15. Open-
Close win-
dows
Window
16. Raise-
lower win-
dows
The experiment is conducted in a quiet indoor environment, with one computer and
one Leap Motion sensor. Leap Motion sensor is connected to computer as a peripheral
hardware whereas the computer provides software support for 3D gesture recognition. In
the experiment, the simulated road is a straight road section of highway, and driving data is
collected by the simulator. 18 participants were selected aged from 20 to 45 years old, all
having at least 2 years’ driving experience, including 12 male drivers and 6 female drivers.
This 2:1 ratio is a rough approximation of the actual ration of men vs. women driving in
China. They all obey traffic rules and are used to right-handed operation.
Before a gesture test is started, participants are required to go through pre-experiment
training. During the training, participants are asked to practice gesture-control operations
for 30 min using one of the gestures from our preliminary list described in Sect. 4.1 for
each task and are free to drive in the simulator so as to get familiar with it. Besides, to
ensure that the test results are not affected in the case where participants find it hard to
memorize too many gestures at a time, participants are required to memorize gestures
corresponding to only one task, and once finishing that task, they pause for one minute and
memorize gestures corresponding to the next task (Figs. 2 and 3).
Fig. 3. (a) Infotainment system prototype and (b) Music player interface
entropy can be used to characterize the differences among various systems regarding a
particular index.
Generally speaking, if a certain index has a better ability to differentiate multiple
systems, its information entropy value is small, and the weight value of entropy is rela-
tively high. On the contrary, if a certain index cannot well differentiate multiple systems,
its information entropy is large and the weight of entropy is relatively low [9, 10].
We utilize the information entropy method to evaluate the previously mentioned 10
usability indices. These 10 usability indices are demonstrated in Fig. 4.
X
3
Hi ¼ k fij lnfij ; i ¼ 1; 2; . . .; 10 ð2Þ
j¼1
P3
where fij ¼ xij = j¼1 xij , k ¼ 1=ln3. Specially, if fij ¼ 0, then we define:
f ij ln f ij :¼ 0
722 H. Tan and Q. Zhang
Finally, we can compute the weight of entropy of index i using the following
equation:
1 Hi
wi ¼ P10 ; ð3Þ
10 i¼1 Hi
P
10
where 0 wi 1, wi ¼ 1 。
i¼1
5 Results
After gathering scores for 3 gestures regarding 10 indices in all 16 tasks, average values
of each score are calculated over 50 participants. The information entropy method is
then applied to calculating the weight of entropy of each evaluation index to differ-
entiate three different gestures for each task. Results are shown in Fig. 5.
Fig. 6. The x-axis represents the usability index number and the y-axis represents scores of three
gestures and their corresponding entropy weighting. (Index #1: Steering wheel angle standard
deviation; Index #2: Eye position deviation; Index #3: Dwell time; Index #4: Completion rate.
Index #5: Errors; Index #6: Operation time; Index #7: Memorability; Index #8: Comfort; Index
#9: Learnability; Index #10: Intuitiveness.)
724 H. Tan and Q. Zhang
᧤3᧥ ᧤10᧥
᧤11᧥
Usability Research of In-vehicle 3D Interactive Gestures 725
It should also be noted that for task 9 “Ignore Message”, more than 60 percent of
the participants view it as unnecessary to respond via gestures when a message noti-
fication appears as that notification will automatically go away itself after a short
period. Based on this piece of statistics, it is determined that gesture for “Ignore
Message” task could be omitted.
Thirdly, results we’ve calculated above (Fig. 7) also show that the subjective sat-
isfaction scores are over 3.5 out of 5 for all the 16 tasks. This demonstrates that in-
vehicle gesture control technology has reached an acceptable level of usability from the
standpoint of Chinese consumers.
6 Conclusion
7 Future Work
Research into usability of gesture interaction is still at an early stage and there exist
limited studies towards this topic that can be taken as reference. Although this study
fills in the gap of in-vehicle gesture control research, there still remain some limitations
that we need to address in the future. As this study is conducted in a driving simulation
lab, there still exists a certain degree of deviation from the real-world testing scenario.
In order to achieve results that can best describe real-world scenarios, road tests would
be implemented. This would be done as the future work.
Acknowledgments. The research was supported by National Key Technologies R&D Program
of China (2015BAH22F01), the State Key Laboratory of Advanced Design and Manufacturing
for Vehicle Body Funded Projects.
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Eye Tracking and Visualization
Application of Eye Tracking Technology
in Naturalistic Usability Assessment
of an Academic Library Website
1 Introduction
In fall 2017, a team consisting of researchers from the Center for Advanced Training
Research and Naturalistic Studies (ATRANS) and librarians at Western New England
University (WNEU) carried out a usability study on the D’Amour Library website.
D’Amour Library is the main library at Western New England University. It serves
undergraduate and graduate students, as well as staff and faculty in the Colleges of Arts
and Sciences, Business, Engineering, and Pharmacy and Health Sciences.
The D’Amour Library website (https://www1.wne.edu/library/) is intended to be
the primary point of access to databases and other electronic resources, the catalog,
research guides and tutorials, and information about library services and policies.
Freshmen students are introduced to the library website as part of a required multi-
session information literacy program. This is not the case for transfer students and
graduate students, who often learn to navigate the website with limited assistance from
faculty or library staff. It is necessary, therefore, that the website be well organized and
easy to navigate.
Academic library websites act as a gateway to the educational and scholarly
information users need to succeed in their academic endeavors, be they students,
faculty, or staff members. The library website is multi-tiered, providing first access to
the tools (databases, catalogs, etc.) needed to access information, then allowing users to
use these tools to find the information (electronic journal articles, call numbers for
books, etc.) they need. Rosenfield and Morville found that information architecture
(defined as the way information and material are grouped, arranged, labeled, and
presented to users) has a major impact on the users’ ability to accomplish a task on the
website [1]. In academia, meanwhile, the internet is the main means through which to
obtain information, and scholars and researchers regularly use library websites to
access scholarly and education information [2]. Therefore, the architecture and design
of a library website is essential to the success of its users.
A usability study was performed on the library website using eye tracking tech-
nology. The purpose of the study was to determine whether freshmen students with
limited exposure to the library website would be able to complete routine library-
related tasks and eventually narrow the time gap between themselves and librarians.
The study focuses on evaluating the learnability of the website as measured by the time
required to complete repeated tasks and the mapping of eye-fixations while completing
the tasks.
2 Literature Review
studies have been the subject of much research. Some research presented models and
frameworks for usability assessments of the academic library websites. Others inves-
tigated usability approaches as well as usability metrics and discussed their applications
in assessment of information science, namely academic library websites, databases, and
search engines.
One of the first usability studies in the field of Library and Information Science
dates back to 1997. Eliasen et al. (1997) studied the usability problem of the University
of Washington’s library by using questionnaires. The authors were of the opinion that
most navigation problems were caused by inappropriate terminology and layout. It was
of particular interest to observe how terminology and layout of a website assist students
to properly select databases. The students had better performance, namely with rudi-
mentary library instruction, when descriptive labels were used. Furthermore, a content
grouping of online sources was found more effective than subject grouping [10]. In a
2001 study, McMullen carried out a usability study on the Roger Williams University
library website and reported how it was conducted. The researcher first did a usability
study to find out the problems of the website by methods such as observation, think-
aloud technique, survey and interviewing students. Then, a prototype was prepared and
cognitive walkthrough and heuristic evaluation methods were used to evaluate the
designed website. It was reported that students got frustrated when a task took more
time than they expected. Furthermore, the reported weakness of observation and think-
aloud was that students thought they were monitored, and it affected their search
behaviors [11].
Susan Augustine and Courtney Greene were two reference librarians of the
University of Illinois at Chicago and they did a usability study in 2002. Verbal data, as
well as performance data (time on task and number of mouse clicks), were collected
and analyzed. The objective of the study was to understand users’ search behaviors.
The striking result of the study was that instead of searching through the hierarchical
order of the library website and through pages, students preferred to use the internal
engine of library’s website. The result is outstanding whereas it might change the
priority of making a website more usable or having a more powerful search engine
[12]. In 2002, two librarians carried out a usability study at Western Michigan
University. It was of particular interest to understand article search behaviors of par-
ticipants. They used formal usability testing and verbal protocol. The observation of
participants’ search behaviors while navigating library databases indicated a tendency
to apply web search behavior. Furthermore, in most cases, participants did not navigate
the bottom of the library webpage by scrolling down [13]. In 2005, three librarians of
Hunter College conducted two usability studies on the library website. The first
usability study was performed to get feedback from users. Based on received feedback,
the website was redesigned. Then, they carried out the second study to measure
whether the website’s usability had improved or not. The objective of the study was to
evaluate features of the library website in terms of ease-of-use and clarity of functions.
They expected the number of false starts from the library homepage to reduce after
implementing modifications. Participants were asked to apply verbal protocol. Fur-
thermore, they were interviewed at the end of the study. In addition, quantitative data
such as number of mouse click and time on tasks was collected. As result of the studies,
732 N. Ahmadi et al.
the layout of the library website was modified and a virtual tour of the library was
added to the main page to familiarize users who visit the library website [14].
In a 2006 study, Tsakonas and Papatheodorou proposed a usability framework for
Electronic Information Service (EIS). In the presented framework, the relationship
between a system, the contents and the users were discussed and defined in terms of
usability, usefulness, and performance. The authors explained that attributes of a
system and its content are two parameters that affect users’ behaviors. To validate the
framework, researchers surveyed and asked participants to rank each attribute based on
importance. The results showed that ease-of-use, easy to navigate, and learnability of
the system were the most important usability attributes of EIS, in order of gratitude
[15]. In 2008, librarians of Oregon State University conducted an experiment and
compared participants’ search behaviors on a metasearch system, website of library and
Google Scholar. It was of particular interest to understand reasons and factors that
affect undergraduate students to choose a search system for class assignments. The
outcome of the study indicated that familiarity with a commercial web-based search
engine is an important factor to select a search system over other options. This factor
shapes performance expectations of novice users. Speed is a factor that makes a search
engine desirable to students. In addition, they expected to be able to check available
contents and material in a system. Furthermore, it was reported that the complexity and
disorganization of the library website dissatisfied users [16]. Another usability study
was conducted on Main Library of the St. Augustine Campus of the University of the
West Indies (UWI) in 2009. The objective of the study was to identify the weaknesses
of the website to redesign it. The usability assessment was performed based on a
heuristics approach, key task and card sort. The authors reported the effectiveness of
this approach on the academic library website [17].
In a 2010 study on a digital library, the relationship between three attributes of
usability (efficiency, effectiveness, and satisfaction) was investigated. It figured out that
there was a strong relationship between satisfaction and efficiency as well as satis-
faction and effectiveness. It was noticed that the correlation between satisfaction and
effectiveness was stronger than the correlation between satisfaction and efficiency [18].
In 2011, Joo et al. presented a survey-based model for academic libraries’ usability
assessment. This model measures three attributes of usability: effectiveness, efficiency,
and learnability. Six questions were developed per attribute to measure their extent.
These questions were developed to quantify the weight of each attribute in a usability
study for a given system [19]. In 2016, another study using questionnaire survey and
checklist was carried out on the website of University of Delhi’s library to find out
usability problems. In addition to three common attributes of usability (efficiency,
effectiveness, and satisfaction) accessibility, learnability and usefulness were measured
[20]. In 2017, three librarians of the University of Houston-Clear Lake applied eye
tracking technology and verbal protocol to understand how students accomplish
complex tasks by using LibGuide. The authors interviewed students at the end of the
study sessions in order to get more information on their search behaviors. The
researchers used heat maps to visualize the attention distribution of students while
using the library website [21].
Most of the reviewed studies on the usability assessments of academic libraries
applied subjective approaches to get feedback from users on the library website.
Application of Eye Tracking Technology 733
In other words, users reported and explained their actions and thoughts or filled surveys
out. As alluded above, these methods have some drawbacks.
In the domain of academic libraries, librarians require applying an approach that
enables them to perform a naturalistic assessment of searching behaviors of actual
users. Application of eye tracking technology as a non-invasive approach allows
librarians to investigate library webpages in qualitative and quantitative methods.
Collecting eye movement data and performance data assists librarians in identifying
features of the website that need modification. In this research, the usability of an
academic website was investigated in terms of learnability. It was of particular interest
to figure out how quickly a novice learns a task on a website and how quickly a novice
user would approach the golden performance of librarians in terms of time. The out-
come of this study will be used to address usability issues of the library homepages.
3 Method
3.1 Participants
Novice and expert users of the website took part in the experiment. Novice users were
freshmen students and expert users were librarians of D’Amour Library. A total
number of 10 freshmen students, aged 18 to 19 years old, were recruited during the fall
semester of 2017–2018, prior to beginning library instruction sessions. The group of
novice students was gender-balanced. As compensation for participating in the study,
students’ names were entered into a raffle to win one of four gift cards. On the other
spectrum, three librarians participated in the study. At the time of the experiment, they
were working as Access Services and Electronic Resources Librarian, Archives and
Emerging Technology Librarian, and Information Literacy Librarian.
Next, they received five tasks, which were similar to five of the original nine tasks, and
accomplished them for the second time. Finally, participants performed three more
tasks for the third time. The list of tasks is presented in Table 1.
On the day of the experiment, the study administrator met students. Once the
consent form was signed and the subject student ID was checked, then the study
administrator briefed participants on experimental tasks. Then, participants wore eye
tracking. Once the eye tracker was calibrated, the experiment was initiated. Participants
received one task at a time. There was a 30-s time lapse between two tasks.
4 Apparatus
The eye tracking device was Tobii Pro Glasses 2. This apparatus is a 40-g head-
mounted eye tracker. The sampling rate of the eye tracker was 50 Hz. The eye tracker’s
horizontal and vertical visual field of view was more than 160 and 70°, respectively.
5 Library Homepage
The library homepage provides information about the physical library and helps users
navigate online sources. The library homepage has nine areas: (1) “Find It@ D’Amour
Library” (a discovery service that searches across many Library databases and the cata-
log); (2) “Left Hand Navigation” (provides access to five subpages); (3) “Ask a Librarian”
(includes a chat widget and contact information for the reference librarians);
Application of Eye Tracking Technology 735
(4) “Research” (has three links to electronic resources including databases, the catalog,
and research guides); (5) “I Want to Find …” (provides information on course reserves,
journals, and answered common questions); (6) “Quick Links”; (to Google Scholar,
library forms, and to a few digital services); (7) “D’Amour Library Hours”;
(8) “Library Archives”; and (9) “D’Amour Library Blog”.
6 Usability Metrics
To investigate the visual search of participants (novice and expert users) as well as the
learnability of the website, two groups of metrics were defined: (1) eye movements’
metrics, and (2) performance metrics. The eye movements’ metrics were fixation count
and fixation duration. The areas on the library homepage were defined as Areas of
Interest (AOIs) (Fig. 1, Table 2), and eye movements’ metrics were measured on each
of them. Furthermore, performance data of participants, such as time on task and
number of mouse clicks, were measured for each task. The library homepage is shown
in Fig. 1.
7 Results
The results are presented in two sections. The first section visualizes times spent on
tasks by plotting the learning curve. The plotted figure indicates the learning effect on
the times on tasks. Then, in the second part, visual search and visual attention are
graphed and the effects of learnability on the scanning pattern is plotted.
Fig. 2. Learning curves for two tasks on the D’Amour Library webpage
The average time spent on each task by librarians was considered the “golden
time”. This time was fairly constant in each trial. In case of finding a resource about a
given topic, the average time for a novice user, who did not have any prior experience
of working with the library website, stood at 96 s. These times are shown in Fig. 2.
Application of Eye Tracking Technology 737
The librarians’ time was only four seconds less than novice users. In other words,
after only three trials, novice users could narrow the gap between their times and the
librarians’ times. A similar declining trend was noticed when participants looked for
the course reserves of a given professor. In the first trial, novice users spend 96 s to find
a professor’s course reserves. This time continued to decline, but less steeply, to 43 s in
the second trial. By the third trial, this reduced to 33 s, which was only 7 s higher than
the librarians’ golden time on these tasks.
Table 3. Fixation count (number) and dwell time (millisecond) when finding a resource
AOI 1 AOI 2 AOI 3 AOI 4 AOI 5 AOI 6 AOI 7 AOI 8 AOI 9
Trail 1
Fixation count 93.1 134.6 18.3 86.3 48.3 21.0 2.5 4.2 1.9
Expert 64.0 – – – – – – – –
Novice 96.0 148.1 20.1 94.9 53.1 23.1 2.7 4.6 2.1
Dwell time 835.4 1,668.7 558.9 424.6 255.2 166.8 34.9 92.0 42.0
Expert 846.2 – – – – – – – –
Novice 834.0 1,854.1 621.0 477.7 297.7 194.6 38.8 102.2 46.7
Trail 2
Fixation count 87.7 83.8 14.1 41.5 14.1 – – – –
Expert 61.0 – – 91.0 – – – – –
Novice 90.4 92.2 15.5 36.6 15.5 – – – –
Dwell time 1,010.4 1,627.1 681.3 560.8 165.5 – – – –
Expert 526.9 – – 1,301.4 – – – – –
Novice 1,064.1 1,859.5 749.4 455.0 189.2 – – – –
Trial 3
Fixation count 157.7 22.4 3.0 57.0 22.4 – – – –
Expert 64.0 – – – – – – – –
Novice 169.4 25.3 3.4 64.1 25.3 – – – –
Dwell time 1,013.9 474.4 360.0 482.1 267.2 – – – –
Expert 755.0 – – – – – – – –
Novice 1,042.7 569.3 400.0 535.6 300.6 – – – –
In all three trials, the librarians had similar scanning patterns. They limited their
gaze points to critical regions. For the first time, the librarians only scanned one area of
the D’Amour webpage: “Find It@ D’Amour Library”. While novices scanned all of the
738 N. Ahmadi et al.
nine regions of the library webpage. The highest proportion of fixation counts were on
“Left Hand Navigation” (33%), “Find It@ D’Amour Library” (23%), and “Research”
(21%). “Left Hand Navigation” was the most fixated region of the webpage. On this
area, dwell time was longer than other areas. It indicates that participants needed more
time to understand this area. The second rank in terms of dwell time is for “Find It@
D’Amour Library”. In the second trial, the librarians’ scanning patterns were similar to
the first trial; they only scanned two areas: “Find It@ D’Amour Library”, and
“Research”. Novices, this time, limited visual search to only five areas: “Find It@
D’Amour Library”, “Left Hand Navigation”, “Ask a Librarian”, “Research”, and
“I Want to Find…”. This time, the most visited area was “Find It@ D’Amour Library”
and “Left Hand Navigation”, respectively, with 36% and 35%. This indicates that
novice users remember the path on the webpage they used before. The novice users
spent more time on “Left Hand Navigation” and “Find It@ D’Amour Library”, with
respect to order. In the third trial, there is clear indication that the novices’ scanning
patterns did not occur due to chance. This time, the most visited area was “Find It@
D’Amour Library”. It means that novice users could recognize and remember the
optimal path only after three trials. The proportion of fixation count on “Find It@
D’Amour Library” was 65%, then 24% on “Research”. In other words, 89% of all
fixation was in these areas of the library webpage. The spent time on the library
webpage to find the right path declined 29% in the second trial compared to the first
trial. For the third trial, participants needed half of the time they spent in the first trial
(Fig. 3).
There are several methods to evaluate the usability of academic libraries. Some
usability approaches focus on survey and questionnaires. The issue with the subjective
approach is that the results do not provide direct feedback on the performance of
participants. Besides, the result of the said usability approach is not that much clear and
useful to librarians to modify the webpages of libraries. For instance, one measure of
ease-of-use of an academic library is learnability. One way to visualize this attribute of
usability is measuring learnability. If a novice user’s time on a given task approaches a
librarian’s times as an expert user of the system, then it means the website has a good
design. This measure is clear and useful to the librarians as they can monitor the
improvements of the novice users’ performance of tasks by visualizing their time.
Furthermore, in the proposed approached for measuring usability, there is a baseline.
The baseline is a golden time for librarians.
In the previous usability studies, ease-of-use of the system only measured through
surveys. The question was, how much should a system improve, or which areas of the
website need modification? In other words, how should an acceptable time be defined
for each task? In this research, we used a multi-approach in usability assessment. This
approach is a combination of eye tracking technology with an emphasis on the mea-
surement of the learnability of academic libraries websites. In this multi-approach, we
repeated a task three times and then compared how fast a user could approach the
golden time of that task. In this approach, the capability of novice users to narrow the
gap between their times on tasks with librarians is the main measure. If novices require
several trials to narrow a time gap, then it indicates that there could be a potential to
improve the usability of library webpage. In addition to visualization of learnability of
website, visualization of visual attention assist librarian to understand what areas of the
website could be misleading or what areas are more demanding areas than other areas
of the website. A usability assessment based on visualization of visual attention and
learnability of the library website could improve the quality of the academic website.
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Log-Based Process Visualization
1 Introduction
Processes can be found in diverse systems, contexts, and environments, including data
transfer in networks and between companies, or production processes in industry. In
general, the term process has many different definitions. In [18] process is defined as
“A series of actions, changes, or functions bringing about a result” [19] defines a
process as “a series of actions that you take in order to achieve a result”. These
definitions include, like many others, the result as the central goal of a process.
We define a process as a sequence of events performed by different connected
components communicating with each other. A process can be of arbitrary nature. It
can, for example, be physical such as a package delivery process with physical com-
ponents (e.g., company, customer) and connections (e.g., company sends package to
customer). However, a process can also be virtual, e.g., in software systems where data
is transferred or mixed, material flow control, or home automatization, where both,
virtual data and physical objects are transferred.
Thus, processes are often illustrated by flow diagrams [17]. Nowadays, several
applications such as Microsoft PowerPoint, LibreOffice Impress, or Apple Keynote
provide various features for visualizing processes using extensive animation possibil-
ities. In all those applications, it is obviously possible to position the needed compo-
nents, customize them, or show and hide connections using animations. Users can
choose out of many styles for the components and animations in a large catalogue. The
resulting process illustration often ends up in a complex structure containing many
components and connections with many steps. Furthermore, for visualizing time
sequences, animations are needed that show and hide elements or move elements along
a path. Often, the list of animations can get confusing very fast. Once an existing
process presentation needs to be edited or duplicated to present a slightly different
scenario, time-consuming manual editing is needed in which it is often very hard to
find the right points to modify.
To overcome this issue, this paper presents a novel tool to present processes based
on a set of components and their connections. It allows easy modifications to build
different versions of the process visualizations by reusing the structure and only
modifying the events.
2 Related Work
The visualization of processes has a long history in diverse domains such as business
processes [3, 4] or processes in software [2]. In [5], Matkovic et al. present an approach
to monitor processes by combining multiple virtual instruments showing process data
on a dashboard, e.g., temperature data over time. They extend several existing virtual
instruments with, e.g., history encoding (presenting values of the near past in parallel)
and apply a Focus + Context approach combined with different levels of detail to their
dashboard. However, our tool does not visualize process data such as temperature,
instead it visualizes the process itself embedded in the overall system structure.
Bobrik et al. highlight that customizable appearance is an important aspect in
process visualization [6, 7]. In contrast to our approach, they visualize a single process
as an individual node in a node-link diagram. The approach in the paper at hand
handles a single process step as a connection between two components.
As defined in the introduction, we assume that a process consists of a sequence of
events. Automatically generated and recorded sequences of events or actions are
commonly called a log. Usually, it includes timestamps and descriptions of events,
behaviors, etc. in the system and is stored in human-readable files.
The visualization of log files has been investigated in different ways. In many cases,
log file visualization and analysis are used for anomaly detection [8, 9, 11], to uncover
patterns [10, 12] or get impressions of the behavior of the recorded system [1, 10]. One
example is the histogram matrix by Frei and Rennhard [8], used to visualize the content
of textual log files. Therefore, they use characteristics such as number of words in the
log entry or the number of characters. Similarly, most log-based visualizations focus on
the visualization of the contents of the log files.
Siirtola et al. present a visualization tool to analyze textual log files of an e-learning
platform [10]. They propose a node-link diagram representation to visualize the tasks of
the users. The transitions between tasks are visualized as simple arrows labelled with
the numbers of the corresponding transitions which is encoded in the width of the
arrow as well. However, the underlying structure of the platform is not reflected in the
resulting visualization.
In the domain of software engineering, the term sequence is strongly related to
UML sequence diagrams, a visualization to show interactions focusing on the exchange
Log-Based Process Visualization 743
of messages between a number of lifelines [13]. The lifelines represent the involved
components of the system. Often, these diagrams show a user and the system.
Yue et al. [14] propose an approach to automatically derive such sequence dia-
grams from textual use cases. The use cases to be transformed require to follow a
specific use case modeling approach containing defined key words, attributes, etc.
Without such a predefined structure, an automatic transformation is not possible.
Elallaoui et al. come to a similar conclusion when presenting their approach to auto-
matically generate sequence diagrams based on user stories [15].
Similar to the visualizations generated by our proposed tool are data flow diagrams
(DFDs). A DFD is built from elementary blocks that can be connected and interpreted
as a directed graph [17]. Its nodes represent entities or processes, the edges represent
data flows.
There are ways to automatically generate DFDs in Microsoft Visio [16]. However,
this requires exactly defined and structured Excel files. Labels, shapes, etc. have to be
specified for each node and each link has to be stored and specified in an additional list
as well.
The tool presented in this paper allows users to create visualizations to show a
sequence of process events. The processes are represented by components and con-
nections. Components form the structure of the environment, while connections link
the components and are generated based on events. The specified sequence of events
forms a script. Many scripts can be applied to the same structure.
The generated visualization provides an overview of the structure. The level of
detail of the structure depends on the detail of the events in the script and how many
components are defined in the configuration file. The tool provides different interaction
possibilities which supports the users in presenting the visualization, e.g., tracing
through the script (Fig. 1).
Fig. 1. Workflow overview. A configuration file and a script serve as input for the tool which
results in an interactive visualization.
In addition to the overview area, there are two detail areas: one area for details
about the script (Fig. 2b) and the other detail area where information about certain
visualization elements are provided (Fig. 2c).
744 J. Schwank et al.
Fig. 2. Screenshot of the tool. The visualization shows the structure of a very simple example
consisting of a customer John ordering shoes in an online shoe shop which are delivered by a
delivery service. (a) – (e) mark the different areas: (a) list of available scripts, (b) event list of the
selected script, (c) detail information about a selected connection, (d), (e) navigation control to
trace through the script.
{
"id": "customer",
"label": "John",
"color": "green",
"x": 400,
"y": 0,
"w": 200,
"h": 100,
"children": []
}
Navigation. Similar to a simple music player navigation, the tool offers Play/Pause,
Forward, and Back buttons to trace step-by-step through the script entries, either
automatically or manually (see Fig. 2d). Furthermore, a range slider enables users to
move to a certain event in the process (see Fig. 2e). Additionally, a list is given in
which the script entries are formatted in an easy-to-read table (see Fig. 2c). In this list,
the current visualized entry is colored. By selecting one item, the visualization jumps to
the corresponding step (as like selecting an event using the slider).
The navigation through the script and the visualization of the corresponding con-
nections in the structure already support the user in presenting the process.
746 J. Schwank et al.
Animation. To support the user in drawing the viewer’s attention to the currently
active component and connections, animations are automatically created. In our tool,
we realize animations for active connections by small symbols that are moving along
the actual visualized paths of the connections from one component to another. By this,
the direction of the connection is pointed out as well. The symbols can be defined by
the user. They can be either simple forms such as circles, rectangles, letters, numbers,
or even small images (icons). The specific symbol is not described in the script entry
itself. Instead, the symbols can be assigned to certain attributes in the configuration file.
Each active component is highlighted by increasing its size keeping the width-
height ratio. The user has the possibility to define additionally a highlight color by
adding an “highlight” attribute in the configuration file.
Script file. The script file contains a list of entries, i.e., the events of the desired
process. Each event contains specifications that determine its visualization. The only
required attribute is an attribute to identify the component that has caused the event.
This is needed to assign the event to the component in the visualization. There can be
unlimited additional attributes (such as data or description). These consist of the detail
information which can be shown on demand.
Example for the first script entry with the shoe order of John.
{
‘component’: ‘customer’,
‘description’: ‘order shoes’,
‘data’: ‘shoe size 7, black, US$ 45.00’
}
The entries in the script file are separated by a new line. As mentioned above, a
process is a sequence of events. As the example demonstrates, each event is recorded
and readable as a JSON object itself.
Example of how the script with the shoe order of John could look like.
{‘component’: ‘customer’, ‘description’: ‘order shoes’, …
{‘component’: ‘manufacturer’, ‘description’: ‘send shoes…
{‘component’: ‘deliverer’, ‘description’: ‘delivers shoe…
{‘component’: ‘customer’, ‘description’: ‘receives shoes…
Overall, the visualization created by the tool strongly depends on the inputs. The
elements of the visualization are defined by the user and, thus, are very flexible and
customizable. In terms of interaction and animation, the tool provides different options
to support users and viewers.
4 Case Studies
etc., are combined with a smart home server to measure and manage home devices via
smartphones or automatically by defined rules.
The components of the home automatization are placed in different rooms. In the
visualization, the smart home server is shown outside of any room, assume it is placed
in another room which is not necessary to visualize. Furthermore, there is a balcony
with an outdoor temperature sensor and a bedroom containing two windows, a heating
unit, a room thermostat, and a light (see Fig. 3). The windows are attached with a
sensor to know if the window is open or closed, the room thermostat is controlling the
heating devices in the corresponding room, in this case only one radiator.
Fig. 4. Example connections. (a) The answer of the outdoor temperature sensor to the smart
home server, the underlying event contains data and is therefore visualized by numbers. (b) The
instruction of the smart home server to the room thermostat, small black circles visualize the
instruction.
Fig. 5. Example screenshot of the PRO-OPT project. The tool is used to visualized three
companies and their shared communication platform (above the companies). Each company is
modeled as one component containing several sub-components.
If there is instead a “data” attribute in the corresponding log entry and thus sample data,
1 and 0 in black color are used (see Fig. 7).
Using the tool, project presenters were able to show how the system handles queries
and their results, i.e., that there are algorithms applied to pseudonymize, anonymize,
and aggregate the company’s data and protect it. Additionally, the visualization helps to
understand which components of the system are involved when handling queries.
Fig. 6. Query visualization: grey circles move along the connection path.
Fig. 7. Result data visualization: numbers move along the connection path to notify that data is
transferred on this connection.
750 J. Schwank et al.
During the implementation phase of the project’s platform, the tool and its visu-
alization has been supporting the developers in debugging and controlling the func-
tionality of the platform. This has been made easy because the log entries –
summarized as the scripts that are loaded in the tool – have been generated automat-
ically by the software system.
In the paper at hand, we presented a tool that enables process visualizations repre-
senting the underlying structure and displaying automatically the connections between
the components of the structure based on script files. The animation of the consecutive
entries of the script can be triggered step by step or watched in an auto-play mode.
Furthermore, the selection of certain events, let the user jump directly to the appropriate
animation. The appearance of the individual components of the system and their
connections can adapted individually, e.g., color or size.
To extend the tool, a visual editor is conceivable to set positions of the components
of the system via drag and drop and change colors and sizes by opening simple context
menus. The number of customizable elements can be increased as well, e.g., the exact
path of possible connections.
Concerning the visualization, more interaction possibilities can be implemented.
A search functionality can ease to find the correct “entry of interest” in a script. The
search for the number of a specific entry is as imaginable as the search for certain key
words in the specification of an entry. Furthermore, filtering for different aspects such
as components can be added.
By applying the concept of semantic zooming, the visualization could potentially
get more depth. It could be possible to zoom in one component to get more detailed
information about the flow situation between sub-components.
Currently, the script files are manually generated to define the desired process. In
future work, the software systems could be extended to create the scripts themselves
like they write events into log files. These automatically created scripts – following the
correct format and structure – could be presented directly and additionally used for
debugging and understanding the developed system.
Acknowledgments. This research was funded by the German Federal Ministry for Economic
Affairs and Technology in the context of the technology program “Smart Data - Innovations in
Data”, grant no. 01MD15004E.
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Bullet Graph Versus Gauges Graph:
Evaluation Human Information Processing
of Industrial Visualization Based
on Eye-Tracking Methods
1 Introduction
The collecting and understanding of data is one of the basic ways of human perception
and cognition in the world. The unprecedented and complex information challenges the
human’s ability of information processing [1–4]. Data visualization is the integration of
computer graphics, human-computer interaction, cognitive psychology, semiotics and
graphic design [5, 6]. According to the definition by Thomas and Cook, data visual-
ization is the technology that assists users in analyzing and reasoning complex data
through visualization interface [7]. “The top 10 challenges in visual analytics” points
out that the core themes of visual analysis will be focused on the depth fusion of human
cognition and visualization in the future [8].
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 752–762, 2019.
https://doi.org/10.1007/978-3-319-94947-5_74
Bullet Graph Versus Gauges Graph 753
China ministry of industry issued that the key tasks of “China made 2025”, which
proposed to the development of industrial data visualization in manufacturing service
platform [9]. Industrial visualization interface is a critical factor in intelligent manu-
facture information systems. Industrial data visualization focus on the manufacturing
data collection, extraction and feature analysis, present into the form of graphical,
which help users to monitor, judge and make decisions. Furthermore, the industrial data
visualization interface is the important way of factory operators to obtain production
information and real-time monitoring. In summary, the key factors of industrial data
visualization mainly have those of characteristics: (1) the environmental parameters;
(2) the maintenance records; (3) the operating conditions data; (4) the equipment
performance data; (5) other equipment operating data. However, the difficulty of the
visualization of industrial data is how to transform the complex information along with
the human’s mental mode, transform data into the visual information elements that are
easy to perception and cognition.
In this research, we conducted an eye-tracking experiment in industrial visualiza-
tion interface. Using the eye-tracking method, we were able to analyze the human
information processing and task solution strategies of participants during real task
procedure. The theoretical framework of this study is shown in Fig. 1.
2 Related Research
In the field of evaluation methods for information visualization systems, Ware [10]
introduced a methodology for evaluating the cognitive cost of graph aesthetics. Gho-
niem [11] described taxonomy of generic graph related tasks along with a
computer-based evaluation designed to assess the readability of two representations of
graphs. Heer [12] investigated techniques for visualizing time series data. Goldberg
[13] used eye-tracking method to compare radial and linear graphs visualization. Burch
et al. [14] used eye-tracking methods to evaluate participants’ reactions to different tree
754 L. Wu et al.
3 Experiment Method
3.1 Definitions
In order to confirm the following hypotheses, we designed a multiple-variable (3*2*2)
experiment study. The independent variables in this study are information style (ver-
tically bullet graphs, horizontally bullet graphs and gauges graphs), information
complexity (low information complexity and high information complexity) and task
complexity (one target and three targets). The dependent variables are time to first
fixation and subjective feelings. In this paper, we measure human information pro-
cessing using eye-tracking data (objective metric) combined with a subjective feelings
questionnaire (subjective metric).
3.2 Hypotheses
The main hypotheses of this study are as follows:
H1: information style significantly affects the time to first fixation.
H2: information complexity significantly affects the time to first fixation.
H3: task complexity significantly affects the time to first fixation.
3.3 Participants
A total of 40 students at china university of geosciences were randomly selected to
participate in this experiment. There were 19 male and 21 female students, ages 18–29
(mean age = 23.58, SD = 1.97). Male subjects accounted for 47.5% of the study,
Bullet Graph Versus Gauges Graph 755
female subjects accounted for the remaining 52.5%. All participants had normal or
corrected-to-normal color vision, 8 participants wore glasses and 2 of them wore
contact lenses. None of the participants had prior eye surgeries or eye problems such as
“droopy” eyelids.
3.6 Procedure
Before the experiment began, participants were asked to read an introduction of the
experiment requirements and then sign the “experimental consent”. Next, they read a
short manual about the experiment stimuli to insure they were able to understand and
solve the given task. When the participant was ready, we started the eye-tracking
experiment. The participants were asked to find the temperature alarm graphs in each
task as soon as possible. We recorded the time and the gaze plot it took them to find the
AOI (temperature alarm graphs).
Until the participants confirmed they had found the temperature alarm graphs, and
then they needed to tap “Space Bar” by their forefinger of the left hand to the next task,
see Fig. 3. After taping the “Space Bar” of keyboard, participants entered the next task.
After all the twelve tasks were finished, participants were immediately asked to
complete the subjective feelings questionnaire. The questionnaire answers were
recorded by the Tobii Studio software 3.3.1. Finally, 40 participants completed all the
480 tasks (40 participants *12 tasks).
4 Experiment Results
4.1 Gaze Plot Analysis
The gaze plot showed the sequence and position of fixations on the information
visualization interface. The size of the dots indicates the length of fixation duration.
Meanwhile, the numbers in the dots represent the order of the fixations. Different colors
represent different participates. The frequency of visual gaze manipulation was related
to the length of the fixation duration and difficulty of understanding information
visualization interface.
Firstly, we compared the gaze plot from the three information type. The visual
search trajectory of the vertically bullet graphs is distributed along the horizontal
direction. Then, the visual search of the horizontally bullet graphs is distributed along
the longitudinal direction. However, the visual search trajectory of the gauges graphs is
distributed horizontally and longitudinally, which is much more complicated.
Secondly, we compared the gaze plot from each of the information complexity. The
gaze plot visualization showed that as the information complexity increased, the gaze
plot gradually become more complicated and disorderly. The results indicate that as
information complexity increased, there is an increase in the user’s cognitive workload
and the visual search tracks become longer and more dispersed over the interface area.
Thirdly, we compared the gaze plot from each of the task complexity. It is found
that there is significant difference between the one target task and the three targets.
Since the user’s cognitive capacity is limited, increasing the task complexity decreases
the user’s effective visual focusing, see Fig. 4.
Furthermore, at the high information complexity and three targets level, the visual
search strategies of gauges graphs showed these differences, the time to first fixation
being significantly longer compared to two types of bullet graphs and three targets. At
last, the time to first fixation of the horizontally bullet graphs was the shortest in high
information complexity and three targets level.
To further validate the research hypotheses, repeated measures were used to
examine the association between information style, information complexity and task
complexity. The results suggest that information style produces a significant effect, F
(2, 78) = 31.83, P value <0.05, η2 = 0.45; information complexity also produces a
significant effect, F (1, 39) = 183.72, P value <0.05, η2 = 0.83; At last, task com-
plexity produces a significant effect, F (1, 39) = 40.40, P value <0.05, η2 = 0.51.
Furthermore, there is significant interaction between information style and information
complexity, F (2, 78) = 17.31, P value <0.05. There is also significant interaction
between information style and task complexity, F (2, 78) = 8.82, P value <0.05.
Finally, there is significant interaction between information complexity and task
complexity, F (1, 39) = 16.58, P value <0.05, see Fig. 6.
Fig. 6. The line chart of the time to first fixation based on independent variables
Through the chi-square test results, we can see Pearson Chi-Square = 54.397, p
value <0.05, indicating that there are significant differences in the three information
styles. The result showed that there is a significant impact on subjective evaluation. The
participant has significantly felt higher levels of cognitive workload in gauges graphs.
In addition, participant felt significantly higher levels of satisfaction in vertically bullet
graphs and horizontally bullet graphs. It should be noticed that many participant felt
that the aesthetic effect of gauges graphs is the best, see Fig. 7.
5 Conclusion
This paper presents study investigating the effects of information style, information
complexity and task complexity on visual search tasks by measuring eye movements
and subjective feelings. The aim of this research is to assess the impact of both
independent variables on human information processing in industrial information
visualization interface. In this study, eye-tracking technology revealed how operators
visually processed different independent variables levels of industrial visual analytics
systems.
The main task of industrial information visualization is to help users extract useful
information from the complex manufacturing data. The information visualization could
potentially increase the understanding of the digital production status and ultimately
enhance decision making for the use of industrial visual interfaces. A statistical analysis
of the data showed that information style, information complexity and task complexity
significantly affected the human information processing.
Bullet Graph Versus Gauges Graph 761
Acknowledgments. The research financial supports from the Natural Science Youth Foundation
of Hubei Province (2017CFB276) and CES-Kingfar Excellent Young Scholar Joint Research
Funding (CES-KF-2016-2018).
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Effectiveness of Eye-Gaze Input Method:
Comparison of Speed and Accuracy Among
Three Eye-Gaze Input Method
1 Introduction
We can naturally direct our eyes toward the location of a target to be pointed and eye
movements are faster than hand movements. When pointing an object in human-
computer interactions, an eye-gaze input system is more intuitive and faster than that a
mouse [1–8]. Sibert and Jacob [2] and Murata [3] found that the pointing time was
faster using gaze with short dwell times less than 150 ms than that using a mouse.
Agustin et al. [9] evaluated the potential of gaze input for game interaction. They
suggested that there is a potential for gaze input in game interaction, given a sufficiently
accurate and responsive eye tracker and a well-designed interface.
There are still a lot of problems we must overcome so that such an input system can
be put into practical use in actual HCI tasks. When dragging or menu selection tasks are
executed, unlike click tasks, it is very difficult to accomplish these tasks with only eye-
gaze. The promising candidate of inputs in drag or menu selection task is key press or
voice input. However, the effective additional input method to be used in drag or menu
selection tasks has not been fully explored until now.
This study attempted to compare the pointing performance (speed and accuracy) of
a variety of eye-gaze input methods in three HCI tasks (click, drag, and menu selec-
tion). For the click task, the eye-gaze input methods were (c)-(i) eye-gaze input with
fixation, (c)-(ii) eye-gaze input with pressing BS key, and (c)-(iii) eye-gaze input with
voice (voice1: uttering only a command “left” corresponding left click of a mouse).
The performance measures in the drag task were compared between Method (d)-(i) eye-
gaze input with pressing BS key and (d)-(ii) eye-gaze input with voice (voice1). In the
menus selection task, the performance was compared between Method (m)-(i) eye-gaze
input with voice (voice1) and (m)-(ii) eye-gaze input with voice (voice2: uttering one
of the following menu items: “save”, “print”, “cut”, “copy”, and “paste”). The input
method and the target size were within-subject experimental variables. It was examined
how these variables affected pointing performance (speed and accuracy) and subjective
rating on satisfaction and workload. Some limitations of the present eye-gaze input
technology were pointed out, and an effective method was discussed to resolve these
limitations. Implications were also made for the HCI design of eye-gaze input system
especially when the system is used together with other input modalities such as voice
input or key press.
2 Method
2.1 Participants
Three undergraduates took part in the experiment. All of them are using PC more than
four hours a day. They had no orthopedic or neurological diseases.
2.2 Apparatus
Using EMR-AT VOXER (Nac Image Technology), an eye-gaze input interface was
developed. Visual C# (Microsift) was used as a programming language. This apparatus
enables us to determine eye movements and fixation by measuring the reflection of
low-level infrared light (800 nm), and also admits the head movements within a pre-
determined range. The eye-tracker was connected with a personal computer
(HP, DX5150MT) with a 15-inch (303 mm 231 mm) CRT. The resolution was 1024
x 768pixel. Another personal computer was also connected to the eye-tracker via a
RS232C port to develop an eye-gaze input system. The line of gaze, via a RS232C
port, is output to this computer with a sampling frequency of 60 Hz. The illumination
Effectiveness of Eye-Gaze Input Method 765
on the keyboard of a personal was about 200 lx, and the mean brightness on CRT was
about 100 cd/m2. The viewing distance was set to about 70 cm.
3 Results
As similar results were obtained for three participants, the results of Participant A are
shown below. The reaction time of click task (Participant A) is compared between
small and large target sizes and among input methods in Fig. 1. The percentage correct
(Participant A) is plotted as a function of input method and target size in Fig. 2. In
Fig. 3, the satisfaction and workload score (Participant A) are depicted as a function of
input method and target size.
1400
Small Large
1200
Reaction time ms
1000
800
600
400
200
0
Mouse Fixation Eye gaze + BS Eye gaze + voice1
Method
Fig. 1. Reaction time as a function of input method and target size (Participant A: click).
The reaction time of drag task (Participant A) is shown as a function of target size
and input method in Fig. 4. Figure 5 compares the percentage correct (Participant A)
among input method and between target sizes. In Fig. 6, the satisfaction and workload
score (Participant A) are depicted as a function of input method and target size.
100
90
Percentage correct %
80
70
60
50
40
30
20
10 Small Large
0
Mouse Fixation Eye gaze + BS Eye gaze + voice1
Method
Fig. 2. Percentage correct as a function of input method and target size (Participant A: click).
Effectiveness of Eye-Gaze Input Method 767
4
Satisfaction
3
1
Mouse Fixation Eye gaze + Eye gaze +
BS voice1
4
Workload
1
Mouse Fixation Eye gaze + Eye gaze +
BS voice1
Fig. 3. Subjective rating of satisfaction and workload as a function of input method (Participant
A: click). Upper: Satisfaction score, Lower: Workload score.
1200
Small Large
1000
reaction time ms
800
600
400
200
0
Mouse Eye gaze + BS Eye gaze + voice1
Method
Fig. 4. Reaction time as a function of input method and target size (Participant A: drag).
768 A. Murata and M. Moriwaka
100
90
Percentage correct %
80
70
60
50
40
30
20
10 Small Large
0
Mouse Eye gaze + BS Eye gaze + voice1
Method
Fig. 5. Percentage correct as a function of input method and target size (Participant A: drag).
4
Satisfaction
1
Mouse Eye gaze + Eye gaze +
BS voice1
5
4
Workload
1
Mouse Eye gaze + Eye gaze +
BS voice1
Fig. 6. (a) Subjective rating of satisfaction and workload as a function of input method
(Participant A: drag, Satisfaction score). (b) Subjective rating of satisfaction and workload as a
function of input method and target size (Participant A: drag, Workload score).
Effectiveness of Eye-Gaze Input Method 769
The reaction time of drag task (Participant A) is shown as a function of target size
and input method in Fig. 7. Figure 8 compares the percentage correct (Participant A)
among input method and between target sizes. The satisfaction and workload score
(Participant A) are depicted as a function of input method and target size (see Fig. 9).
3500
Small Large
3000
Reaction time ms
2500
2000
1500
1000
500
0
Mouse Eye gaze + voice1 Eye gaze + voice2
Method
Fig. 7. Reaction time as a function of input method and target size (Participant A: menu
selection).
100
90
Percentage correct %
80
70
60
50
40
30
20
10 Small Large
0
Mouse Eye gaze + voice1 Eye gaze + voice2
Method
Fig. 8. Percentage correct as a function of input method and target size (Participant A: menu
selection).
4 Discussion
The pointing time in the click task increased according to the following order: (c)-(i)
eye-gaze input with fixation, (c)-(ii) eye-gaze input with pressing BS key, and (c)-(iii)
eye-gaze input with voice (voice1). The pointing time was shorter than that of the
mouse. The pointing accuracy of mouse and (c)-(i) eye-gaze input with fixation was
nearly equal to 100% and by far higher than that of Method (c)-(ii) and (c)-(iii). As far
as this experiment is concerned, the target size did not have a major effect on the
reaction time. The percentage correct of Method (c)-(ii) and (c)-(iii) was affected by the
target size. The subjective rating of satisfaction and workload was especially poor for
770 A. Murata and M. Moriwaka
Satisfaction 4
1
Mouse Eye gaze + Eye gaze +
voice1 voice2
4
Workload
1
Mouse Eye gaze + Eye gaze +
voice1 voice2
Fig. 9. Subjective rating of satisfaction and workload as a function of input method (Participant
A: menu selection). Upper: Satisfaction score, Lower: Workload score.
Method (c)-(iii). The results mean that the performance of eye-gaze input is degraded
when eye gaze was combined with voice input.
Concerning the drag task, Method (d)-(i) tended to be faster than Method (d)-(ii).
This is also suggestive of the disadvantage of voice input combined with the eye-gaze
input. The pointing accuracy of both methods was not satisfactory and ranged from
70% to 80%. This indicated that Method (d)-(i) and (d)-(ii) must be further improved
when used for the drag task. Even in this task, the subjective rating of satisfaction and
workload was especially poor for Method (c)-(ii) that combined voice with eye gaze.
As for the menu selection task, the reaction time did not differ significantly between
Method (m)-(i) and (m)-(ii). Moreover, unlike click and drag tasks, the reaction time
was longer than that of the mouse. It must also be noted that the pointing accuracy of
Method (m)-(ii) was by far lower than that of Method (m)-(i) especially when the target
size was small. The larger target size tended to lead to faster and accurate pointing.
However, the results indicates that the eye-gaze input system in such a menu selection
task is not sufficient as it is and further improvement is necessary to put the eye-gaze
input into practical use.
Effectiveness of Eye-Gaze Input Method 771
It seems that the better pointing method differs according to the type of tasks.
Especially when eye-gaze input must be combined with voice, this input method
should be further elaborated. Other than the click task, the pointing accuracy was at
most 90%. Therefore, the results suggest that future research should be conducted to
propose an effective method to increase the prediction accuracy for both drag and menu
selection tasks. The low prediction accuracy when eye gaze must be combined with
voice for all of three tasks must be attributed to the coupling of subtle movement
(jittering) of cursor and other inputs such as key press or uttering when a cursor was
within a target. A promising candidate of methods to increase the prediction accuracy
and shorten the reaction time (pointing time) is discussed below.
Although using only the eye gaze is more natural and desirable as suggested by
Bader and Beyerer [10], it is practically difficult to use only the eye gaze especially
when the interactive tasks are complicated as in drag and menu selection tasks. When
executing such complicated tasks, the combination of eye-gaze input with voice input
or key pressing is one solution. However, such a technique has disadvantages and
could not attain satisfactory performances as demonstrated in this study. When
involuntary eye movements during fixation occur simultaneous with the utterance for
voice input or key press, it is highly possible that the fixation point is deviated from the
target, and thus the accuracy and speed of pointing is degraded. This must be caused by
the interference of the visual system and the muscular or auditory system. This must
lead to inaccurate and slow pointing operation. Although Partala et al. [11] studied the
benefit of combining gaze pointing and facial-muscle EMG clicking compared to
mouse input in target acquisition tasks, a very high error rate (34%) was observed.
Surakka et al. [12] extended the previous study by Partala et al. [11] with a more
detailed Fitts’ law analysis, and showed that gaze-EMG input combination was more
effective for long-distance movement than the mouse, but for short distances the mouse
was more effective. This study also used an eye-gaze combined with muscular
response. This unnatural setting might lead to low prediction accuracy.
It is speculated that such an event (interference of eye gaze with utterance or key
pressing) further makes it irritating for users of eye-gaze input system to execute
complicated tasks such as menu selection tasks. It is, therefore, expected that the
prevention of involuntary eye movement during a fixation within a target will further
improve the usability or performance of eye-gaze input system from both pointing
speed and accuracy. Although Kumar et al. [13] attempted to improve the pointing
accuracy of eye-gaze input using a smoothing technique of eye gazes, the pointing
accuracy remained at most 92%. This needs to be further improved. Therefore, future
research should explore the effectiveness of prevention method of subtle cursor
movements within a target (jittering) such as an automatic lock of cursor movement
within a target area.
772 A. Murata and M. Moriwaka
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input devices. ACM Trans. Comput. Hum. Interact. 1(1), 2–26 (1994)
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input for game interaction. Psychnol. J. 7(2), 213–236 (2009)
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interaction. In: Nakano, Y.I., Contai, C., Bader, T. (eds.) Eye Gaze in Intelligent User
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York (2013). https://doi.org/10.1007/978-1-4471-4784-8_9
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activity as a new pointing technique. In: Hirose, M. (ed.) Interact 2001, pp. 100–107. IOS
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interaction technique. ACM Trans. Appl. Percept. 1, 40–56 (2004)
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gaze input for interactio. In: Proceedings of the 2008 symposium on Eye tracking research &
applications, pp. 65–68. Savannah, GA (2008)
Assistive Technology and Design
Solutions
A Digital Assistance System Providing Step-by-
Step Support for People with Disabilities
in Production Tasks
Abstract. The use of Assistive Technology (AT) plays a significant role in the
advancement of greater independence for individuals with disabilities in their
work life. In particular, digital step-by-step support can enable people to perform
production tasks that were formerly difficult to accomplish. In this paper, we
focused on finding a solution for a specific production process. To this end, we
set up a prototype assistive system for performing a cutting task which provides
step-by-step support for people with disabilities. In an evaluation study with
impaired people, we investigated how our assistive system affects the task
efficiency as well as participants’ subjective evaluation of perceived mental
effort and system usability. Results show advantages for step-by-step support
with regard to users’ task efficiency and subjective evaluation.
1 Introduction
Approximately 15% of the world population are suffering from at least one disability.
Unfortunately, this percentage is expected to grow rapidly in the coming years due to
population ageing, chronic health conditions such as cancer and mental disorders [1].
In the industrialized countries, around 80 million people suffer from a disability
(ranging from mild to severe) and face significant challenges in almost every area of
society such as in employment [2, 3]. People with disabilities are usually economically
disadvantaged and experience higher rates of unemployment (17.4%) than people
without disabilities (10.2%) [4, 5]. On the other hand, technological advancement in
recent years offers great potential in enhancing job opportunities for disabled people
based on their abilities and resources [6]. In this context, assistive devices and tech-
nologies can play a key role in enabling the inclusion of people with disabilities as
active and independent participants in the labour market.
In this paper, we introduce how such an assistive system can promote both quality
of work and independence of people with disabilities by carrying out complex
industrial tasks with great care and precision. In cooperation with an organization for
handicapped people, we developed a hardware-based assistant system with a graphical
user interface that supports people with disabilities producing high-quality jewelry
boxes using step-by-step video instructions. Without an assistive system, disabled
workers need stringent monitoring by attendants. Nevertheless, a significant proportion
of jewelry boxes has to be sorted out because they are faulty, inaccurate or daubed with
traces of glue. With the introduction of a digital assistance system we aimed at sup-
porting workers in producing the jewelry boxes with absolute precision (see Fig. 1).
Fig. 1. Producing a jewelry box: raw material (left), cut material (middle), glued and folded
material to a jewelry box (right).
2 Related Work
In recent years, a large number of assistive systems for people with special needs have
been developed for supporting them in everyday life activities that rely on a variety of
different technologies such as mobile devices [7, 8], speech recognition [9–11], gesture
recognition [12, 13], augmented reality (AR) [14, 15], virtual reality (VR) [16, 17] and
autonomous robot systems [18, 19]. A general review about assistive technology
systems for people with disabilities is provided by Sauer et al. [20]. However, assistive
systems for inclusion of people with disabilities into the regular labour market have not
yet been investigated to this extend. In the following, we present the related work
regarding available assistance systems for impaired people in industrial environments.
One line of research addresses in-situ projection for workplaces [21]. For instance,
Korn et al. [22] investigated the potential of thereof in a sheltered work organization.
They used a toolkit for measuring the performance of impaired persons and built a
prototype system projecting work instructions directly into the workplace [23]. Sub-
sequently, they analyzed the effect of in-situ projection on participant’s work quality
and acceptance of the system. Results with regard to work quality were heterogeneous:
A Digital Assistance System Providing Step-by-Step Support for People 777
some participants could reduce their assembly time and error rates through the system,
while others were overwhelmed by using the prototype and performed worse. With
respect to system acceptance, however, all participants indicated that they would like to
retry the system. Furthermore, Baechler et al. [24] evaluated different pictogram
visualizations for order picking tasks with cognitive disabled employees. In a com-
parative wizard-of-oz study, 24 employees tested four picking visualizations: pick-by-
projection, pick-by-paper, pick-by-light and pick-by-display [25]. Dependent variables
such as picking time, error rate and participants’ perceived mental effort in using the
system were measured. In contrast to other methods, participants made almost no
mistakes with the pick-by-projection.
With regard to picking time and subjective mental effort, pick-by-light was the first,
pick-by-projection the second-best method. Funk et al. [26] investigated the impact of
in-situ-projection instructions on workers with disabilities in an assembly scenario. In a
user study with 64 participants, they compared a contour-, a video- and a pictorial-
visualization to a control group using no visual feedback. They found that participants
made fewer errors and were faster using the contour-visualization in an assembling task.
These “conventional” assistive systems in production environments focus mostly
on technical aspects of the assembly. To make work more attractive and to increase
motivation of impaired workers, different design approaches of motion-controlled
gamification1 have been recently introduced for disabled workers in production (e.g.
the tetris design [27], the circle design [28] and the pyramid design [29]). The results
reveal that there is a common tendency towards higher work speed and motivation of
workers with disabilities, when gamification components are integrated for future
implementations into the production process.
In spite of the fact that there are various research projects about augmented-based
assistive systems for impaired people, there is no previous work combining a
computer-based system with manual support for specific tasks like cutting, folding and
gluing. In this paper, we explored how to find a reliable solution that can be also
transferred to similar production tasks in a modified form. Subsequently, we tested the
prototype in an evaluation study with disabled workers from a sheltered work
organization.
1
“[…] the use of video game elements in non-gaming systems to improve user experience (UX) and
user engagement” [32]
778 V. Aksu et al.
folding. The following paragraphs describes the general approach and implementation
concept in more detail.
In a first step, the cutting process was analyzed and adapted to the needs of people
with special needs. The requirement analysis led to the creation of a 3D mould (see
Fig. 2a) with a hard plastic template that workers can place on the fiberboard to cut it
precisely along the line (see Fig. 2b). As a cutting tool, we printed two 3D handles
which allows for interchangeable blades (see Fig. 2c). The user can choose between a
45° and −45° angle blade depending on which line they are cutting. The mould is
equipped with remote controlled LEDs using Arduino and Bluetooth technology in
order to guide the worker through the cutting steps by presenting video instructions on
a mobile device. The video instructions were recorded from a bird’s-eye view in HD
resolution. A brief interruption of one second was added to the end of each step to
enable users getting a better temporal orientation while cutting the fiberboard. To
facilitate the user playing the instructions in a simple manner, we implemented a
software with a user-friendly graphical interface using C++ and Qt (see Fig. 2d). With
the click of a button integrated in the mould, the user can skip to the next step after
performing the current subtask. Blinking LEDs before each step support the user
finding the right position to cut quickly. Furthermore, the software allows attendants to
edit or create new work instructions.
Fig. 2. Prototype system: (a) 3D mould, (b) hard plastic template, (c) cutting tool, (d) graphical
user interface.
For the glueing task, we used an automatic glue dispenser (Drifton 2000-D)2 with
timer control and foot pedal. It regulates the dosage of the adhesive with the air
pressure and thus enables accurate application of the glue (see Fig. 3). To facilitate the
last stage of folding, we printed a 3D folding aid that allows the user to form the glued
fiberboard into a box shape. The aid consists of two identical moulds, only differing in
height, that are mounted directly one above the other: Firstly, the glued fiberboard is
placed the enclosed square on the one mould and is pressed carefully down with one
finger until the desired box shape is achieved. Subsequently, the other mould is fitted to
the top side of the box. A soft cloth is used to avoid scratching and to achieve a more
stable fixation of the box (see Fig. 3).
2
http://www.drifton.eu/.
A Digital Assistance System Providing Step-by-Step Support for People 779
Fig. 3. Automatic glue dispenser (left), folding aid with a soft cloth (middle), folding process
(right)
In the present study we focus on the cutting process which turned out to be the most
demanding and complex subtask of the production process. First solution approaches of
glueing and folding tasks are described and discussed, however they are not included in
this study.
3.3 Procedure
The study was conducted as part of a workshop for handicapped people. First, par-
ticipants were welcomed by the experimenter. Prior to participation, all participants
were given a brief description about the aim and procedure of the study. Then, the
experimenter demonstrated how to use the system with and without step-by-step
support and clarified all outstanding issues until the participants felt confident in their
780 V. Aksu et al.
understanding and handling of the prototype. The demonstration phase was carried out
to ensure that all participants have an equal foundation of experience in using the
prototype. The order of experimental conditions was randomized. Subsequently, par-
ticipants were asked to conduct the same cutting procedure with and without step-by-
step support (see Fig. 4). The condition with step-by-step support contained 17 sub-
tasks (see Table 1).
Fig. 4. The evaluation study: Demonstration of the cutting process (left), participant performing
the cutting task (right).
After finishing the task, participants gave a post-task rating of their perceived
cognitive workload on the SEA scale and were then asked to fill out the SUS ques-
tionnaire. Finally, participants were debriefed and thanked for their time.
3.4 Participants
Five German speaking male participants with different levels of cognitive disability
took part in this study. They ranged in age from 20 to 21. The participants mean age
was 20.6 years (SD = 0.55). One of the participants had a physical disability and used a
manual wheelchair. The study was conducted at the Werkstätte of Lebenshilfe Detmold
A Digital Assistance System Providing Step-by-Step Support for People 781
e.V., a German sheltered work organization supervising about 890 workers with
cognitive and motoric limitations. Neither of the participants had previous experience
with our supporting system.
4 Results
Fig. 5. Comparison of mean values and standard deviation for the variables time on task (left),
task success (middle) and task accuracy (right).
Time on task: We compared the sum of participants’ completion time for finishing the
cutting task across experimental conditions. The mean task completion time in the
“with support”-condition was 161 s while tasks performed without support took about
218 s on average.
Task success: Task success measures whether participants succeeded or failed at a
task. A score of 1 was given for “full success” on a task, 2 for “partial success” and 3
for “no success” (see Fig. 2). In both experimental conditions, participants’ success rate
was maximal (M = 1, SD = .00).
Task accuracy: Participants’ accuracy in task performance was measured as follows: 1
for “participant solved the task without help”, 2 for “participant solved the task with
trial & error”, 3 for “participant solved the task with a single hint of the lab member”
and 4 for “participant solved the task with constant support of the lab member”. On
average, participants’ accuracy in the “with-support”-condition (M = 1.6, SD = .894)
was higher as in the “without-support”-condition (M = 4, SD = .00).
782 V. Aksu et al.
Subjective Evaluation
Participants’ subjective evaluation of the interaction was measured with standardized
inventories in the dimensions of perceived mental effort and usability of the prototype
(see Fig. 6).
Fig. 6. Comparison of Subjective Perceived Effort (SEA, left) and of System Usability Scale
(SUS, right) in “with-support” and “without-support”-condition.
5 Discussion
In this paper, we investigated the potential of step-by-step support for people with
disability using an assistive system in production. We applied a user-centered
methodology and implemented a prototype which enables disabled workers to perform
a specific subtask of cutting a square fiberboard for producing jewelry boxes. In an
evaluation study, we compared our assistive system being employed either with or
without step-by-step instruction. Our results can be summarized in two major points.
First, participants’ efficiency on using the prototype was assessed with regard to
time on task, task accuracy and task completeness. Along the dimension time on task
and time accuracy, the “with-support” condition was rated more efficiently than
A Digital Assistance System Providing Step-by-Step Support for People 783
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My Intelligent Home (MiiHome) Project
1 Introduction
Our autonomous remote monitoring and decision support system deploys low-cost, off-
the-shelf embedded technologies in the home to provide affordable solutions to allow
older people to live at home for longer. We have three objectives: (1) to evaluate the
effectiveness of using MS Kinect and other sensors for remote monitoring of the elderly
in the home; (2) to assist clinical teams with the assessment of performance of routine
activities of daily living in the periods between clinic visits [1], (3) to maintain or
improve elderly quality of life, and promote independent living in their own home. In
this study, we demonstrate our findings of the effectiveness of the remote monitoring.
To deliver these objectives we have worked closely with all stakeholders including
technologists, health and social care delivery teams, those who supply social and
affordable housing and most importantly the older people who are potential benefi-
ciaries of the technology.
The participant centric approach is at the heart of the health and social care mandate
of Salford Together.
1.1 Setting
Salford Royal NHS Foundation Trust delivers health and social care services in the City
of Salford, Greater Manchester, UK. It operates under the umbrella of the Northern Care
Alliance NHS Group comprising the Care Organisations of Salford, Bury & Rochdale,
Oldham and North Manchester. In Salford, around 70% of the population live in areas
classified as highly deprived and disadvantaged. The population of Salford therefore
experiences health and well-being that is worse than the national average in the UK.
People in the city are likely to die earlier and live longer with disability [2].
The Salford care organisation not only provides hospital care, it plays a much
broader role in the locality and is supporting the establishment of a new integrated
model of care. It is working closely with the local Council to develop an Integrated
Care Organisation (ICO) called “Salford Together” [3]. Salford Together is a part-
nership between Salford City Council, NHS Salford Clinical Commissioning Group,
Salford Royal NHS Foundation Trust, Salford Primary Care Together and Greater
Manchester Mental Health NHS Foundation Trust.
The partnership is working to transform the health and social care system in Salford
by integrating health and social care, bringing the services of GPs, nursing, social care,
mental health, community based services and voluntary organisations into a more
joined up system that focuses on a person’s individual needs and provides them with
the support to manage their own care.
Salford Together conducted a community engagement exercise in 2017 called the
“The Big Health and Social Care Conversation” [4]. The aim was to provide early
opportunities for active, open, dialogue on developing health and social care plans in
Salford and to allow service users, carers and other stakeholders to input to and be
involved in the transformation process. In total 4200 people were directly engaged with
face-to-face and this was backed up by more than 19,000 interactions online (website
and social media). From this some 1671 Salford people filled in a written questionnaire
providing some valuable data, which has been analysed and which Salford Together
partners are planning to consider as part of the developing transformation plans. We
have adopted some of the output from this exercise to inform the direction of our
MiiHome project in Salford.
The exercise told us that almost a half of respondents (48%/805) attend hospital
repeatedly due to an ongoing condition either for themselves, a relative or someone
they care for. Of these half (51.4%) felt their experience could have been better if they
had more support at home. Therefore, we have explored how digital technologies may
help the people of Salford mindful that the solution should be applicable more widely
across the UK National Health Service (NHS). We have also incorporated the vision
for the local health and social care ecosystem expressed in its locality plan [2]. Relevant
objectives from this plan are quoted as follows:
• Put outcomes for people at the heart of the way we work and the care we provide.
• Maximise the use of effective digital technology.
• Ensure Salford learns and develops, using data and intelligence sourced from across
the public, private and voluntary sectors.
• Enable care and support to be accessed as close to home as possible.
788 I. Caliskanelli et al.
The result of this approach will be that more care will be delivered in a community
setting, largely in people’s homes, with a corresponding reduction in unplanned
demand for hospital care and expensive packages of social care; improved quality of
life for users and carers and significant increase in the ability of people to manage their
own condition.
1.2 Approach
Our autonomous remote monitoring and decision support system deploys low-cost, off-
the-shelf embedded technologies in the home to provide affordable solutions to allow
older people to live at home for longer.
The MiiHome project assists person-centred integrated care in the home. The
project depends on co-creation of solutions by close working between participants,
clinical teams, managers from the social housing sector and technology experts in
sensing, autonomous systems and machine learning. Through this close working with a
care organization delivering integrated health and social care and the housing sector,
the MiiHome project aims to prevent healthcare problems before they escalate to the
detriment of the person by using at-market sensors and machine learning technologies.
The project focuses on a preventative population health philosophy. This neces-
sitates both individual behaviour change as well as changes to care pathways. Because
environmental and infrastructural issues are important, engagement with a wide range
of stakeholders is being sought. Working closely with the housing sector is important
because the project will rely on implementation of structural changes (albeit modest
ones) to homes. However, engagement is also important because it expands the range
of agency. Through mobilization of the tenants of our project partner, Salix Homes, a
registered social housing provider based in Salford that owns 8,500 properties, the
project has greatly added to the richness of the intervention and driven forward
recruitment of participants. Amplification of the agency of such tenant/participants is
pivotal to the broader aims in developing a proactive approach to maintenance of health
and well-being as well as sustainability of the NHS.
This paper focuses on one aspect of the development of system infrastructure as
part of the MiiHome project that assists person-centered integrated care in the home.
The MiiHome project aims to prevent problems before they escalate to the detriment of
the person by using digital technologies viewed eventually as an integral component of
the home, not as infrastructure fitted into a home. By adopting this approach the aim is
to encourage social house builders to adopt digital technology in the home as standard
in future builds. It applies a philosophy of co-creation with participants [5] and with all
stakeholders to develop a product that not only meets clinical requirements but is
acceptable to the participants living in the home.
2 MiiHome Ecosystem
The MiiHome project is a joint venture between University of Salford, Salford Royal NHS
Foundation Trust and Salix Homes. Infrastructure consists of The Living Laboratory a
living space within the university campus laboratories that is fully furnished and with a
My Intelligent Home (MiiHome) Project 789
fully functional kitchen supplied by Salix Homes. The suite is heavily sensorised with
monitoring at every level including motion sensors, door sensors, appliance monitors,
water flow meters, Internet of Things appliances such as fridges and dishwashers etc. This
is being used as a test bed to develop software, networks and machine learning. Older
people including those living with dementia and their carers visited the laboratory to begin
co-creation of the programme of work in August 2015.
There is also a heavily sensorised one bedroomed home (Smart Home 1, Fig. 1)
situated within the community directly adjacent to the hospital campus that has been
provided by Salix Homes. Here participants can live in the short-term to engage in
experiments or evaluate systems in terms of functionality.
such as temperature, tilt, air, touch, sound, moisture, water flow sensors as well as the
Microsoft Kinects are preferred within the MiiHome project, as opposed to wearable
sensors. Features include posture and balance, gait features and behavioral pattern
analysis. Quantitative measures assess the progression of specific disorders, assist
clinical decisions as well as offering personalised predictive analysis.
Raw and processed patient data are used to model the trajectory of health status.
Data is hosted on UoS servers but will be moved to NHS systems as a plugin to the
electronic patient record (EPR). This patient data will be fused and aggregated with
EPR. Clinician input and clinical decision support systems then update the individual’s
care plan. We will examine the feasibility and benefit of the MiiHome system in
maintaining quality of elderly life.
Figure 5 illustrates a portion of the system developed in Java [6]. It consists of
analysis modules (Speed, Fall Detection, Furniture Crawling, Gait-Speed, and Posture
Activity), a database (MongoDB), separate reporters for each module (pulling the
outputs of the analysis modules from the database, hourly, daily and weekly), log files
(used by the reporters and analysis modules to log the system state including errors).
Windows task schedulers ensure the proposed system runs 24/7 and restarts if it shuts
down for any reason.
792 I. Caliskanelli et al.
3 Results
Figures 6a, 6b and 7 analyses one of the participants skeletal data (acquired by Kinect
V2) between 17 Nov. 17 and 5 Jan 2018. For all three figures, the median is shown.
Figure 6a illustrates the histogram for hourly subject speed (m/s) when the participant
walks in his/her lounge where the Kinect camera is fitted. The number of low speed
794 I. Caliskanelli et al.
Fig. 6a. Histogram for hourly subject speed over 17 Nov 2017–5 Jan 2018.
Fig. 6b. Expanded view of the histogram for hourly subject speed over 17 Nov 2017–5 Jan
2018.
My Intelligent Home (MiiHome) Project 795
feeling any stiffness). Whereas the lower peak might occurs when the participant’s
health is not as good (when s/he is suffering from a back pain or during mornings when
the muscles are not flexible yet).
Figure 7 shows the daily walking speed over the given period and it is calculated
based on the hourly subject speed outcomes. Daily subject speed is calculated at
23:59 pm every night and the median of the hours where there is an activity detected by
the Kinect is calculated. For example, if the participant is sleeping between 23 pm–
7 am in a room where there is no Kinect camera fitted, then is no activity data, hence
the first 7 h of the morning will contribute no data. For the same day, there will be
maximum of 17 hourly subject speed data points collected (when the participant
appears in front of the Kinect at any point during the rest of the day) from which we
then calculate the median of the daily subject speed. There are several days where the
median daily speed is (close to or equal to) zero and there are days where there daily
subject speed is over 0.4 m/s. We believe the major reason for this is that the partic-
ipant is not spending same amount of time at home, which would mean that the data we
have been collecting varies in terms of quantity. We have noted that collecting data in
real world situation results in artefacts such as biologically implausible in-home
walking speeds (>5 m/s). It is for this reason that we chose to report median values.
Our interpretation of the daily outcomes is that if the participant is spending less time in
front of the Kinect, it is less likely that we will have good samples because we are
likely to have noise and lower accuracy.
In conclusion we have shown proof of concept that the MiiHome system can collect
long-term data about selected participant behaviour that can now be analysed for
clinical relevance over a larger cohort of participants.
796 I. Caliskanelli et al.
Acknowledgements. The authors would like to thank the group of Salix Homes tenants (repre-
sented by George) who were participants in this project. The study was supported by a University of
Salford (ethics approval no: STR1617-114), Higher Education Funding Council for England
(HEFCE) grant. We would like to thank Salix Homes for their generous contributions including by
members of the IT department and IMS department who helped set up the smarthome and install
technology into the participants homes, as well as providing the property to create the dedicated
smarthome. Partial funding for this study was provided by an award from NHS Salford Clinical
Commissioning Group.
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4. Salford’s Big Health and Social Care, Conversation, March 2018. http://www.
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Co-designing: Working with Braille Users
in the Design of a Device to Teach Braille
1 Introduction
According to the World Health Organization (WHO), there are an estimated 285
million people in the world living with visual impairments [1]. In Canada it is estimated
that half a million people live with significant vision loss that affects their quality of life
[2]. Many people with visual impairments (low vision or blindness) have difficulty
gathering information from their surroundings or communicating with others [3–5].
Education, job opportunities and social participation are limited as a result [2–4]. In
September of 2016, Digital Learning for Development and All Children Reading
released a “Grand Challenge for Development” to explore the barriers that children
with sensory disabilities in the Philippines face that impede their ability to learn and
read. This “Grand Challenge” identified the need for improved assistive technologies to
help children with sensory disabilities learn to read. In the Philippines, close to half a
million people are blind and many more have low vision [6]. Often, children in the
Philippines with visual impairments (VI) do not have access to the necessary resources
needed to assist with learning how to read [7, 8].
Russomanno et al. stated that for blind computer users, the preferred method of
“reading” electronic text is through speech because “it is relatively inexpensive (or
even free) when compared to braille and requires no additional hardware” [24].
However, this method of “reading” may not be optimal due to mind wandering. Varao-
Sousa et al. described mind wandering as the process where a reader finds his or her
mind wandering to thoughts unrelated to the text they are reading [25]. In another study
by the same authors, findings showed that participants experienced less mind wan-
dering when engaged in active modes of reading such as reading aloud in comparison
to listening [26]. Thus, Russomanno suggested that active reading of braille could be
better for information transmission for a blind reader and could lead to better com-
prehension of text compared to plain listening [24].
Unfortunately for blind or visually impaired persons in the Philippines hoping to
learn to read, there is a lack of accessibility to specialized materials necessary for this
process [8]. This is a problem because “the inability for a blind person to read is one of
their greatest disappointments” [8]. ACR GCD believes that many of the barriers that
children with sensory disabilities face in regards to learning how to read could be
addressed through technology-enabled innovations [27]. However, what are these
barriers that children with visual impairments in the Philippines and Canada are facing
in regards to using existing devices that help them learn to read? Also, how do the
barriers of the people of the Philippines compare to the barriers that persons with visual
impairments in Canada face? The overall aim of this research project is to develop a
device that can be used by children in the Philippines to learn to read in braille. The
first research questions in this process include:
(i) what are the needs of the individuals when learning braille?
(ii) what devices are currently used in the Philippines?
(iii) can the co-design process enable us to develop a design to meet the require
needs?
2 Methods
This section showcases the process conducted by the study investigator to develop and
choose a design to prototype. The steps taken include creating and distributing a
preliminary questionnaire, using QFD matrices and the Kano method, engaging in the
parallel design process, using a weighted evaluation matrix and finally conducting
semi-structured interviews.
2.1 Questionnaires
Questionnaires that aimed to identify the barriers that children with visual impairment
in the Philippines and Canada face regarding using devices that help them learn to read
were distributed to both countries through project partners.
Ethics approval for this questionnaire was granted from Queen’s University’s General
Research Ethics Board under the Project Title: GMECH-040-16 Technology-enabled
innovations to assist children with visual impairments or blindness in the Philippines.
Co-designing: Working with Braille Users 801
Three different questionnaires were created to determine the barriers that people in
the Philippines and Canada face in regards to using existing devices that help them
learn to read. The three questionnaires were similar to each other, but phrased differ-
ently to target each participant group. All questionnaires comprised of four main
sections: General Information, Specialized Schools or Programs, Reading Environment
and Reading Devices. For the questionnaire for teachers, there was an additional
section: Teaching Reading to Persons with visual impairment.
2.2 Participants
Participants were recruited by partners in the Philippines and Canada who worked with
persons with visual impairment. Letters of Information for the study were given to
these partners, and if these partners believed an individual qualified for the study, the
partners would show them the Letter of Information and allow the individual to decide
whether to participate.
Questionnaires were distributed in the Philippines as the need for improved
assistive technologies was identified by ACR GCD. However, as the study investigator
was located in Canada, questionnaires were sent to Canadians as well.
Individuals were invited to complete the questionnaires if they were either:
• below the age of 18, living with visual impairment and learning how to read;
• any age, living with visual impairment and had already learned how to read;
• or teaching reading to persons with visual impairment (e.g. teachers, parents of
children with VI, etc.)
3.1 Questionnaires
The questionnaires were collated and needs were drawn from the results. Table 1
shows the frequency with which each identified need was mentioned.
Table 1. (continued)
Device needs Total
29
Durability 7
• Hardware 0
– Not fragile 3
– Does not rip easily 1
• Software 0
– No technical errors/malfunctions 3
– No viruses 3
– No upgrades required 1
18
Usability (Easy to use) 7
• Adjustable letter size/zoom feature 11
• Adjustable font 7
• Convenient to use/handy 5
• Adjustable colour contrast 4
• Can get work done easily 3
• Easy to navigate/good layout 1
• Anti-glare 1
39
Function 0
• Feedback 3
– Can read Tagalog/any language 2
– Good pronunciation 2
– Talks back (text to Braille, or Text to Speech) 3
– Descriptive/Emotive speech 1
• Effective learning tool 3
– Tactile learning feature/pictorial 2
• Multifunctional 7
– Screen Reader/Reads content 12
– Dictionary/Thesaurus 4
– Info accessible through multiple devices 2
– Internet 1
– Helps locate research on computer 1
• Reliable 1
48
requirements) were mapped to the technical specifications and identified with either
strong, moderate or weak relationships. A high technical specification score (relative to
other technical specification scores) indicated targets to increase customer satisfaction.
Both the QFD and the Kano were presented to a design team and informed the parallel
design process. When presenting the results of the Kano model to her lab group, the
research investigator explained how all device needs in the group ‘Must haves’ were
necessary for any of the ideas to be brainstormed. All other device needs could increase
user satisfaction, but were not necessary for a final device. Seven individuals partici-
pated in the brainstorming session. From this session, 17 unique device ideas were
identified.
After the preliminary device ideas had been presented, the study investigator, and
the members of the BDAT Laboratory brainstormed new device ideas using the best
qualities from the preliminary devices. Seven “merged devices” were established.
a) b)
Fig. 2. The designs chosen through the weighted evaluation matrix and the design preferred by
teachers of braille.
5 Discussion
The study investigator, end-users and other stakeholders were involved in each step of
the co-design process. Results from the questionnaires and semi-structured interviews
all contributed to the creation and selection of the designs. Of the 42 participants from
the Philippines who completed the questionnaire, 17 were blind. It was determined that
to best meet the needs of these participants, the device should be able to teach braille.
Forty-three device needs were identified by the participants in the Philippines. These
needs were sorted into five categories: accessibility, portability, durability, usability
and function.
To inform the parallel design process, QFD and Kano was used. To satisfy the
greatest number of and/or most important device needs identified by the participants,
the technical specifications that needed to be prioritized included ‘cost’, ‘engagement
level’ and ‘material strength’. Although there were many device needs identified from
the questionnaires, using the Kano model allowed the researcher to determine which
ones to prioritize.
When comparing the results from the WEM and the semi-structured interview, it
was observed that the design rankings were different. This suggests the importance of
including the stakeholders in the design process and strengthens the importance of co-
design. There are several advantages to involving users in the design process. For
example, findings by Kujala found that the co-design process could reduce the number
of iterations needed; improve the levels of acceptance of the design; and reduce the
time and cost of development through the identification of design flaws early in the
process [30]. Additional advantages included better concept generation and an overall
increase in user satisfaction [11, 31].
806 R. M. Lopez et al.
Ideally, end-users would be engaged in all parts of the design process including the
creation of the QFD matrices, WEM and prototyping stages. However, additional time
and monetary costs necessary for these engagements to occur reduce the ability to
include end-users in all stages of the process. Thus, there is a trade-off between how
much input can be sought and integrated.
6 Conclusions
Overall, findings from this study revealed that engaging in the co-design process can
help reduce designer biases regarding the designer’s interpretation of what the user
wants. It is recommended that designers, end-users and other stakeholders be involved
in the device development process to ensure usable, fit-for-use devices that stake-
holders actually want, are created.
Acknowledgments. This project was funded by the Natural Sciences and Engineering Research
Council of Canada, NSERC RGPIN-2016-04669.
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Reducing Scanning Keyboard Input Errors
with Extended Start Dwell-Time
1 Introduction
One possible explanation for this could be that the elements usually are scanned
with the same dwell-time for each element; since the dwell-time is the bottleneck in
scanning keyboards, one usually tries to keep the dwell time as small as possible.
However, research into text input rhythmic patterns has found that text is often inputted
according to some rhythmic pattern [4], and that there typically is a longer delay
between characters than for the steps within characters [5]. One possible cause is that
users may need a small mental break- or pause between consecutive characters.
However, the scan keyboard paradigm is different to non-scanning methods in that the
system drives the text entry, not the user. As soon as a character is input, the new
character input starts immediately without pause.
This theoretical study proposes to introduce a longer dwell-time for the first element
of a scan sequence. Based on empirical results from the literature, this study models the
effect of introducing such a delay on both error rates and text entry performance.
2 Background
3 Method
Francis [3] proposed a model for the probability of making a correct decision for a
given location on a virtual keyboard. This model was based on empirical data from a
between-subjects experiment with 3 60 students which had to select numbers on a
8 8 grid of numbers with dwell-times of 200, 350, and 500 ms. Slightly longer
dwell-times were used in a study of a four-key ambiguous keyboard [44] ranging from
700 to 1100 ms. The results were analysed using a genetic programming algorithm,
which yielded the following expression:
2 31=4
6 p ffiffiffi pffiffiffi
ffi 9ð10Þ 1=4
7
pðcorrectÞ ¼ a þ b4 R þ C þ qffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffiffi5 ð1Þ
1=4
D þ ðRC=3Þ
where R and C are the row and column numbers, D is the dwell time and a and b are
constants with the values of 23.43 and −11.40, respectively. In simple terms, Francis
observed that error rates were higher for all the elements along the first row and the first
column compared to the other cells in the matrix. One explanation for this is that users
get too little time to make the selection when the cursor is first displayed on the left
side.
Since the first row is missed in a similar manner, all the cells in this row are missed.
This study refers to Eq. (1) as P(C, R, D) since the probability of success can be
considered a function of C, R, and D.
Clearly, the scanning input bottleneck is the dwell-time since the total time to input
a character is the sum of all the dwell-times for all the individual scan steps. One useful
measure is the scan-steps-per-character (SPC) [22]
X
SPC ¼ fs
i i i
ð2Þ
where f is the frequency of character i, and s is the number of scanning steps to reach
character i. This measure assumes uniform dwell-times. This phenomenon is illustrated
in Fig. 1, which shows how the text entry speed in terms of word per minute changes as
function of dwell-time. A rough estimate of a lower bound for the words-per-minute
was estimated using
60
WPM ¼ ð3Þ
5D SPC
Clearly, shorter dwell-times give faster text entry speeds, while the decrease in text
entry speed becomes less prominent with larger delays.
The analysis in this study is based on a QWERTY scanning keyboard due to users’
familiarity with QWERTY [58]. The scanning keyboard comprises six groups, namely
QWERT, YUIOP, ASDFG, HJKL, ZXCVB, and NM. The two-step left-to-right
scanning procedure [59] is illustrated in Fig. 2. Although the analysis is based on this
QWERTY design, the general patterns will apply similarly to other layouts.
Reducing Scanning Keyboard Input Errors with Extended Start Dwell-Time 811
Fig. 1. Productivity in terms of words per minute as a function of uniform dwell-time with a
QWERTY scanning keyboard.
This study assumes that the probability of success can be increased by making the
dwell-times of the first elements longer. Using Francis’ model [3] in Eq. (1), the
probabilities of success were plotted as a function of dwell-times for the first element in
the first group (QWERT) or P(1, R, D), second group (YUIOP) or P(2, R, D) and third
group (ASDFG) or P(3, R, D), respectively (see Fig. 3). All the plots show that the
probability of success associated with the first cell in the group (black) is lower than the
success probabilities for the remaining cells (grey). Moreover, Fig. 3 shows that the
success probabilities for the first groups are lower than the probabilities for subsequent
groups.
Fig. 3. Probability of success as a function of dwell-time for the first four elements at column 1,
2 and 3 respectively.
812 F. E. Sandnes et al.
By using Francis’ model [3] in Eq. (1) the dwell-times needed to achieve proba-
bilities of success at levels of 0.8 and 0.9 are estimated and shown in Fig. 4, namely
D ¼ QðP; RÞ ð4Þ
where D is the dwell-time given by the function Q of the probability level P and cell
number R. To achieve a success probability of 0.9, the first element needs a dwell time
of 0.7 s, the second element needs a dwell time of about 0.65 s and the remaining
elements need dwell times of just over 0.6 s.
Fig. 4. Dwell-time as a function of cell number with success probabilities of 0.8 (black) and 0.9
(grey), respectively.
Note that these predictions are based on a mathematical model that is a best-fit of
the empirical data. One may make a simplification where only the first element is
associated with a longer dwell-time and the remaining elements are assigned a shorter
dwell-time, based on the theory of mental break between consecutive characters. With
such simplifications, at what levels should the first and the subsequent dwell-times be
set to achieve a text entry speed? Using Eqs. (2) and (3) we can redefine SPC in terms
of two dwell times D1 and D2:
X X
SPC ¼ i2C1
fi si þ fs
j2C2 j j
ð5Þ
where C1 and C2 are the set of characters with dwell times of D1 and D2, respectively.
The two sums can be considered constant since they are independent of the dwell time.
SPC ¼ K1 þ K2 ð6Þ
60
WPM ¼ ð7Þ
5ð D 1 K 1 þ D 2 K 2 Þ
Reducing Scanning Keyboard Input Errors with Extended Start Dwell-Time 813
60 K2
D1 ¼ D2 ð8Þ
5 WPM K1 K1
1
D1 ¼ c1 c2 D 2 ð9Þ
WPM
Fig. 5. The trade-off between the length of the dwell-time for the first cell and remaining cells
for different speeds (3.01, 4.3, and 5.3 words per minute).
Figure 4 shows that for the QWERTY layout, there is an approximate 2:1 rela-
tionship between the dwell-time of the first cell versus remaining cells. That is, to
increase the dwell time of the first cell, the dwell time of each of the remaining cells are
halved similarly. Sincethere must be a lower bound on the dwell-time for the remaining
cells, say 0.3 s, there is also an upper bound on the maximum dwell-time for the first cell.
814 F. E. Sandnes et al.
4 Conclusions
This study explored the effects of extending the dwell-time for the first elements in a
sequence during scanning keyboard text entry. By extending the dwell-time on the first
element, it is assumed that the probability of successful decision for these first elements
increases, as the user is given more time to get ready for inputting the new character.
The model shows that it is possible to increase the dwell-time of the first element
without sacrificing performance if the remaining dwell-times are reduced. For the
QWERTY design explored, the increase in dwell-time of the first element must
therefore be compensated by a half reduction in dwell-time for each of the remaining
elements. As with most theoretical studies [60–63], the theoretical results herein must
be confirmed with observations of actual users.
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Variations in Vital Signs Associated
with the Postural Changes When Using
a Stand-up Wheelchair in Patients
with Spinal Cord Injury
Abstract. Postural changes are important for the health of patients who are
unable to walk, since they avoid complications in the acute stage. Transitions
(standing/sitting/lying down) help vital functions remain in normal ranges. In
Ecuador, rehabilitation in people with spinal cord injury is not mandatory, which
leads to drawbacks, such as the appearance of bedsores and a decrease in muscle
strength; both of them are associated with osteotendinous injuries that reduce the
individual’s independence. The aim of this study was to quantify changes in
vital signs in patients with spinal cord injury in chronic stage when changing
from a sitting to a standing position. The sample consisted of 10 patients with
dorso-lumbar injury. Results show a significant improvement in blood pressure
when standing up. Patients reported great satisfaction of being in a standing
position and remarked the potential usefulness of this position to perform daily
tasks or work because of the increase in the reach range of their upper limbs.
1 Introduction
Postural changes (standing/sitting/lying down) are frequent in the daily routine, as they
positively influence some physiological functions and, therefore, the overall health of
people [1]. Vital signs, such as blood pressure, respiratory rate, body temperature,
oxygen saturation, and heart rate are health condition indicators and can be obtained in
a minimally invasive way for the patient. Among them, the heart rate and blood
pressure are reliable tools to evaluate hemodynamic changes in the autonomic nervous
system, and tend to be sensitive to postural changes because of their relation with the
stimulation of gravity [2].
With the purpose of improving the health of people with disabilities (PwD) who
have limitations in the mobility of their lower limbs which causes them to be generally
in sitting or lying down position, several types of technical aids have been developed as
facilitators of body mobility; these devises are aimed to expand the freedom of their
movements, thus improving their physical and mental health and, therefore, their
general living conditions [3]. One of these technical aids are the standing up devices,
which have been shown to improve muscular movement stimulation because loads are
forced to go through the leg bones slowing down the inevitable osteoporosis associated
with the immobility of the lower limbs [4]. Other positive effects of staying frequently
in standing position are that the cardiovascular system strengthen by activating the
circulation of the cardiac and peripheral components, avoiding cardiopulmonary
complications [5]; and, reduce the inflammation of the lower limbs and the occurrence
of injuries derived from the sitting position preventing pressure ulcers [6] and
improving renal function, among others [3, 7].
In wheelchairs users, the prolonged sitting position is an important factor for the
development and worsening of back pain [8], deterioration of the osseous system
associated with fractures, and weight gain due to low mobility. The main causes of
mortality in people with spinal cord injuries are urogenital infections [9], the occur-
rence and development of skin infections (pressure sores), and respiratory and car-
diovascular diseases. By the regular used of an standing up devices, it is possible to
place the PwD in a vertical position, so they will have a stable balance by resting on
their feet forcing the functional work of the lower limbs and increasing the reach of the
upper limbs together with the positive psychological effects of being as the same height
as its interlocutors [10–12].
The purpose of this study is to quantify changes in physiological parameters: blood
pressure, oxygen saturation, and heart rate when the person with spinal cord injury
changes from a sitting to a standing position. The equipment used to place the patient in
a bipedal position was designed and built in a previous phase, on the basis of the
anthropometric measurements of the sample [13, 14].
2 Methodology
Sample Description
The sample consisted of 10 patients, 8 males and 2 females with complete dorso-
lumbar spinal cord injury, who have neither adopted a standing position since they had
the injury, nor received physiotherapy assistance. They live in Tungurahua province,
Ecuador; their age ranges between 34 and 66 years of age. Among them, 60% reports
to have a medium to high physical activity level, and the remaining 40% reports to
have a low physical activity level.
The evaluation of ethical procedures was carried out with the Bioethics Committee
of Universidad Técnica de Ambato. The interviews were used to gather general
information about their personal data, weight, height, mobility ease, date of the injury;
then, the tests were performed. All the patients were informed about the procedure that
820 T. S. Antonio et al.
would be followed for collecting data required for the study, and all of them were
subjected to the same tests in similar conditions.
Data Collection
The data collection (blood pressure, heart rate, and oxygen saturation) is done with a
portable equipment Connex Spot Monitor Welch Allyn 901058 vital monitor core. The
routines performed with each patient are described below:
• Sitting on the wheelchair, an exercise routine of upper limbs consisting in flexion,
extension, adduction, abduction and rotations of shoulder, elbow, wrist and hand
with a 4 lb weight was carried out; 10 repetitions were made per exercise. After
2 min, the vital signs of blood pressure, oxygen saturation, and pulse were taken,
and a spirometry was performed.
• The equipment developed in a previous research project [13, 14] is presented to the
patient, it consist of a wheelchair with an electrical system to put the user in a
standing position. Emphasis is placed on security systems and how they are used.
• If the patient requires it, he/she is assisted in the transfer to the stand up wheelchair.
Then the security systems, which vary according to the height of the injury, are
placed and given indications of the standing system so that the patient stands up at
the speed that feels comfortable. There is a waiting time of between 10 and 15 min
for the person to feel comfortable, safe, and calm in this bipedal position; then, the
exercises and data collection, previously described, are repeated in the standing
position.
3 Results
Table 1 summarizes the results of the physiological parameters measured in the sitting
and standing positions, for all the evaluated patients with spinal cord injury; since all of
them are adults between 34 and 66 years of age, normal values can be set for each
parameter, which appears in the title in parentheses.
The results show that, in the case of pulse, blood pressure, and oxygen saturation,
the values are close to normal when the patient is standing, but they are not the normal
values. The variations obtained did not show sensitivity to patient characteristics, such
as age, place of injury, time since the injury occurred or level of physical activity.
Figures 1 and 2 shows that pulse and oxygen saturation values are sensitive to
postural changes, registering a maximum variation of 8.75% and 10.5%, respectively.
Blood pressure is more sensitive to postural changes, registering maximum variation
values of 15% for systolic BP and 16.25% for diastolic BP.
In the case of systolic BP, the difference between mean values and the normal value
is 12.43% in the sitting position and 5% in the standing position. When it comes to
diastolic BP, the differences are less than 2.63% in the sitting position and 0.73% in the
standing position. This indicates that in both cases the values improve when standing
and that the systolic blood pressure is much more sensitive to postural changes, which
is expected due to the fact that in the standing position limbs are farther away from the
heart.
Variations in Vital Signs Associated with the Postural Changes 821
Systolic
Blood Pressure
Oxygen Diastolic
Saturation Blood Pressure
mean
maximun
Heart rate minimun
normal
Systolic
Blood Pressure
Oxygen Diastolic
Saturation Blood Pressure
mean
maximun
minimun
Heart rate normal
4 Discussion
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de bipedestación y marcha en la lesión medular. Rehabilitación 32(6), 437–451 (1998)
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We Have Built It, But They Have Not Come:
Examining the Adoption and Use of Assistive
Technologies for Informal Family Caregivers
1 Introduction
As the number of patients diagnosed with a neurodegenerative disease rises, so does the
number of family caregivers. Many Alzheimer’s disease or dementia patients reside at a
home and rely only on the care of a loved one. There are approximately 43.5 million
informal caregivers in the United States; 15.7 million of whom provide unpaid care for
someone who has Alzheimer’s disease or dementia [1]. Informal caregivers often take
care of loved ones as in-home patients, which creates significant caregiver burden,
especially when care requires constant supervision [2]. Caring for a patient with a
neurodegenerative disease is quite difficult and the majority of family caregivers have
little to no formal training. While numerous assistive technologies (ATs) have been
developed to ease this burden, the adoption and use of these technologies has been
markedly low, for reasons ranging from caregivers’ lack of technical expertise to the
prohibitive cost of assistive devices and monitoring services [3, 4]. This study explored
in-home and remote technology adoptions and the use by the caregivers to support the
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 824–836, 2019.
https://doi.org/10.1007/978-3-319-94947-5_81
We Have Built It, But They Have Not Come 825
patients. We go beyond studying the adoption and use of ATs in the home to exam-
ining the unmet needs of informal caregivers and opportunities to improve assistive
technologies, so they can better meet these needs.
2 Related Literature
We provide a brief summary of the literature that gives an overview of the ATs
available for informal family caregiving to contextualize our study. Then, we conduct
an in-depth review of the existing literature most closely related to our own.
perceived use, as opposed to actual use, of such ATs. In contrast, researchers who
studied actual adoption and use of in-home ATs found that it was relatively low and
have identified a number of barriers to adoption. For instance, Edlund and Björklund
[3] conducted a study in Sweden and found that family caregivers often do not use
assistive technology because they have a lack of technical knowledge. In addition,
Olsson et al. [4] found that caregivers were not able to use ATs because they were
expensive, and they could not afford them. Gibson et al. [16] found that caregivers had
negative perceptions about costs, were unsure the best time to adopt ATs, and were
unsure how ATs could best be used. We also adopt a user-centric, qualitative approach
to understanding the use of ATs by informal caregivers in the home. We extend beyond
the existing literature by examining non-use [17] and remote use of ATs, which lends
insight as to missed opportunities for caregiver support.
3 Methods
3.1 Study Overview
We conducted a semi-structured interview study with informal caregivers of Alzheimer
and dementia patients. The inclusion criteria for this study was that the participant
needed to be the primary in-home caregiver of a patient with Alzheimer’s or dementia
in the past year and over the age of eighteen. Adoption and use of ATs was not a
requirement for participation, as we were interested in understanding the perspectives
of both users and non-users [17]. The interview began by asking caregivers questions
about the nature of the informal caregiving relationship, such as how long they had
been a caregiver and the progression of the patient’s condition. Next, we asked par-
ticipants about their level of comfort with technology and whether they used ATs for
in-home care or for providing care remotely. We followed up with questions regarding
the benefits and challenges associated with using these ATs. We concluded the
interview with questions related to how participants learned about or were introduced
to ATs. For those who were adopters, we asked how these technologies impacted their
caregiving duties. For those who reported low usage, we asked why they chose not to
adopt. The study was approved by our university’s Institutional Review Board (IRB),
and participants received a $20 Target gift card for their time.
4 Results
Below, we describe our participants and the types of ATs used to support informal
caregiving, then provide an in-depth analysis related to our three emergent themes.
Similarly, P2’s mother-in-law recently passed away, but he was her primary
caregiver for approximately a year and a half prior to her death. Due to his mother-in-
law’s need for constant supervision, P2 did not express the need for remote ATs
(Sect. 4.3). P3’s mother lives in a managed care facility, which also replaced the need
for most ATs. His mother has a Life Alert and he uses internet-enabled technologies to
handle all of his mother’s affairs, such as “her insurance, Medicaid, drug plan, and
bank statements.”
The remainder of our participants were spouses or siblings (P7) of the loved ones
they cared for. Some of these participants made use good use of ATs in the home. For
example, P4’s wife was diagnosed with dementia in 2014, and ATs they use to support
her care include, a Fitbit to track her daily activity, a cell phone “as a simple means for
communication,” and calendar to keep track of important events. While he uses these
technologies and considers himself “generally very good” with technology, he gets
frustrated that his wife will only use a landline and will not use the calendar. P6’s
husband has become completely dependent on her the past six years. To manage his
care, she embraces a number of advanced ATs; she personally installed a camera
system throughout the house, as well a home security system that she can monitor and
send her alerts via her mobile phone, and has her husband carry a GPS tracking device
on his keychain.
In contrast, other caregivers were less likely to use ATs, often due to lack of
knowledge. P5’s husband was diagnosed with mild cognitive impairment and symp-
toms of Alzheimer’s about ten years ago. He is still fairly self-sufficient, able to bathe
himself and take walks for up to three and a half miles a day; however, he has “given
up” trying to perform daily functions, like managing finances, because “he gets frus-
trated and angry.” She was proficient with desktop computing technologies that
allowed her to manage their daily affairs, but she was uncomfortable with more modern
technologies, such as smartphones. She says that her husband “carries a flip phone and
he knows how to use it still.” In terms of ATs, P5 was unaware of technologies that
might be able to help them (see Sect. 4.2). She noted that if he got to the point where he
needed a home monitoring system to ensure his safety, she would rather give up their
home and move into a retirement home. P7 is the twin sister of her brother, who was
diagnosed with early stages of Alzheimer’s; she lived with him for three years. She
emphasized that her brother’s wealth was a key factor in the use/non-use of assistive
technology in their shared home. Most of his needs were taken care of by hired
professionals within the home, but he had a paging system in the house in the case that
someone was not immediately available, so that they could come attend to his needs.
P7 took only a supervisory role in her brother’s care, but she also admitted that she did
not use ATs “because I am not capable.”
Many participants who admitted not being tech savvy were also the ones who felt
like they had no need for ATs. P13 is the caregiver for her husband, who is in the
advanced stages of his disease. She generally does not use technology much in the
home and did not report using any ATs. This was partly due to her lack of knowledge,
as well as her limited income. We discuss her perspective about in more depth in
Sect. 4.2. She is in constant supervision of her husband and only leaves him when the
home health aid is present to supervise him. Similarly, P14 is also a caregiver for her
husband, who was diagnosed with mild cognitive impairment. Similar to other
830 P. Wisniewski et al.
participants, she says she is comfortable with technology, but has not embraced newer
technologies, such as smart phones or ATs. She explains, that at her age and her
husband’s mild condition, she simply does not have a need for it. Table 2 summarizes
the relatively low usage of assistive technologies by our participants for informal
family caregiving.
Table 2. The use and non-use of assistive technologies for informal caregiving
Assistive technologies used (or not used) Participants
No usage of assistive technologies reported 13, 14
Productivity software (e.g., personal finance, calendars, reminders etc.) 3, 4, 5, 9, 10, 11
Cell phones and landlines 1, 4, 12
Emergency alert system (e.g., Life alert) 1, 3, 8
Camera-based home security system (with remote monitoring) 6, 11
Home-based security system (without remote monitoring) 2
Wearable health trackers (e.g., Fitbit) 4
GPS tracking device 6
Other (e.g., home paging system, remote control A/C unit) 7
P2 and P3 both highlighted the trade-off between the cost of managed care versus
the need for ATs in the advanced stages of their loved one’s condition, suggesting that
managed care was preferable to relying on ATs for long-term care. P6, however, was
an exception to this case, likely due to her proficiency with technology and desire to
keep her husband out of an assisted living facility as long as possible. Meanwhile, P7
noted that her brother had enough money to have people take care of him before he was
sick, so had no need for ATs now:
“He was in a position that he could afford to have help and wives. Once he got sick, he’s
spoiled really.” –P7
P2 also noted that, “there is not a lot of resources,” in terms of guidance from
medical professionals or doctors. Therefore, the burden falls of the caregiver to explore
technologies that might fit their needs. P5 expressed similar frustrations when we asked
her about the use of ATs for in-home care:
We Have Built It, But They Have Not Come 831
“Well sure, if I knew what they were. What technologies are you suggesting that I should be
using?… No nobody has told me anything. I have no clue what.” –P5
Similarly, P8 said, “No one has suggested anything,” and P12 concluded that she
would rather get information from her doctor than having to search the internet:
“I try not to depend on information that I see online, I would rather get it from a doctor
because there is so much out there that sometimes there is conflicting information so I would
rather get the information from a doctor first.” –P12
P1 was interested and highly capable of using ATs for caregiving her mother, but a
number of critical factors prevented meaningful adoption. First, she simply did not
have the time or energy to research the available options. Working full-time and
caregiving her mother left little time for anything else. She admitted that she knew of
community Alzheimer’s and dementia resources that provided this type of information
but never had a chance to go. Another issue was having to make “decisions by con-
sensus” with her brothers and sisters. Even though she had power of attorney and was
her mother’s trustee, she felt like she had to be diplomatic on the decisions that were
made about her mother’s care. She also expressed concerns related to violating her
mother’s privacy and personal finances, which both contributed to her non-use of ATs.
Being a specialist in emerging technologies, she was somewhat frustrated by these
barriers, concluding, “I need to just get something implemented.”
Multiple participants (P1, P3, P4, P7) noted that a barrier to adoption was their
loved ones’ inability or unwillingness to use ATs that would benefit them. Therefore,
any technologies that would be a viable solution would need to be targeted solely to the
caregiver, not requiring any interaction on the part of the patient. P13 summarized all of
the above themes to show how many caregivers simply felt the benefits did not warrant
the costs of adopting ATs in the home:
“I don’t know, because I don’t know what’s available. And if it was anything that he had to use
at the other end, he wouldn’t know how… Well, I don’t see how it would help me. I have to be
with him all the time anyway.” –P13
She did not know what technologies were available, did not see the need for them,
and since she acted as her husband’s constant companion, could not justify the cost.
saying maybe I should retire early and help my mom, but then there is part of me that just loves
what I’m doing.” –P1
Being a technology specialist, she offered a number of ideas that she thought would
be beneficial to her. For instance, she suggested a wearable blood pressure monitor for
her mother, so that she could automatically monitor her mother’s blood pressure when
she was not home. She emphasized the importance of ATs that she could use but did
not have to be used by her mother. A number of other participants reiterated the idea
that any ATs they used would have to not require interaction from the patient.
Similar to P1, P11 also worked while caretaking her mother. A remote monitoring
camera system gave her a peace of mind about her mother’s safety when she was not
home, but she desired a better solution that did not require her constant attention:
“I wish I had something where my physical eyes don’t have to be on her, so I can focus on
trying to work because I still have to make a living and try to be a caregiver.” –P11
P6 was also able to leverage ATs, combined with hired part-time caregivers, to gain
some freedom from her constant caregiving duties for her husband:
“I can leave depending on the time of day and what’s going on. Generally, I do not leave him
alone. I have the security system on my phone, so I know where he is at all times and I also
know what the caregivers are doing at all times.” –P6
In contrast, even though P5’s husband was only in the early stages of Alzheimer’s,
she felt that his condition greatly altered her life, and she was unaware of ATs that
might be able to give her more independence:
“My retirement is totally different than I thought it would be. I like to go out and do things, I
like to play tennis, golf, but I can’t do that anymore… Here you make your plans your whole life
for when you’re going to retire, your career, and it changes, this diagnosis. It changed my
whole life.” –P5
P4 is also retired, but there are times when he would like to make sure his wife is
safe and can reach him in case of an emergency when he is away from her. Therefore,
he also expressed the need for communication mechanisms that allowed him to know
how she was doing when they were apart. With similar backgrounds (fairly affluent, 70
+ year-old retired women caretaking their husbands) P5 and P6 illustrate a stark
contrast in how ATs have the potential to improve the quality of a caregiver’s life.
Some participants (e.g., P7, P8), however, expressed concern about home security
systems because their loved one could inadvertently set them off:
We Have Built It, But They Have Not Come 833
“I could put on the alarm, it says ‘stay,’ but I’m afraid that my mother would get up and open
the door, and it would set off the alarm. You know that was the toughest thing about the alarm,
if she happened to be walking around.” –P8
Many caregivers (e.g., P3, P4, P9, P10, P11, P12) also relied on online and tech-
nologies and client-based applications that helped them manage their loved one’s
affairs since the patient could no longer do so on their own. This was true for patients
who ranged from early stages of Alzheimer’s and dementia to advanced stages. For
instance, P4’s wife only exhibited mild symptoms of dementia, so could handle most
self-care tasks, such as bathing and cooking, but he refused to maintain higher level
executive functioning tasks, such as finances, scheduling, taking pills, and shopping.
Therefore, he had to manage daily schedules for the two of them:
“Calendaring is very important to me. We go over a weekly calendar and have her write down
what are the important appointments from now. Being able to track appointments. Being able
to make her aware that we do have things to do on certain days and time. This way is not
shocking to her. Even though she won’t necessarily remember it. That removes the disturbance
factor.” –P4
In contrast, P3’s mother lived in managed care due to her advanced condition, so he
did not need ATs to keep her safe in the home, but he did use technology to remotely
manage all of her daily affairs:
“I handle her insurance, Medicaid, drug plan, and I’m using technology to do all that. Lots of
paperwork. I can get her bank statements online.” –P3
Participants consistently highlighted the need for tools to help them manage their
parents’ daily affairs more so than the need for traditional ATs that directly aided with
patient care. Therefore, we discuss the implications of this finding and our other themes
in the next section.
5 Discussion
All of the caregivers in our study were unique in terms of their needs, the needs of their
loved one, their level of proficiency with technology, and their perspectives about the
benefits and drawbacks of ATs. Overall, we found what appeared to be a curvilinear
relationship between the need for ATs and the patient’s condition. Generally, ATs were
not perceived as needed in the early stages of the patient’s disease (e.g., P4), but were
also less useful in advanced stages (e.g., P2, P3) when constant supervision and
managed care was necessary. We saw the greatest need and benefit of ATs for care-
giving when patients were in the moderate stages of their condition and their caregivers
needed to be away from the home for extended periods of time. For instance, in the
cases of P1 and P11, who were both adult children who had to work full-time while
caregiving their mothers.
Our three themes highlighted in this paper illustrate: (1) the need for reduced
barriers to adoption for ATs, especially in the sense of doctors and other organizations
providing caregivers the necessary resources to assess whether various ATs meet with
unique needs, (2) the need for ATs that aid in remote caregiving, which can give
834 P. Wisniewski et al.
caregivers more freedom to leave the home and simultaneously maintain their care-
giving duties, and (3) the need to reconceptualize ATs based on existing systems to
enhance their capabilities for caregiving. To address these needs, researchers, practi-
tioners, and clinicians should form partnerships with non-profit and community-based
organizations to possibly create an easy-to-use website built on top of a recommender
system [20] that takes into account the unique needs of each family (e.g., income, stage
of disease, technology expertise, task-orientation, etc.) to suggest the best ATs based on
these given parameters. Doctors or case managers could potentially walk patients and
their caregivers through this process to help them find the ATs best suited to their
needs. Additionally, ATs that aid in remote care need further development because this
was a pain point identified by many informal caregivers. Many of our interviewees had
to balance their day-to-day obligations, including full-time jobs, with providing care.
As such, more solutions need to be designed that take into consideration the unique
context of care in a way that is respectful of all families, especially those who may not
have significant financial resources.
Finally, most of our participants expressed the need for technologies that are
generally not considered “assistive” but are necessary for managing the day-to-day
affairs of their loved ones. Therefore, we recommend future research consider
designing collaborative software that meets the unique needs of caregivers and their
loved ones, such as calendaring applications that allow caregivers to keep track of
important doctor’s appointments electronically, but are connected to a physical in-
home scheduling display for the elderly loved one. A digital-physical hybrid display
would better meet the needs of caregivers who are more comfortable with technology
and their loved ones who are unable to interact with technology. Further, financial
account management and other important application-based or online platforms should
consider having a way to transition ownership from the patient to the caregiver. Similar
to how Facebook now provides an option for legacy account management [21] (so that
others can manage the account upon the death of a loved one), these products should
give caregivers the ability to manage the day-to-day lives of Alzheimer’s and dementia
patients, who are no longer able to take care of their own affairs while they are living.
6 Conclusion
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Touchscreen-Based Haptic Information Access
for Assisting Blind and Visually-Impaired
Users: Perceptual Parameters and Design
Guidelines
1 Introduction
fine detail and precise spatial information on a touchscreen that would otherwise be
easily discernible from physical access using tangible graphics or from visual per-
ception on the same touchscreen display.
For accurate non-visual haptic interpretation of the on-screen rendered graphical
elements, users must follow a three-step process: (1) employ proprioception (i.e., force,
position and motion sensors) to keep track of their finger position within some frame of
reference, defined by the body or external landmarks such as the display frame,
(2) extract the spatial information by synchronously interpreting the vibrotactile cues
that innervate pacinian corpuscles in the fingertip, and (3) interpret the on-screen
stimuli by associating the perceived sensory information with the on-screen graphical
element [21, 30]. Because of these differences, graphical materials rendered on
touchscreen-based interfaces should be schematized and rendered differently from
techniques used for creating traditional tangible graphics. Although several studies
have shown initial efficacy of utilizing touchscreen-based devices to address the non-
visual graphical accessibility issue [18–20], they have all utilized different parameters
for their evaluations. For instance, a *0.35 in. (which is 8 times the size of traditional
embossed graphical lines) was utilized as the optimal line width for rendering and
accessing shapes, graphs and maps using a Vibro-Audio Interface (VAI) on a 7.0 in.
android galaxy tablet [27, 28]. Similarly, a target size of *0.17 in. (48pixel) was used
in the Timbremap project for map exploration using an iPhone [16] and a rendering
width of *0.20 in. was used for shape identification in the GraVVITAS project, which
was based on a Dell Latitude XT touchscreen Tablet [18]. For these alternative non-
visual access solutions to succeed, it is crucial that the underlying graphical material is
schematized and rendered based on perceptual parameters that are empirically identi-
fied to support accurate haptic perception on touchscreen-based displays. Towards this
end, this paper conducted three psychophysically-motivated experiments to investigate
three key perceptual parameters for detecting on-screen vibrotactile lines (Exp 1),
discriminating straight vibrotactile lines (Exp 2) and discriminating oriented vibro-
tactile lines (Exp 3). The Institutional Review Board (IRB) of the University of Maine
approved all three studies and all 46 participants gave informed consent and were paid
for their participation.
Lines are a foundational element and a crucial spatial construct for rendering graphical
materials such as graphs and maps (see Fig. 1. for a sample transit map). The ability to
detect distinct lines using vibrotactile feedback is a key process for supporting haptic
information extraction on touchscreen-based non-visual interfaces. To support accurate
haptic perception and apprehension of the overall graphical information, each vibro-
tactile line must be rendered at a minimum width that not only supports detection but
also preserves the spatial structure and topology of the original visual graphical ren-
dering. Accordingly, experiment 1 was designed to identify the minimum threshold for
rendering graphical lines that best supports detection via vibrotactile cuing.
840 H. P. Palani et al.
2.1 Method
Twenty blind and visually-impaired participants (nine males and eleven females, ages
27–74) were recruited for the study. Seven different line widths (0.125, 0.25, 0.5, 1, 2,
4, and 8 mm) were compared. The seven line widths were chosen to reflect a mean-
ingful range, e.g. the smallest width of 0.125 mm is approximately equivalent to the
size of a single pixel on most touchscreen displays. From this base, the stimuli
increased linearly by a factor of 2 up to 8 mm, which is known from empirical studies
to be sufficient to perform the three-step process described earlier [27, 28, 31]. The
vibrotactile lines were all rendered using an experimental prototype, called a vibro-
audio interface (see [27] for technical details and implementation of the VAI), which
was implemented on a 5.6 in. Galaxy Note4 Edge Android phablet (with a screen
resolution of 524 ppi). The vibratory feedback was triggered using Immersion Corp’s
(www.immersion.com) universal haptic layer (UHL). On-screen contact with the
vibrotactile lines triggered constant vibratory feedback based on the UHL effect
“Engine1_100” which uses a repeating loop at 250 Hz with 100% power. The study
followed a within-subjects design, where each participant performed 84 line counting
trials (resulting in 360 observations for each tested line width). In each trial, the
randomly generated lines were rendered on the device screen. Participants were asked
to move their finger across the screen from left to right at a constant speed, to count the
number of vibrotactile lines perceived during this scan and to verbally indicate this
number to the experimenter. Participants performed 5 practice trials before performing
the 84 experimental trials. Each participant took between 15 and 30 min to complete
the entire experiment. Based on this design, line detection accuracy was compared
between the 7 line widths.
Table 1. Mean detection accuracy and standard deviation across tested line widths
Length (mm) Mean SD
0.0125 0.39 0.489
0.25 0.54 0.499
0.5 0.75 0.432
1 0.94 0.237
2 0.93 0.261
4 0.94 0.237
8 0.96 0.188
significant differences (all ps > 0.05) observed in detection accuracy between line
widths of 1, 2, 4, and 8 mm (see Table 1 for means and SDs).
These results indicate that rendering graphical (vibrotactile) lines at a width of
1 mm is sufficient for tasks requiring simple line detection. While adopting a line width
wider than 1 mm may improve saliency, it will also consume more screen space than
necessary. Since touchscreen devices have limited screen real-estate, we argue that
adopting wider than a 1 mm line width is a poor design decision.
Graphical materials often have multiple lines rendered in close proximity to each other.
For instance, consider the transit map depicted in Fig. 1, where there are three different
transit lines that make up the actual map. To be recognized as a distinct transit line,
each of the lines must be separated from its adjacent line by a gap wider than the
minimum perceivable vibrotactile gap width. If the transit lines of this example were to
be rendered too close to each other on the touchscreen display, they will be haptically
perceived as one line, owing to the sparse spatial resolution of touch. On the other
hand, rendering them further apart, using too large of an inter-line gap, is a poor design
decision, as it consumes unnecessary screen space on the limited information density
displays available on touchscreen-based devices. In addition to the actual gap width,
the width of the bounding vibrotactile lines might also influence the perception of the
gap. This is because the vibrotactile feedback on touchscreen devices is generated via
actuation of an embedded vibratory motor, which has a temporal lag in turning the
motor on or off. Any lag due to turning the motor on or off, could in principle, create a
spurious perception of a line being narrower or wider than its actual size. Depending on
the width of the bounding vibrotactile lines, this spurious haptic perception could mask
the gap between them, resulting in the two lines being incorrectly perceived as one.
Accordingly, the second experiment was designed to identify the minimal gap width
that supports discrimination of two or more vibrotactile lines rendered parallel to each
other while also evaluating whether the width of adjacent lines causes spurious haptic
perception due to the lag in vibrotactile feedback.
842 H. P. Palani et al.
3.1 Method
Eighteen blind and visually-impaired participants (seven males and eleven females,
ages 27–74) were recruited for the study. Five gap widths (i.e., 0.25, 0.5, 1, 2, and
4 mm) were compared. The gap widths were chosen such that 1 mm (as was found in
experiment (1) was kept as the median value and increased (or decreased) by a factor of
two. The apparatus, implementation, and procedure was similar to that of experiment 1.
To assess the effect of temporal lag in triggering vibrotactile feedback and to better
characterize and understand the relation of line width on gap detection accuracy, the
five gap separations were tested across three different line widths (i.e., 1, 2, and 4 mm).
A gap trial could have 1, 2, or 3 pairs of lines. The line widths and gap widths were
held constant within each trial. To prevent learning effects, 9 dummy trials (i.e., trials
where the rendered stimuli did not have gaps) were added to the 45 gap detection trials
(5 gaps by 3 line widths by 3 line pairs). In each trial, randomly generated lines were
rendered on the screen. Participants were asked to move their finger across the screen
from left to right at a constant speed, to count the vibrotactile lines perceived during the
scan, and to verbally indicate this count to the experimenter. Participants performed 5
practice trials before performing the 54 experimental trials, which resulted in 324
observations for each tested gap width (i.e., 6 instances for each of the 3 line widths by
18 participants). Each participant took between 20 and 30 min to perform the task.
Based on this design, the accuracy in gap detection was compared as a function of:
(1) gap width (i.e., the space between a pair of parallel vibrotactile lines), and (2) the
vibrotactile line width.
As stated earlier, with the extrinsic cuing mechanism employed on touchscreen devices,
users can only detect whether the touched location is on or off of an on-screen graphical
element but they cannot directly perceive any other meaningful information such as
stimulus width/length/orientation/angle. To extract this type of information from
touchscreen devices, users must perform exploratory procedures (Eps), which are a
stereotyped pattern of manual exploration observed when people are asked to learn
about a particular object property during voluntary manual exploration without vision
[33]. While experiments 1 and 2 indicated the minimum line and gap widths for
detection of parallel vibrotactile lines, it is not clear whether these parameters are
generalizable to oriented vibrotactile lines and angular graphical elements (For example,
see the green and yellow transit lines on Fig. 1.). For identifying such oriented lines and
judging the angle subtended between them, users typically employ a ‘circling’ strategy,
where they move their finger in a circular pattern around the intersection as their
exploratory procedure [21, 22, 31]. Based on this exploration strategy, we posit here that
the arc of the circle formed between two oriented vibrotactile lines will be perceived by
the user as the angular magnitude subtended between the two lines. The cord length (and
by extension the angular separation between two oriented lines) is a variable that is
dependent on both the angle (h) subtended between oriented lines and the radius (r) of
the circle formed by the user while performing their exploratory procedure to apprehend
the vertex/intersection of the lines. From a geometric standpoint, the straight-line dis-
tance between two angled lines is the cord length (cord length = 2r sin (h/2)), a variable
that depends on: (1) h - angle subtended between the lines, (2) r – the radius of the traced
circle, or (3) both 1 and 2. In theory, the 4 mm gap width identified in exp-2 should be
translated into a 4 mm cord length for accurate detection of distinct oriented lines.
However, the cord length can vary depending on the angle, the radius, or both. For
instance, an angle of 5° will lead to a 4 mm cord length with a 1-in. radius circle, and an
angle of 2° will lead to a 4 mm cord length with a 2-in. radius circle. Accordingly,
experiment 3 was designed to assess the influence of the angle, radius, and cord length
on users’ ability to discriminate oriented vibrotactile lines.
4.1 Method
Eight blind and visually-impaired participants (three males and five females, ages
25–74) were recruited for the study. The stimulus set was designed as a simple network
map where multiple vibrotactile lines were converging to/diverging from an intersec-
tion point at the center. The number of lines in each stimuli ranged from 5 to 9 based on
844 H. P. Palani et al.
Miller’s “The Magical Number Seven, Plus or Minus Two” [34]. As stated earlier, the
radius was set as a constant value of 1-in. and 2-in. for conditions 1 and 2 respectively.
At a radius of 1-in. from the intersection, the minimum gap width of 4 mm (i.e., cord
length in this context) was translated to an angular magnitude of *9°. Similarly, at a 2-
in. radius, the gap width of 4 mm width was translated to a *5° angular magnitude. To
evaluate the influence of cord length (i.e., gap) on the perception of oriented lines, two
additional angles (2° and 22°) were also added to the stimulus set that approximately
translated to the 4 mm gap width at a radius of 0.5-in. and 4-in. (i.e., the radius of the
two primary conditions increased and decreased by a factor of 2).
The stimuli were all rendered using the vibro-audio interface implemented on a
10.1 in. Galaxy Tab 3 Android Tablet (with a screen resolution of 264 ppi). For
controlling the circle radius in each condition and for assisting users with the circling
strategy, two circular paper stickers of 4 mm width (one at 1-in. from the center and the
other at 2-in. from the center) were affixed on the screen (see Fig. 2). In addition, the
intersection point (center of the screen) was also demarcated with a paper sticker of
10 mm radius. To assist participants with orienting themselves on the screen, each
circle had a start point (indicated by a tactile marker at the 5 o’clock position). A trial
rendered 5, 6, 7, 8, or 9 lines on the screen. In each trial, the angular magnitude
between adjacent lines was kept constant irrespective of line number. The order of the
conditions (1-in. versus 2-in. radius) was balanced across the participants and the order
of stimuli presentation in each condition was randomized. Each participant performed 4
practice trials before performing 28 oriented line counting trials in each condition
(resulting in 180 observations for each tested angular magnitude). Each participant took
between 20 and 40 min to complete the entire experiment. Based on this design,
oriented line detection accuracy was compared as a function of 4 angular magnitudes
and across 2 circling conditions.
Post-hoc t-tests with Bonferroni correction revealed that the difference in line
counting accuracy between observations with a 2° angle compared to the other three
angles was significant (p < 0.001). However, there were no significant differences
between the other three angles (5°, 9°, and 22°). Overall, findings indicate that a 4 mm
cord length must be maintained to detect/discriminate oriented vibrotactile lines using a
circling strategy.
5 Conclusion
Smartphone usage among the BVI demographic has sharply increased in recent years,
going from 12% in 2009 to 82% in 2014 [35]. Given the magnitude of this touchscreen
device adoption/usage trend among BVI users, it is of utmost importance to investigate
and identify the key usability parameters and cognitive abilities pertinent to maxi-
mizing accurate use of these interfaces. This paper described three experiments that
assessed three key usability parameters for non-visually detecting and discriminating
graphical elements using vibrotactile cues on commercial touchscreen interfaces.
Overall, results showed that a width of 1 mm is sufficient for detecting on-screen
graphical elements using vibratory feedback (Exp 1), but a line width of 2 mm along
with a 4 mm inter-line gap must be maintained for accurate detection and discrimi-
nation of distinct vibrotactile lines that are parallel to each other (Exp 2). Similarly,
experiment 3 suggested that a 4 mm cord length (similar to the 4 mm gap width) must
be maintained for accurate detection and discrimination of oriented vibrotactile lines. It
is important to consider that these parameters are not just based on cutaneous sensation
but represent the value at which a user can effectively perform the three-step process of
employing proprioception to keep track of their finger position within some frame of
reference, extracting the spatial information by synchronously interpreting the vibro-
tactile cues, and associating the perceived sensory information with on-screen graphical
elements.
This work adds to the growing corpus of research demonstrating the efficacy of
these interfaces as the latest category of information-access technology. To best utilize
this technological trend, findings from this work provide much-needed foundational
guidelines for converting/rendering visual graphical elements on touchscreen-based
interfaces for supporting haptic information access. These findings, along with other
work in this domain, are the first step towards development of a set of robust design
guidelines to provide improved haptic access on touchscreen devices supporting a wide
range of non-visual applications.
Acknowledgments. We acknowledge support from NSF grants CHS-1425337 and ECR DCL
Level 2 1644471 on this project.
846 H. P. Palani et al.
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Towards a Macroscopic View of Using
an Assistive Technology for Mobility for Its
Development: Assessing Users’ and Co-users’
Experience
1 Introduction
This paper proposes a methodological approach to include the feedback of the user
experience (UX) in the development of an assistive technology (AT) for mobility, an
intelligent power wheelchair (IPW). We aim to widen the concept of the UX and of
other stakeholders sharing space with the IPW (co-users) in order to obtain insights for
the development of the IPW. This will allow the implementation of functions and the
development of interaction modalities that directly satisfy the real needs of the IPW
(co-)users. The user-centered design approach focuses on the necessity to take into
account the specific needs of certain populations, e.g. users with sensorimotor, cog-
nitive disabilities, etc. [1]. Indeed, studies points out that some populations are denied
the use of powered wheelchairs (PW) due to safety problems [2, 3].
Hitherto, our team’s studies have examined several perspectives including tech-
nological aspects such as the human-robot interaction (HRI) and intelligent modules of
the IPW and a more social perspective of users, caregivers and clinicians to validate the
functions to be implemented [4–9]. The purpose of this paper is twofold. It aims to
describe a process of an assistive technology development from an ergonomic per-
spective, and more specifically, user experience (UX). In addition, it proposes a
methodology for our next steps. The overall goal is to broaden the concept of UX for
the development of mobility aids to match the real needs of users and co-users, i.e. non-
users who are in some way impacted by the system being used such as family mem-
bers, caregivers, pedestrians sharing public space, etc., from a developmental per-
spective. At first, the concepts related to the UX will be discussed and then studies
850 A.-M. Hébert et al.
and/or methodology regarding these concepts will be presented based on the devel-
opment of the IPW prototype.
The methods used to study the UX offer a first-person perspective, that of the users. But
what about co-experience, the experience of non-users who are in some way also
impacted by the system being used? Can the same methods be used to describe the
experience of the co-user, i.e. family, caregivers, pedestrians sharing of public space,
etc.? Can users’ needs be re-appropriated and/or reinterpreted for other groups, e.g. co-
users? In this vein, the first-person perspective could be enriched by a third-person
perspective, i.e. family, caregiver, pedestrians, etc. However, how can the UX be
enriched by this third-person perspective and therefore impact the design of a product
or service?
Inclusive design requires not only to converge on the perception and judgments of
the quality of the design of a product or service, but also cooperation with users in the
production of the object or service designed [10]. With this in mind, how can we
attempt to include the different parties involved in a wide range of ecological envi-
ronments where IPW is being used? These latter situations are complex; they include
various people sharing the spatial environment where an IPW user can navigate.
A potential answer lies in the analysis of the holistic UX.
the UX includes several protagonists involved in the use of a system. This UX not only
covers the active user (e.g. IPW user), but also passive users (e.g. caregiver, clinician,
pedestrians) involved in the social context of a device’s use [12]. This characteristic is
described by the term “co-experience”, which refers to situations in which experiences
are interpreted as situated and socially constructed [12].
participations [6]. Indeed, social contexts can be better managed with such functions as
obstacle avoidance and navigational assistance implemented in an IPW.
Illustration of the Reliability of the System. A need derived directly from HMI is part
of the reliability of the system. This refers, amongst other things, to the feedback given
to the users about the state of the system. Findings suggest that several users would like
to be reassured of the reliability of the system before their appropriation [4, 5]. They
underline the need for a training period and an alert mechanism which would inform
the users of any IPW’S malfunctions. This is intended to increase the users’ feeling of
security [16].
Technological Specifications to Implement the Identified Needs. From the identi-
fied needs, we highlighted several technological and functional specifications that
should be taken into account in the further development of the IPW. These specifi-
cations come from more or less complex AI components and human-robot interaction
(HRI).
It should be noted that studies on anticipated needs have involved end-users and
people related to the users of the IPW. However, the studies carried out have not yet
taken into account the potential needs of people unrelated to IPW users such as the
pedestrians and passersby of the IPW entourage.
Different Functions to Support the Autonomy of the User. A common problem
reported by PW users is navigation in the presence of obstacles or restricted spaces [4–6].
In order to provide users with increased autonomy, the IPW prototype has been equipped
with functions such as obstacle avoidance and a tracking module. The former function
allows the user to avoid damaging either themselves, the PW/IPW or the adjacent/near
environment. The obstacle avoidance function allows the user to navigate in tight spaces
without colliding with objects in the environment and manage navigation in busy areas.
As for the tracking module, it allows the IPW to navigate by following a wall [7].
Flexibility of the System to Match the User’s Context. In order to address the need
for matching the system characteristics to the user’s context, implementing the pos-
sibility to enabling/disabling the ‘smart features’ could be considered. In this sense,
‘smart features’ might be suitable for a larger population than reported in the study [5].
Indeed, it is reported that the presence of all functions would be non-essential for
certain populations [2]. In contrast, the physical, perceptual and/or cognitive limitations
associated with, for example, advancing age may hinder an individual from acquiring
or maintaining the skills necessary to maneuver a PW.
In the case of obstacle avoidance and tracking functions, disabling these functions
could allow the user to preserve and/or increase his/her navigational abilities in con-
strained environments and contexts. This flexibility of the system could also be
appropriate in cases where the user experiences a temporary fatigue or more perma-
nently sees his/her state of health deteriorate.
With respect to the activity of the user, the users could activate a function imple-
mented in the prototype of ‘group tracking’ if he/she is in the situation where they must
or can actually follow a group. In this case, the system would automatically regulate the
navigation speed of the IPW.
854 A.-M. Hébert et al.
Each WST task is scored on 3-point scale. Fourteen tasks were selected amongst these
as relevant for the IPW and the ecological setting. The WST tasks were administered
and scored by clinicians. The tasks performed were video recorded by several cameras;
we video-recorded a subjective perspective integrating the use of the interface and an
objective perspective on the spatial context of navigation. A researcher could take
control of the IPW in cases where the participant’s safety was compromised. The users
had to maneuver the IPW using a HRI. The interface is illustrated in Fig. 2.
After performing the WST tasks, researchers administered the System Usability
Scale questionnaire (SUS) [18, 19] in order to gain insights on the usability of the
system. In addition, researchers conducted self-confrontation interviews with a sub-set
of participants (n = 5). These interviews consisted of watching video-recordings of
WST tasks they performed with the IPW. The videos were used as a support to ask the
participant to comment on his/her use of the IPW in order to (1) reveal the underlying
cognitive processes and (2) provide an understanding of activity [20, 21]. With the SUS
and the self-confrontation interview, we were able to collect information on the epi-
sodic and momentary experience respectively.
Overall Usability of the System. The SUS score ranges from 0 to 100 [19]. In order
to scrutinize the usability score, McLellan, Muddimer and Peres [22] defined the range
of scores as follows: not usable (score < 65), usable (65 score < 85) and excellent
(score 85). In regards to the overall usability of the IPW for daily tasks from the
WST, our sample highlighted that the tested system is usable (M = 71.60; SD = ±
9.73). It was considered as not usable for 2 participants (M = 56.25; SD = ± 5.30),
usable for 9 participants (M = 74.72; SD = ± 6.31) and excellent for 1 participant
(M = 90).
Testing Functions and HRI Implemented from the Identified Anticipated Needs.
The ecological approach with the WST and questionnaire enable us to verify the
correspondences of some highlighted needs regarding mobility.
856 A.-M. Hébert et al.
The WST allowed users to perform common tasks in the shopping mall. All the
participants were able to perform the fourteen WST tasks with the IPW. We can
highlight that participants scored lower in three tasks than in the other tasks (Table 1):
the turn while moving backwards, rolling over a long distance and parking. We could
suggest that the complexity of the task (for the two former ones) or of the automation of
the task (the function of parking) could have triggered some difficulties for the users.
Nevertheless, all participants were able to complete the tasks.
The next objective of our team will be to focus on the self-confrontation interviews.
This will allow us to identify the unanticipated needs of real users and to translate them
into technological and functional specifications for the development of the IPW. In
addition, it will define and validate the various interfaces and user features that are in
line with previously identified needs.
4 Conclusion
The development of new mobility assistance technologies can benefit from collabo-
rative work conducted by multidisciplinary research teams. Indeed, each discipline can
enrich the evolution of technology by contributing different perspectives related to each
discipline. In addition, the involvement of different (co-)users in the development and
inclusive design process is highlighted in the considerable contributions to the IPW
development. By considering the needs that evolve with the use of new technologies,
the ‘holistic’ UX may allow for the feedback of the various (co-)users to be taken into
account throughout the process of designing a product such as the IPW.
Acknowledgment. We would like to thank the CRIR-Living Lab Vivant team who have sup-
ported our project from the beginning. We also thank the management of Place Alexis-Nihon for
welcoming us into their space. These projects and the first author were funded by FQRNT
(INTER Strategic Network), NSERC Canadian Network on Field Robotics (NCFRN), and NCE
AGE-WELL. Without the team of students and clinicians, the ever-changing project would not
have been possible.
858 A.-M. Hébert et al.
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Digitalize Limits for Increased Capability:
Technology to Overcome Human Mechanisms
1 Introduction
Since antique Greece, philosophers as Plato and Aristotle discussed about the phe-
nomena of senses and sensation, and its importance in knowing the world and our-
selves. Plato claimed that the consciousness stands exactly for the sense [1]. He
considered that the truth is related to what is perceived [1]. On contrary, Aristotle
believed that the smell is a secondary sense for humans because it will never be as
accurate as animals’ one [2].
It is important to emphasize the fact that the Sensory perception is a biological
phenomena [3]. All forms of the life have sensory perception [3, 4]. Plants are sensing
the Sun; animals are capable of sensing danger, pray or partner for coupling; even
single-celled amoeboid is capable of sensing [3, 4]. Also humans use their senses to
focus on outside world, orient in the space and communicate with each other and
environment; but the difference comparing to animals is that humans have the capa-
bility of experiencing on higher cognitive level [3–5]. It is thanks to our senses that we
have a perception of ourselves, of “being in the world” [4].
If senses are so important for humans, what happens when one or more senses are
loss or damaged? - Certainly this event changes our everyday life, the way in which we
are interacting with each other, with objects and environment [6].
2 Sense of Smell
In all moments of our lives we are perceiving different kinds of smell. Sense of smell is
considered to be a secondary sense compared to audition and vision [9]. Still it is the
very important factor in experiencing the world and people around us. We are realizing
ourselves trough our smell but also we are relating to others by smell; like smell of our
mother, people that we frequent regularly [10].
Animals are using olfactory system not for abstract experiences but for survival,
reproduction, and discovering sources of nutrition [3]. Differently, humans are living
experiences trough their senses, evoking memories and emotions [4, 5].
We perceive odors principally as pleasant and unpleasant [4, 5]. Human sense of
smell can indicate whether there is a danger in the environment and generally the
quality of the things that we consuming or being in contact with. Even tough our ability
to sense is very important it is not always reliable, and not only, it is certainly less
developed than animals’ one. This means that even healthy olfaction system is not able
of detecting all odors and certainly not all with a same intensity.
Sense of smell is in a tight relation with a sense of taste. Eating information is
geathered also from sense of smell (olfaction receptors) and this is contributing the
eating experience by emphasizing the taste of food [4]. This means that there is more
possibility that if we do not like the smell of something, we also won’t like the taste
of it [4, 5].
In the following text we will observe all these biological and cultural facts of odors
and human sense of smell, but also pathologies and possible difficulties that occur due
loss of capability of sensing.
monitor what is around us; senses help us to focus our attention on specific thing and
describe feelings and space [4, 5]. Each thing that is sensed is translated in perception -
perception is the image or experience of what is sensed.
Our nose is able of recognizing both near, direct odors (e.g. spoiled food) as those
sparse in the air (e.g. smoke, pollution) [4]. This function of our nose is enabling the
olfactory epithelium with receptors that is detecting molecules and register scents [4].
It is considered that the odor perception - the experience and memory evoked
trough sense of smell - is not as accurate as auditory, visual or tactile input [4].
Scholars are arguing about if there is a Mental Imaging for the sense of smell [11].
Mental imaging is creation of mental representations that are strongly based on imager’s
will [12]. Some researchers are claiming that there is odor imaging while some others
retain that it is not possible to generate odorlike mental images, or that this sort of
imagination is rather poor [11, 12]. Beside imaging as a mediator in recognizing odors, it
is also difficult to find a correct linguistic designation for describing odors [10]. It might
be that these two phenomena, of odor imaging and linguistic characterization of odors,
are related [6]. The emotional vividness may be exchanged with the imaging [4]; there
so, it is believed that lack of semantic information it is very difficult to classify precisely
odors. Odor imaging would be a semantic mediator that help in recognizing quality of
what we are smelling, or provide higher accuracy of human sensing [12]. Anyway,
encoding smells in our memory is not only possible but normal, we are all encoding
different smells within possibilities of our nose and sensitivity [13]. Sensory perception
is a strongly subjective experience of individuals [4, 5]. Fortunately the most of us are
able of recognizing odors and use the sense of smell in efficaciously [10]. Odors that we
meet more frequently during the life are also more easily recognizable (i.e. fragrances
based on lemon or roses); on contrary, too frequent experiencing of same odor, or
exposure to it, may also decrease sensitivity of nasal epithelium [5]. The fact that there is
a memory and experience related to sense of smell is confirming that there is a relation
between sensory system, lifestyle and environment [3–5]. Human sensory system is
detecting the quality of environment and the individual is adopting to it [3].
Some levels of pollution, fire or spoiled food a healthy olfaction system is rec-
ognizing, actually these are the most important functions of our olfaction system [13].
Human brain has a role of interpreter of what is sensed [4, 9]. Perception about
something is created in our brain and it is an active process depended on a lot of factors,
both biological and cultural [3, 4, 9].
The quality of life certainly change in anosmic patients (patients with damaged
olfactory system) comparing to normosmic (normal functioning olfaction system) [13].
Especially segments of life related to food and social relations are showed to be poorer
in anosmic patients [13]. Other very important segments of life influenced negatively
by olfaction impairment are safety, eating and personal hygiene [13].
Inhalation as a process of breathing was very important for Christian and Jewish
tradition and religion [14]. The Bible is describing The Creation of Man with a scene in
which the God breaths the soul into Adam (Gen. 1:7). Whereas in the Old testament
fragrances were related to dark realm of sexuality [9].
In Jewish tradition the smell is strongly related to the Sabbath, where this
sacred day was different from other weekdays with introduction of fragrant herbs [14].
Digitalize Limits for Increased Capability 863
In the Jewish tradition was also believed that the smell is bringing the seal of Lord, or
as later was taught, the nose is a seal of God set on our faces [9].
Historically, people became more interested in smell of themselves and their
clothes from the end of eighteenth and beginning of nineteenth century [15]. This due
the reduced economical and social differences and the first commercialization of soaps,
deodorants and generally products for hygiene [15]. This was the historical period in
which we started the war against smells; not only with personal hygiene but also with
smell of environment. Smell of our habitat changed as cause of pollution and due usage
of fragrances to reduce bad odors.
Related to historical evolution of smell it is evident that the smell had its social,
significant and semiotic function and that these were changing in time [15]. Like from
more basic musk odors to elaborated floral fragrances for personal use ecc [15].
This phenomena is related also with a fact of how close we are to the nature today.
Scholars are claiming that now a days we have less developed sensitivity to odors that
our ancestors because we are distant from nature [15].
Problems in perceiving smell can occur in few ways: when there are few odors in
the same environment and they are getting neutralized, when there is some physical
problem or ill-ness that damaged Olfaction system or when we are exposed to certain
odors for a long period so it cannot be perceived anymore or not with the same intensity
as before. But beside physiological characteristics and diseases that cause damage of
olfaction system, smelling as a human cognitive action is almost distinct in developed
societies. We are not capable of bringing accurate conclusions about the quality of what
we are smelling, as it was once where the perception about odor was strongly focused
on survival, reproduction, orientation and in general nature and its characteristics.
olfaction damaging, but there are also some other diseases that may lead to loss of
sense of smell, as Alzheimer and Parkinson, especially in elderly population.
What was of particularly interest in this research is olfactory loss due long exposure
to hazards. Exposures to pollution and hazards is very common way that brings to
olfactory damage. During a long exposures to particular odor human develops habit to
it. Developed habit is reducing a sensitivity to specific odor and perception about the
risk (hazard substances present in the air) decreases as a consequence. Being less aware
of pollution is certainly increasing the possibility of higher exposure and there so more
severe disease progress may occur.
What we propose in this research is that when there is a limit of human natural
senses there is a necessity to introduce technology able of replacing or increasing
human capability, and for introduction of technological solution it is necessary to
observe pathology and causes. Value of Technology implementation is in providing the
objective data instead of human sensing that is based on subjective experience.
Assistive Technologies have both social and individual importance. The formal
factor is not less important than technical and functional one. Assistive Technology is
not invisible, neither neutral [21]. It is the part of the user and often it is very visible
and perceived by the users as stigma, there so it becomes a barrier between the user and
environment and the main reason of abandonment [21]. Successful assistive device
should fall in a background of daily life, not to give the impact.
Assistive Technologies even if dedicated to personal use often involve also the
family of the user. In order to avoid collective frustration these devices have to be easy
and comprehensive for use [14].
Beside home use Assistive Technologies can be part of the healthcare system or
have a form of a service provided to the user [7]. These applications are often used for
rehabilitation purposes [13, 17].
There are numerous digital assistive devices that support different needs. From
those more common as hearing device to advanced body prosthesis. Other fields of
application of Assistive Technologies are related to the vision, orthopedic and among
all the mobility sector. Another field of interest is cognitive and motor disabilities, both
in case of elderly (Alzheimer or Dementia) and congenial and pathological problem-
atics, where the most common assistance is applied in sense of education, social
participation and communication [14].
In the previous text we investigated the field of Assistive Technologies and in particular
sense of smell, characteristics of olfactory system and experience related to it.
Observing the causes of loss of sense of smell we noticed that typical cases are related
to long exposure to hazards which cause serial infections that may result as damaged
olfactory system (1), often it happens as a process of ageing (2), as a result of other
pathologies (3), and due injuries that damage peripheral or central part of olfactory
system (4). Here we will focus on the risk of losing or damaging sense of smell as a
cause of long exposure to hazard substances in specific working environment.
Our research was developed on findings evolved from the Transnational Research
Project (SAF€RA Joint Call 2014) called “POD-Plurisensorial Device to Prevent
Occupational Disease” with a focus on specific environment and group of users -
workers in Coating Plant. These workers are highly exposed to Volatile Organic
Compounds (VOC) that are present in the environment. In Coating Plant environment
is highly recommended wearing of Personal Protection in order to prevent numerous
health problems that can occur after long time exposure. These pathologies are always
related to respiratory tract, and occur initially in form of irritation, allergy, chronical
bronchitis, asthma, chronic obstructive pulmonary disease (COPD) and in worst case
lung cancer.
In the following text we will show the Case Study based on the context of Coating
Plants, where is common decrease of sensitivity to smell as a cause of long exposure to
hazards, which can lead to develop more severe diseases. We will suggest as a solution
866 M. Stepanovic and V. Ferraro
to this problem an assistive device based on sensing technology and design process
based on empathy and user engagement.
The system that we will introduce is the Plurisensorial Device to prevent Occu-
pational Disease which is an interactive and protective wearable system that consists of
four parts: Protective Mask (1), Electronic Nose Device (2), Respiratory Chest Band
(3), Mobile Application (4). All these parts of the system communicate one with
another and provide a feedback trough the Mobile Application to the user, about the
environment and personal vital parameters, in the linear comparable way so that the
worker can have a complete image about how environment impacts his health com-
pared to when the protective mask is worn and not. This sort of system is based on
sensor technology and Bluetooth for information transfer.
The most important part of this system is Electronic Nose Device which is the
“brain” of the system. Electronic Nose Device (Fig. 1) is developed as a support device
for worker that offer real-time feedback about the air quality.
This device is a mediator to inform the user about the level of hazard substances in
the air and remind him to put the protection. Device’s sensor is calibrated to detect
three levels of air quality: good (1), the air is getting polluted (2) and the high exposure
to hazards (3). The device is giving visual and tactile feedback in form of colored LED
and vibrations, set respect to three levels in the mood of three colors – green, yellow,
red – and three vibration level – low, medium, high (Fig. 2). Vibrations of the device
are designed to be continued in order to force the user to look at it, because the only
way to stop vibration is to press a button on it.
Here we tried to activate other senses (vision, touch) because the sense of smell is
not validating in accurate way the condition. As workers claimed, only when the risk is
visible or the clothes that they are wearing is dirty of colors they remember that they are
exposed to toxic substances. Giving a real - time visual feedback tries to operate on this
level, emphasize the visual perception, while with vibration is activated the tactile one,
and in this way provide the objective data related what is not perceivable with a nose.
Detecting the polluted air as a human physiological function is not enough
developed to diverse all kind of hazards, and not all with a same accuracy. In the case
of our workers this is even less valid because their developed habit to this kind of
868 M. Stepanovic and V. Ferraro
odors, or as many of them have already irritated or damaged epithelium their sensitivity
on odors is on very low level. Purpose of technology in this case is to arrive where
human mechanisms are not able and prevent development of more sever diseases.
Electronic Nose Device is a sort of assistance to our nose and perception.
5 General Discussion
6 Conclusions
References
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Modeling Augmentative Communication
with Amazon Lex and Polly
1 Introduction
recently released a similar device, called the Google Assistant. Apple announced they
will be releasing their own device in early 2018. The proliferation [5], affordability,
easy setup, and natural, conversational interface of those devices, makes them a natural
candidate for developing conversational assistive technologies for persons with autism
and related disorders. We developed LEXY, a framework for modeling augmentative
communication chatbots using Lex and Polly to support persons with autism with
their needs in repetitive questions, echolalia, I want-communications, first/then-
communications, calming-communication, communicating feelings, and communicat-
ing actions. In addition to being the first conversational framework we are aware of that
caters to the special needs population, LEXY has a distinctive feature not found in
current chatbots. While current chatbots respond to requests from users via built-in
business logic, machine learning, artificial intelligence, and integration with other
systems [6], LEXY uniquely allows caregivers to dynamically configure the model of
the world that is used in turn to fulfil the requests of the individuals with special needs
interacting with the chatbots.
Figure 1 shows an illustrative, very simplified, flow of a typical chatbot where one
user interacts with the chatbot. The chatbot’s logic would interact with internal business
logic and external systems, build a model of the world based on business logic and
input from external systems, and interact with the end user accordingly. Figure 2
highlights the distinction of the LEXY framework which adds interactions with other
actors, in this case the caregiver, to augment the model of the world.
The current state of the art in conversational interfaces, whether at home such as
Amazon Alexa, or in a business setting, such as customer service chatbots, is centered
around the fulfillment of a single intent. An intent is the basic unit of work in con-
versational interfaces. An intent is modeled by a collection of utterances. Each utter-
ance is composed of natural language words and slots. An example of an intent would
be “order ice cream”. Sample utterances to model the intent could be “I want ice
cream”, “I would like to order ice cream”, “I want 3 scoops of ice cream”, “I would like
Modeling Augmentative Communication with Amazon Lex and Polly 873
to order 2 scoops of chocolate ice cream”. In order to allow for dynamic natural
conversions the last two utterances can be modeled with slots, or placeholders, rep-
resenting the number of scoops and flavors as follows: “I want {count} scoops of ice
cream” and “I would like to order {count} scoops of {flavor} ice cream”. In order for
the chatbot to fulfill the intent it needs to resolve the two slots, {count} and {flavor}. If
those slots are present in the conversational request, for example: “I would like to order
2 scoops of chocolate ice cream”, then the chatbot can fulfill the intent without further
interaction. If on the other hand, the utterance was missing some of the information, for
example, “I want ice cream” then the chatbot would prompt for the number of scoops
and the desired flavor. For simplicity, we assume the intent is fulfilled once the bot
infers the intent from the utterance. In real life scenarios, a further action, such as a
person procuring the ice cream, would be the final step in the process.
In order to provide an interaction that goes beyond fulfilling a simple intent, a chatbot
must maintain context, session, a state machine and a model of the world. Systems such
as Amazon Alexa have large teams of developers that build sophisticated business logic
and leverage machine learning and external sources to build context and a model of the
world allowing it to respond to requests. For example, if a user asks Alexa to “Alexa,
add detergent to my shopping cart”, Alexa would already know the user from the
874 A. Abualsamid and C. E. Hughes
account tied to the device, it would know their shopping history, allowing it to know
what type and size of detergent to add, and would have access to their shopping cart.
Yet, at this time, Alexa cannot have a multi-turn conversation out of the box, and is
limited to fulfilling a single intent. The global Amazon Alexa competition offered a
large prize for teams from universities around the globe to develop applications that can
hold a natural conversation with Alexa. The winning team in 2017, after a year’s worth
of development, won by managing a 10 min conversation [7] highlighting the difficulty
of developing a natural conversation system.. Our framework, being a purpose-specific
framework does not attempt to handle generic requests but only to fulfil specific
requests leveraging a model of the world created by interacting with a caregiver. The
generality of the LEXY framework stems from the variations in the model of the world
created by the caregiver but its specificity is derived from it being a purpose-specific
framework that is meant to answer a specific set of requests.
Fig. 3. A sample conversation between a prototype chatbot and two actors, the child with autism
and their caregiver.
Modeling Augmentative Communication with Amazon Lex and Polly 875
The state is hydrated from the database upon cold invokes of those cloud functions.
Under the hood, AWS implements lambda functions as Docker containers that are
disposed of after a period of inactivity, currently 15 min. If the system’s load increases
AWS would instantiate multiple copies of the Docker containers, each needing to
hydrate its state from the NoSQL DynamoDB. For simplicity we did not include the
session management and user identification components in the diagram but those
components are also part of the framework.
physical pictures on them, they are relatively easy to create at home by the caregiver
but are static by nature and practicality limits them to a small set of activities. In LEXY,
the “First/Then” activity is dynamic and is configured by the caregiver. Figures 5
through Fig. 8 show a typical interaction with the prototype chatbot for a First/Then
activity. In Fig. 5, the child asks the chatbot to watch t.v. The chatbot, having not yet
built a model of the world, is not aware of the requirements for watching t.v. and thus
informs the child they need to ask their parents. In Fig. 6, the parent builds the model
of the world by telling the chatbot that study is a requirement for watching t.v. In
Fig. 7, the child repeats the request. Since the model of the world has been built, the
chatbot responds differently this time. Instead of asking the child to “Ask your parents”,
this time the chatbot informs the child that the child needs to study first. The con-
versation concludes in Fig. 8, when the child has completed studying and the chatbot
responses appropriately informing the child that she can watch tv.
Fig. 5. The child informing the chatbot that the child wants to watch tv.
Fig. 7. The child repeating the request, after the model of the world has been built.
878 A. Abualsamid and C. E. Hughes
Fig. 8. The child interacting with the chatbot after completing the required chore.
Schedule boards are used to list a sequence of events, they can be used on a daily
basis, to describe a daily schedule, for a specific complex task, or for a sequence of
events within the day. A daily schedule board may have a picture of breakfast, a school
bus, a classroom, a school bus and a home to indicate to the child they need to eat, go to
school, spend the day at school and come back home. At school, another schedule
board may contain a picture of books, lunchbox, playground and books again to
indicate that the child will have some classroom time, then lunch time, then recess, and
finally back to the classroom. In the LEXY framework, the schedule boards are an
extension of the First/Then activity. The caregiver would conversationally specify to
the chatbot what are the events, and their sequence, that comprise the schedule, the
chatbot would correspondingly interact with the child informing her of the next activity
when she asks. Both the child and the caregiver, or a teacher, can inform the chatbot of
completed activities.
Coping boards are used to identify emotional state and present options for the child
depending on their state of mind. For example, when a child is feeling anxious, a
coping board can have picture options for “taking a deep breath”, “counting till 10”, or
“go to a quiet place”. Coping boards are implemented in LEXY using the more general
If/Then activity. The If/Then activity implements the inverse workflow of the
First/Then activity. While in the First/Then activity the child seeks a desired outcome,
in the If/Then activity, the triggered event, for example feeling anxious, would trigger
the outcome. Additionally an If/Then activity can have multiple options, all of which
are enumerated to the child when the child informs the chatbot of her state of mind. For
example, if the child informs the chatbot that she is anxious, the chatbot would
responding with something like: “If you are feeling anxious you can try taking a deep
breath, counting till 10 or finding a quiet place for few minutes.”
Modeling Augmentative Communication with Amazon Lex and Polly 879
References
1. Flippin, M., et al.: Effectiveness of the picture exchange communication system (PECS) on
communication and speech for children with autism spectrum disorders: a meta-analysis. Am.
J. Speech Lang. Pathol. 19(2), 178 (2010)
2. Light, J.C., et al.: Augmentative and alternative communication to support receptive and
expressive communication for people with autism. J. Commun. Disord. 31(2), 153–180
(1998)
3. Dooley, P., Wilczenski, F.L., Torem, C.: Using an activity schedule to smooth school
transitions. J. Posit. Behav. Interv. 3(1), 57–61 (2001)
4. Dempsey, P.: The teardown Amazon echo digital personal assistant [Teardown Consumer
Electronics]. Eng. Technol. 10(2), 88–89 (2015). https://doi.org/10.1049/et.2015.0231
5. Perez, S.: Amazon sold ‘millions’ of Alexa devices over the holiday shopping weekend.
TechCrunch (2018). https://techcrunch.com/2017/11/28/amazon-sold-millions-of-alexa-
devices-over-the-holiday-shopping-weekend/. Accessed 4 Feb 2018
6. Yan, M., Castro, P., Cheng, P., Ishakian, V.: Building a chatbot with serverless computing. In:
Proceedings of the 1st International Workshop on Mashups of Things and APIs, p. 5. ACM
(2016)
7. Developer.amazon.com (2018). 2017 Alexa Prize. http://developer.amazon.com/alexaprize/
2017-alexa-prize. Accessed 4 Feb 2018
An Age Adapting Electrolarynx – A Feasibility
Study
Abstract. We propose a mathematical model for voice aging that could be used
in the design of an age-adapting Electrolarynx. Voice data from public figures,
at the ages of 30, 40, 50 and 60 years old, were acquired from a YouTube
corpus. The voice processing consisted of an extraction of 70 Mel-Frequency
Cepstral Coefficients (MFCCs) and a computation of their statistical features.
ANOVA F-tests were used to determine which of these features change with
age. Significant differences between age groups were found only for the first 40
MFCCs. The aging model was then constructed using non-linear regression and
an averaged quadratic polynomial fit on these coefficients. Model age-adapted
voices were reconstructed from the young dataset speakers’ voices and com-
pared to their voices at older ages. The model was validated by the correlation
between speakers’ MFCCs at older ages and the model-aged MFCCs. The
average correlation results were in the range of 0.62 to 0.93. The results imply
that the first 40 MFCCs are more susceptible to age related changes and that the
proposed model has the potential to enhance the Electrolarynx by providing age
adaptation as the speaker grows older.
1 Introduction
from young adulthood into middle age, then arises again due to the loss of flexibility of
the vocal cords. Females between the ages of 20–50 have a moderately stable F0, which
declines thereafter due to hormonal changes (mass of vocal cords increase during
menopause). The loudness of the voice decreases with age due to the reduced activity
of the vocalis muscle in the larynx [6].
Spectral features of speech are commonly studied using either Mel-Frequency
Cepstral Coefficients (MFCCs) or Linear Predictive Cepstral Coefficients (LPCCs) [3].
The extraction of these features reveal vocal tract information such as its shape, spectral
bandwidths, etc. which can be used for speaker age estimations [3]. A speaker’s age
can also be determined through the extraction of glottal features. Evident effects of an
aging voice include: increased hoarseness, vocal tremors or shakiness and breathy
voices. Dehydration of the vocal cords cause irregular vibrations, resulting in increased
hoarseness of the voice. Variations in the blood supply to the larynx with age lessens
vocal cord control, which could result in shakiness of the voice. The articular surfaces
become thinner with age allowing air to escape during speech. Hence, the increased
breathing in the speech of the elderly [6].
Several age recognition systems, aiming to determine the most efficient age-
discriminating features, have been proposed in the past 2 decades. A comparative
analysis of age group recognition [7] using various features such as MFCCs, LPCCs
and Support Vector Machines (SVM) for classification yielded age recognition accu-
racies of 91.39% for the MFCCs as feature vectors and 84.69% for the LPCCs. Two
other studies that employed MFCC features for age recognition [3, 8] respectively
improved recognition performance accuracies to 92% and 94.6%. A performance
comparison of MFCC features and Shifted Delta Cepstral (SDC) features [4] showed
that under noisy speech conditions SDC features yield better performance whereas
MFCC features were more appropriate for clean speech data. The trade-off between
accuracy and complexity is also an important consideration in cepstral feature selec-
tion: LPCCs are more cost effective computationally whereas MFCCs yield more
accurate age discrimination results.
An attempt to determine the most relevant parameters that can be used for voice age
recognition, extracted from the glottal signal is presented by Mendoza et al. [9]: time
domain, frequency domain and parameters representing perturbations in the funda-
mental frequency were compared to determine which parameters were the best age
discriminators. For females, the best age discriminating parameters were shimmer and
time domain parameters (amplitude and opening quotient). The greatest differences
between the male age groups were time domain parameters (closing phase, opening and
speed quotient). Age recognition in the combined female and male database yielded a
91.66% accuracy.
Although various age recognition systems have been explored and designed, no
voice aging models currently exist nor have any been studied for usage in the
framework of an Electrolarynx. In this research we explored the changes in MFCC
statistics as speakers get older to create voice aging models, for both males and
females.
882 P. Coetzee et al.
Obtaining the voice aging model relies on the ubiquitous MFCC extraction method,
which consists of an initial conditioning and pre-processing phase [10] followed by
regression analysis. The MFCC features are selected due to their high age discrimi-
nation accuracy and the extraction of 70 MFCCs provides a good balance between
computational cost and reconstruction quality [11, 12].
3 Results
The ANOVA F-test results for the MFCC features extracted from the training set of
recordings, of both male and female speakers, showed that the first 40 MFCCs were
significantly different across different ages, in 80% of the utterances. The features of
MFCCs 41 to 70 could not reject the null hypothesis, at the chosen level of
significance.
The first 40 MFCCs were therefore used to reconstruct an aged speech from the
young speaker’s speech utterances. The averaged correlations between the model-aged
utterances and the utterances recorded at the speakers’ older age (60 years old), cal-
culated for the test set of utterances, are presented in Table 1. The correlations are in
the range of 0.62 to 0.93 which indicates moderate to high correlation.
Table 1. Average correlations of MFCCs between the model-produced and recorded (at 60-
year-old) speech utterances.
Test Subject Correlation
Female 1 0.64
Female 2 0.93
Male 1 0.62
Male 2 0.79
Figure 1 illustrates the MFCCs of an utterance of a female speaker from the test
database (Female 2). The MFCCs of the utterance recorded at the age of 60 years old is
presented in the upper graph and the reconstructed utterance in the lower graph.
A visual comparison supports the high correlation between the two signals in terms of
MFCCs (0.93).
The correlations between the recorded speech utterances of the test set and the
model-aged MFCC reconstructed speech, using Gang’s algorithm [16], yielded poor
correlation values (0.03 to 0.12). The listening tests confirmed that these reconstructed
speech utterances were barely audible and contained a great amount of noise that, in
884 P. Coetzee et al.
Fig. 1. MFCC magnitudes of all utterances of speaker “Female 2” at the age of 60-years-old
(upper graph) and the model-produced aged voice (lower graph).
some cases, prohibited the understanding of the words spoken. The reconstruction
algorithm was tested on the unaltered recorded speech (70 MFCCs) and further con-
firmed the inadequacy of this algorithm to produce faithful speech.
Figure 2 portrays this finding: The recorded speech at 60 years old is shown in the
top graph and the reconstructed speech, from its 70 unaltered MFCCs, is shown in the
lower graph.
Fig. 2. Utterance recorded at 60-years-old (upper graph) and unaltered MFCC reconstructed
speech using Gang’s Reconstruction Algorithm (lower graph) for Female 2.
An Age Adapting Electrolarynx – A Feasibility Study 885
Although similarity can be observed between the two signals, the correlation
between them is poor (0.47). The listening tests confirmed this as all listeners com-
mented that they were able to recognize the words spoken but that the speech had a
poor quality and a distinct echo which prevented them from reliably commenting upon
the speaker’s age.
A mathematical model for speech aging based on changing the speech MFCC features
was proposed. The model was trained and then validated on a test dataset using
correlation between model-aged MFCCs and MFCCs of speech recorded at older age,
for the same utterances. The results indicated moderate to high correlations for both
male and female speakers’ MFCCs. This finding implies the model’s potential to
successfully age a young Electrolarynx voice into an older one. The model may
improve by increasing the training data as well as an inclusion of more age groups. The
quality of the recordings may also contribute to the accuracy of the model: using
stereophonic recordings rather than monophonic recordings will ensure that acoustic
information is not lost in the conversion from the former to the latter and using
recordings sampled at a rate of 32 kHz will better match the human auditory capa-
bilities (majority of adults can only hear up to 12–14 kHz) [17] and this may contain
more age-related information.
The results indicate that the first 40 MFCCs, out of 70, contain the greatest amount
of age-related acoustic information. The reconstruction of speech from the aging
model-MFCCs yielded only poor correlation to the speakers’ recordings at older ages.
This may be due to both the method of transformation from the cepstral to the time
domain used in this study [12] as well as the construction of each frame magnitude of a
modeled MFCC, from randomly chosen magnitudes that conform to a normal distri-
bution. These limitations could be further explored using different reconstruction
algorithms as well as a formulation of a method that can be used to better place the
distributed points. A possible method could be to compare each generated point of an
MFCC with its nearest neighbors from the non-aged, corresponding MFCC points).
The current preliminary feasibility study thus illustrates potential for an automated
voice aging capability which could be implemented in an Electrolarynx.
References
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85(4), 677–689 (1975)
2. Kaye, R., Tang, C.G., Sinclair, C.F.: The electrolarynx: voice restoration after total
laryngectomy. Med. Dev. (Auck) 10, 133–140 (2017)
3. Mittal, T., Barthwal, A., Koolagudi, S.G.: Age approximation from speech using Gaussian
mixture models. In: Proceedings of the 2nd International Conference on Advanced
Computing, Networking and Security, pp. 74–78, December 2013
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4. Erokyar, H.: Age and gender recognition for speech applications based on support vector
machines. Graduate Theses and Dissertations (2014). http://scholarcommons.usf.edu/etd/
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5. Bocklet, Z.V., Stemmer, T., Aeissler, V., Noeth, E.: Age and gender recognition based on
multiple systems-early vs. late fusion. In: Interspeech 2010 (2010)
6. Eadie, T.: Characteristics of the aging female voice. J. Speech Lang. Pathol. Audiol. 24(4),
162–179 (2000)
7. Lee, M.-W., Kwak, K.-C.: Performance comparison of gender and age group recognition for
human-robot interaction. Int. J. Adv. Comput. Sci. Appl. 3, 12 (2012)
8. Kim, H.J., Bae, K., Yoon, H.S.: Age and gender classification for a home-robot service. In:
16th IEEE International Conference on Robot & Human Interactive Communication,
pp. 122–126, August 2007
9. Mendoza, L.A.F., Cataldo, E., Vellasco, M., Silva, M.A., Cañón, A.D.O., de Seixas, J.M.:
Classification of voice aging using ANN and glottal signal parameters. In: ANDESCON
2010, pp. 1–5. IEEE (2010)
10. Fairhurst, M., Erbilek, M., Da Costa-Abreu, M.: Selective review and analysis of aging
effects in biometric system implementation. IEEE Trans. Hum. Mach. Syst. 45, 294–303
(2015)
11. Boucheron, L.E., De Leon, P.L., Sandoval, S.: Low bit-rate speech coding through
quantization of mel-frequency cepstral coefficients. IEEE Trans. Audio Speech Lang.
Process. 20(2), 610–619 (2012)
12. Gang, M., Zhang, X., Yang, J., Zou, X.: Speech reconstruction from mel-frequency cepstral
coefficients via 1-norm minimization. In: IEEE 17th International Workshop on Multimedia
Signal Processing (MMSP), pp. 1–5, October 2015
13. Gelman, A., Imbens, G.: Why high-order polynomials should not be used in regression
discontinuity designs. J. Bus. Econ. Stat. 2017. https://doi.org/10.1080/07350015.2017.
1366909. Accessed 27 Oct 2017
14. Ganchev, T., Fakotakis, N., Kokkinakis, G.: Comparative evaluation of various MFCC
implementations on the speaker verification task. In: Proceedings of SPECOM, pp. 191–194,
October 2005
15. Griffin, D., Lim, J.: Signal estimation from modified short-time Fourier transform. IEEE
Trans. Acoust. Speech Signal Process. 32(2), 236–243 (1984)
16. Gang, M.: Reconstruct speech from MFCCs (v.3), October 2016. https://www.Mathworks.
com/matlabcentral/fileexchange/53186-invmfccs?requestedDomain=www.mathworks.com.
Accessed 28 Oct 2017
17. Gordon-Salant, G.S., Frisina, R.D., Fay, R.R., Popper, A.: The Aging Auditory System,
p. 115. Springer (2010)
Designing and Creating a Prototype of Robotic
Skeleton Systems for Computerized Lower
Limb Prosthesis
Abstract. Recent statistics reveal that more than 40 million people of all ages
from all over the world suffer amputations, and only 5% of them in need have
access to assistive products. Common causes of amputation include congenital
deformities, vascular diseases, diabetes, and accidents. A prosthesis is an
assistive device that is used to substitute and restore the normal functions of the
missing part of body. A prosthesis can be either functional or cosmetic, and can
be either attached to the body externally or implanted surgically. Without
prosthetic innovations, lower-limb amputees are required to have ordinary
ambulatory skills sufficient to perform the basic movement functions and the
ability to stand, walk, sit, reach with hands and arms, and manipulate (lift, carry,
move) light to medium weights. Unfortunately, some amputees are unable even
to stand and use their prosthesis to meet their demand. It has been found that
traditional prostheses are mostly passive products with limitations and draw-
backs. Recent research suggests that a trend in the utilization of active
actuators/prostheses can overcome limitations and drawbacks of passive pros-
theses. Major functions of active prostheses are real-time intent recognitions,
control strategies, torque requirements reduction, and energy saving. This paper
presents the design of robotic skeletal system of the lower limb for computerized
prosthetic leg development. The major structure of robotic skeletal systems
consists of lower-limb joints modules, kinematics sensors and kinetics sensors.
By taking advantage of the modern microprocessor-based controllers and low-
power transmitters, the new robotic skeleton systems are created with better
control performance in nearly real-time basis, lighter weight, higher flexibility,
greater range of movement around a join, and better safety. The preliminary
experiments are performed to evaluate the new design of robotic skeletal system
by measuring sensors data while walking on ground, and climbing up-down
stairs. Findings indicate the new design of a robotic skeletal system can provide
the useful biomechanics parameters, which can be used for the development of
computerized lower limb prosthesis.
1 Introduction
Fig. 1. The kinetic and kinetic data obtained from study this exoskeleton
2 Methods
2.1 Human Walking
Gait Cycle [8]. Walking is a natural evolution. Gait Cycle is divided into 2 stages.
Stance phase takes 60% of walking distance. Starting from the interval Heel strike 0%
Toe off 60%. Swing phase is the average duration is 40% of the walking cycle. From
the Toe off to 60% to 100% heel strike (Fig. 2).
Designing and Creating a Prototype of Robotic Skeleton Systems 889
The Cycle Gait Data (CGD). The presented human walking medium on flat ground.
Subject is 20 healthy adult. Age from 20–72 years, body mass approximately 68.5 kg
and height approximately 171 cm [10].
Ankle. Figure 3 (Left) shows moment of ankle data in gait cycle. The peak toque of
ankle approximate 90 Nm that is the highest torque in three joint (ankle, knee and hip).
Range of peak torque start at heel off (At this point of heel off the floor.) until toe off
(At this point of toe off the floor.). The ankle torque is almost entirely planter extension.
Therefore, get idea is to put the direction of the spring. Figure 3 (Right) Shown degree
of ankle data at each point in gait cycle. Range of peak degree at toe off and initial
swing.
Fig. 3. Moment of ankle during walking (Left). Angle of ankle during walking (Right).
Knee. Figure 4 (Left) shows moment of knee help in control extension for protect
knee fall between walk range stance in gait cycle. The peak toque of ankle approximate
34 Nm at stance phase. All most torque phase at positive graph phase (At extension).
Figure 4 (Right) shows degree of knee data at each point in gait cycle. The peak degree
of knee approximate 63° that most degree in three joint (ankle, knee and hip). Because
the most degree help in swing phase for clear ground.
890 Y. Auarmorn et al.
Hip. Figure 5 (Left) shows moment of hip has both extension and flexion in gait cycle.
The peak torque of extension at early stance has approximate 35 Nm because hip get
load direct from the upper part of the body and tried to exert stepped forward. The peak
torque of flexion at the end stance phase has approximate 55 Nm. Figure 5 (Right)
shows degree of hip data at each point in gait cycle. Mostly movement at positive graph
phase (At flexion) and peak degree of flexion has approximate 34° before swing phase.
Extension is negative graph phase and peck degree of the extension at early heel off
until initial swing.
Fig. 4. Moment of knee during walking (Left). Angle of knee during walking (Right).
Fig. 5. Moment of hip during walking (Left). Angle of hip during walking (Right).
Designing and Creating a Prototype of Robotic Skeleton Systems 891
Structure. The exoskeleton has three degrees of freedom include 1 DOF at hip, 1 DOF
at knee, and 1 DOF at ankle (Fig. 6).
Each joint has movement and torque are not the same. So that consider add spring
each point dissimilar. Spring direction show at Fig. 6. Nevertheless, spring direction of
knee joint was different from another joint. Knee joint required both direct force but
choose put one sided at extension. Because torque of extension greater than flexion and
did not want to load the wearer.
892 Y. Auarmorn et al.
Figures 7 and 8 are an overall model of Exoskeleton. The following sections discuss
the critical features of the major components.
Sensors. Potentiometers and strain gauges are attached to hip, knee, and ankle joints
for kinematics and kinetics data collections.
Ankle. The ankle joint was single degree of freedom (DOF). The key component is the
spring. Select tension spring constant k approximately 15 N/m connect with arm of
70 mm for transform the linear stiffness to effective rotary stiffness at the ankle joint.
(Figure 9) During the walking cycle, the plantar flexion spring stored energy during
controlled dorsiflexion, and that energy was subsequently released to assist the human
foot during powered plantar flexion. Material used aluminium alloy high strength type
(AL7075) in structure. Exoskeleton had ROM stopper for protect more than the human
range of motion.
Shank and Thigh used standard part aluminium profile convenient purchase, inex-
pensive and easy adjustment of length for shank and thigh according to the anthro-
pometry data of each user [11–14].
Designing and Creating a Prototype of Robotic Skeleton Systems 893
Knee. The Knee joint was single degree of freedom (DOF). Select type compression
spring and spring constant kkneespring approximately 2.5 N/m connect with arm of
60 mm for transform the linear stiffness to effective rotary stiffnesses at the knee joint
and spring had movement in cylinder. (Figure 10) Used kkneespring value low because of
knee. The required knee torque has both extension and flexion. The highest peak torque
is extension. Consider adding a spring force that reduces peak torque extension at early
stance. Material selected aluminium alloy high strength type (AL7075) in structure.
Exoskeleton had ROM stopper for protect more than the human range of motion.
Figure 11 shows mechanism for lock position angle every 20°. The mechanism for
this design has the advantage of able quick release the lock. Using springs to help
release.
Hip. The hip joint was single degree of freedom (DOF). Select type tension spring and
spring constant khipspring approximately 15 N/m connect with arm of 50 mm for
transform the linear stiffness to effective rotary stiffnesses at the hip joint and spring
had movement in cylinder. (Figure 12) The hip flexion spring stored energy during hip
extension and released that energy to assist hip flexion movements in walking. Material
selected aluminium alloy high strength type (AL7075) in structure. Exoskeleton had
ROM stopper for protect more than the human range of motion.
Designing and Creating a Prototype of Robotic Skeleton Systems 895
Calculate the torque from the springs at ankle knee and hip by RM = F r is given
below.
Total torque calculation at ankle knee and hip by RMtotel = 0 is given below.
Use excel to create formulas for calculating torque occurring at the ankle and knee
to calculate all walking ranges and then plot the values obtained.
3 Biomechanics Results
Ankle. When wearing exoskeleton, the peak torque of planter extension were reduce
about 20 Nm or about 23% (Fig. 13).
Fig. 13. Moment of ankle during walking comparison between human and exoskeleton
Designing and Creating a Prototype of Robotic Skeleton Systems 897
Knee. When wearing exoskeleton, the peak torque of extension were reduce about
7 Nm or about 20% but torque of flexion was increased. Because required knee torque
had both extension and flexion (Fig. 14).
Fig. 14. Moment of knee during walking comparison between human and exoskeleton
Hip. When wearing exoskeleton, the peak torque of extension were reduce about
30 Nm or about 88% and the peak torque of flexion were reduce about 23 Nm or about
42% (Fig. 15).
Fig. 15. Moment of hip during walking comparison between human and exoskeleton
898 Y. Auarmorn et al.
References
1. Ekso Bionics: An exoskeleton bionic suit or a wearable robot that helps people walk again.
https://eksobionics.com/
2. Zoss, A.B., Kazerooni, H., Chu, A.: Biomechanical design of the berkeley lower extremity
exoskeletong (BLEEX). IEEE/ASME Trans. Mechatron. 11, 128–138 (2006)
3. Walsh, C.J., Endo, K., Herr, H.: A quasi-passive leg exoskeleton for load-carrying
augmentation. Int. J. Humanoid Robot. 4, 487–506 (2007)
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adduction. J. Biomech. 34, 1107–1115 (2001)
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kinematic, kinetic and EMG reference data for healthy young and adult subjects. Gait
Posture 33, 6–13 (2011)
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Interdisciplinary-Based Development of User-
Friendly Customized 3D Printed Upper Limb
Prosthesis
1 Introduction
Global data show that more than one billion people in the world experience deficiencies
of different types and degrees [1]. In low-income and developing countries, many
people do not have access to assistive devices and, therefore, have limited indepen-
dence and social participation. Assistive Technologies (AT) have the potential to
promote social inclusion and dignified life.
While lower limb prostheses work satisfactorily for most of the users, substituting
the complexity of hand function remains a difficult challenge. Most upper limb
prostheses are heavy, difficult to operate and do not allow for efficient and satisfactory
functioning in daily activities. As a result, many people with unilateral upper limb
amputation tend to adapt to perform daily tasks with one hand. The upper limb
prosthesis, in many cases, are not used and, finally, abandoned.
Usability problems related to upper limb prosthesis have been reported [2]. Also,
studies have addressed the stigma associated to the design of assistive technologies,
highlighting the need of customizable design not limited to practical concerns, but also
focusing on best meet the user’s preferences, thus benefiting acceptance and satisfac-
tion [3].
3D Printing and Rapid Prototyping (RP) are technologies that started to be applied
to the field of prosthetics and can enhance the fabrication process by enabling tailored
(unique and customized) parts to be produced faster, more accurately, and more sus-
tainably compared to the conventional modeling and prototyping process, making them
more suitable for the development of prostheses.
This paper describes the interdisciplinary collaborative development of a cus-
tomized transradial mechanical prosthesis for an infant patient with bilateral upper limb
amputation (forearm level), combining knowledge and approaches of areas of product
design, rehabilitation, rapid prototyping, and ergonomics.
2 Development
This paper reports on the development of a customized low cost upper limb prosthesis
based on interdisciplinarity approach between Product Design and Rehabilitation.
Specific knowledge and practices of both areas were applied to a linear development
process, as shown by Fig. 1.
2.1 Exploring
This case involved a patient who, with a year and a month, had her upper and lower
limbs amputated, due to the occurrence of meningococcemia, an infection caused by
the bacterium Neisseria meningitidis (meningococcus), the same type of bacteria that
can cause meningitis. The disease has caused sequelae in the patient, bilateral
transtibial amputation in the upper third of the leg (calf area, tibia and fibula are cut)
and bilateral transradial amputation (bony section between the elbow and wrist joint. It
may be proximal, middle, or distal). SORRI Bauru began follow-up treatment in 2009,
Interdisciplinary-Based Development 901
the year that the amputations occurred. The patient had prosthesis on both of her lower
limbs but still did not have the upper limbs protected.
First, an interview was conducted to learn about the patient’s needs and expectations.
The patient had some complaints about her inability to perform daily activities alone
such as conducting her personal hygiene, using the toilet, changing clothes, using zip-
pers, closing buttons, brushing her hair, to mention a few. In addition, she complained
about perspiring too much when she writes, since she uses both stumps to hold the
pencil, which is distracting and taxes her energy. The patient takes athletic classes, loves
to play with her dolls, watch cartoons, and is extremely active despite her condition.
The patient had an unsuccessful previous experience with a standard mechanical
prosthesis similar to the one presented in Fig. 2.
Mechanical prostheses are the most suitable for children because of their adaptive
characteristics [4].
2.2 Briefing
Due to the needs of both the patient and the available technologies, we focused on the
design of an upper limb prosthesis that could activate hand grasp by the movement of
elbow flexion and extension (mechanical prosthesis). In this case, it is better to work
with a mechanical prosthesis because the patient needed a functional prosthesis that
went beyond simply having a stump (aesthetic/passive prosthesis), since the patient still
has the natural movement of the elbow.
To support proper decisions during the design process, the main aspects of the
prosthesis design were separated into three categories: technical, ergonomic, and aes-
thetic aspects (Table 1). From the technical perspective, it was important that the
prosthesis met the following requirements: easy maintenance; resistant material; low
cost; simple manufacturing elements - printed parts should be as simple as possible.
From an ergonomic point of view, the prosthesis should be as light and easy to
activate as possible [5]. Also, it should comfortably fit the left limb, as the stump is
longer than the right side, thus facilitating the elbow flexion (which is the movement
902 L. A. da Silva et al.
that activates the hand grasping). Simple hygiene, easy attachment/placement and
increased friction on fingers and palm to facilitate the user to hold objects are other
important ergonomic features to be presented in the prosthesis design. Finally, the
aesthetic aspects were crucial for the acceptance and satisfaction of the user, especially
for a child. In this context, the prosthesis should look playful, so that the child could see
it as a “toy” that could help her in her daily activities. The prosthesis design should
therefore consider the preferences of the child, such as colors [6] and cartoon
characters.
2.4 Testing
For user testing, some objects that are easy to pick up was chosen so as not to generate
frustration, such as Lego blocks, a glass, a jar, and a textured cylinder.
The prosthesis was worn by the patient, who soon began to open and close her
hand, even before explaining how to perform the movement.
It was noticed that the prosthesis could be better fixed by simply applying one more
Velcro to the proximal part of the forearm, so that the user did not have to apply so
much force to generate the movement of the fingers. It was also sanded the proximal
part of the forearm because it was limiting the movement of the user. These procedures
facilitated biceps flexion.
The test was also done in the left stump, where we had a better result, being able to
close the fingers more easily (Fig. 4).
Mold Scanning. The mold was digitalized at CADEP, to obtain a digital polygon
mesh. For this process, the 3D mobile optical scanning system, GOM, model ATOS I
2M was used, which obtains three-dimensional data of an object quickly and accurately
due to the high resolution. An outlet points of this equipment can get up to two million
points, and each individual outlet is added to the set of previous measurements,
resulting in a dense cloud of points. The parameters obtained will be used to adapt the
geometry of the prosthesis to fit perfectly to the stump of the patient (Fig. 6).
Interdisciplinary-Based Development 905
Redesign of the Prosthesis. For the editing of the pieces, the software Rhinoceros and
Meshmixer were used. The only files that did not require any modification were the pins
and the template. In all the pieces the edges and the mesh of triangles were softened.
On the fingers the cat paws were applied to increase the grip and the contact surface.
In the phalanges the paws in the center of the lower part, however, a cavity was made
where the paws should stay, to print them in a material different from the phalanges. In
the palm, the vector of a drawing of the “Marie kitten” was applied and the general
geometry was modified, as the inner canals, which were reduced for passage of the
nylon threads, besides removing the mesh from the palm, and creating an internal
mesh, giving flexibility to the piece. In the forearm, it was used as the basis for the
modification of geometry the scanning of the forearm mold. It was reduced 3 cm in
length, and a mesh of kitten paws was applied to reduce material and transmit
Fig. 7. Forearm. On the left, before the redesign; on the right, after.
906 L. A. da Silva et al.
playfulness to the prosthesis. A U-shaped cut was made at the proximal and distal but
softer end. The channel of the nylon wires was reduced. Only three cavities were
retained for the passage of Velcro. In the clamp, a “U” cut was made from the distal
end of the piece and applied the user’s name and project logo (Fig. 7).
3D Printing. The Sethi S3 3D Printer was used for the printing of the pieces and for
the preparation of the pieces for the printing were used the software Repetier and Cura
2.6.2. The files were imported into the software, positioned on the 3D printer table.
Support was only used in the clamp because it does not have self-support. The settings
for printing were adjusted, such as layer thickness, print speed, among others, and then
the pieces were sliced by the software in 2D layers, finally ready for printing.
The use of PLA was preferred as it is biodegradable and non-toxic, as well as having
a lower molding temperature compared to ABS (Acrylonitrile Butadiene Styrene) fil-
ament. Also, the TPU (Thermoplastic Polyurethane) filament was used to have flexi-
bility in some of the pieces.
All parts were 3D printed, except for the template, which was reused from the first
prototype (Fig. 8).
Assembly. First the pieces were sanded for better finishing. Only the molding of the
forearm was different from the assembly of the similar prosthesis, since the plaster cast
was used to shape the forearm and the armband. In addition, since the paws meant for
application to the phalanges needed to be 3D printed separately, they had to be fixed
together with Cyanoacrylate (Fig. 9).
Interdisciplinary-Based Development 907
2.6 Provision
The final test was conducted at SORRI in the presence of a prosthetist and occupational
therapist. The prosthesis was delivered to the patient, who was delighted with the result.
The user was asked to perform some tasks, such as picking up simple objects such
as an eraser. Another task we asked the user to perform was writing. One of the main
complaints was that when she wrote, she perspired a lot because she held the pencil
with the two stumps. An adapter was placed in the pencil and the user was able to write
without difficulty. Also using an adapter, the user was able to close zippers and buttons,
another complaint from her (Fig. 10).
3 Conclusion
The manufacture of the prosthesis was simple, all executed by 3D printers, while only the
assembly was done by hand. The durability is greater because the Velcro can be regu-
lated for the fixation of the prosthesis on the user. The prosthesis is extremely efficient as
it does not require much effort from the user to perform the movement of opening and
closing the fingers (hold) compared to the prosthesis made by SORRI. Another aspect
elaborated upon was the lightness, compared to the conventional prosthesis.
The cat paw was applied on the fingertips and phalanges to create a texture that
facilitated the grip of objects, because during the test prosthesis the fingers were smooth,
causing objects to slip out of the hand. The handle of the prosthesis was much improved
compared to the Unlimbited Arm, due to the increased contact surface using the flexible
plastic filament (TPU) in the palm of the hand. It was used the character and the colors
requested by the wearer, making it playful, making it feel like more like a toy than a
prosthesis. Another great differential between the final prosthesis and the Unlimbited
Arm was the use of the user’s stump mold to mold the forearm, making the part the exact
shape for the wearer’s stump. According to the wearer, the prosthesis is comfortable,
and the placement of the prosthesis is as simple as just adjusting the Velcro. A great
result was obtained, the user was satisfied with the prosthesis in every aspect.
Simple maintenance of the prosthesis can be easily performed by the wearer’s
parents, replacing the elastics and Velcro when necessary. Also, the prosthesis can be
sanitized with water at room temperature and soap.
We conclude that 3D Printing and Rapid Prototyping can contribute greatly to the
manufacturing process of assistive technologies, mainly prostheses, as we demon-
strated in this work, streamlining development processes, and reducing product costs.
In addition, 3D Printing and RP technologies have contributed to the execution of
tailor-made and user-tailored parts which is much faster and more accurate compared to
the conventional manual prosthetic process.
Acknowledgments. The would like to thank the Norwegian Centre for International Cooper-
ation in Education (UTF-2016-long-term/10053) for the financial support.
References
1. World Health Organization. http://www.who.int/disabilities/world_report/2011/report.pdf
2. Biddiss, E., Chau, T.: Upper-limb prosthetics: critical factors in device abandonment. Am.
J. Phys. Med. Rehabil. 86, 977–987 (2007)
3. Lanutti, N.L., Medola, F.O., Gonçalves, D.D., Silva, M.L., Nicholl, A.R.J., Paschoarelli, L.
C.: The significance of manual wheelchairs: a comparative study on male and female users.
Procedia Manufact. 3, 6079–6085 (2015)
4. Andrade, F.L.: Amputações adquiridas na infância. In: Teixeira, et al. TO na Reabilitação
Física. Rocca, São Paulo (2003)
5. Biddiss, E., Beaton, D., Chau, T.: Consumer design priorities for upper limb prosthetics.
Disabil. Rehabil. Assist. Technol. 2, 346–357 (2006)
6. Biddiss, E., Chau, T.: Upper extremity prosthesis use and abandonment: a survey of the last
25 years. Prosthet. Orthot. Int. 31, 236–257 (2007)
A Software Based on Eye Gaze to Evaluate
Mathematics in Children with Cerebral Palsy
in Inclusive Education
1 Introduction
province of Azuay, there are eight educational institutions for people with disability,
called special institutions [5]. Some of these centers are not inclusive because they are
focus on a single type of disability, for example, the Institute of Cerebral Palsy of
Azuay (IPCA) where all students suffer cerebral palsy and this is not an inclusive
education because they do not socialize and share in the classroom with students
without needs.
The Ministry of Education of Ecuador has guidelines for the educational inclusion
process of people with educational needs with or without disabilities [6]. This guide
explains the administrative process, promotion and evaluation of students in a general
way, but it does not mention about the support for assistive technology or Human-
Computer Interface (HCI) that allows a more natural communication with computer
and people for students with speech difficulties and cerebral palsy.
It is hard to access assistive technology for a person suffering a disability because
the basic salary is around $350 dollars monthly and it is too low to acquire any kind of
technology. For example, the IPCA has a population of 86 people with multiple dis-
abilities in the institution and they are in poverty quintiles 1 and 2. In Azuay province,
there are 20634 people with physical, intellectual and language disabilities. All these
people need an assistive technology to communicate their desires, feelings and emo-
tions (Fig. 1).
Augmentative and Alternative Communication (AAC) are tools and methods that
improve the intercommunication of patients with disabilities who are nonverbal or
whose speech is not understandable like person with CP. The lack of communication
does not help the educational process and teachers always have a subjective feedback
of the knowledge acquired from the students, because they don’t know for sure what
answer the students want to say.
In this paper, we present a new software to evaluate mathematic in children
between 5 and 7 years old. It is organized as follows: the assistive technology, IRIS-
BOND, is described in detail in Sect. 2. The software designs is presented in Sect. 3,
followed by the results and discussion in Sect. 4. Finally, conclusion are in Sect. 5.
A Software Based on Eye Gaze to Evaluate Mathematics in Children 911
Irisbond is a system that enables the control of the computer through the movement of
the eyes, that is, a “hands-free” system that works in a similar way to a normal mouse,
which instead of being handled with the hands is handled with the eyes, manipulating
the movement of the pointer. This system benefits people who have severe mobility
limitations and can not use a conventional mouse to management a computer. This tool
can be used with children with CP and their can interact with a software in the
computer. This system consists of a camera and synchronized LEDs that emit an
innocuous infrared light; it is connect by the USB port to a computer or tablet (Fig. 2).
The Irisbond system has an application, Irisbond Primma, that performs the image
processing and control algorithms, so that the movement of the eyes are transformed
into Cartesian coordinates of the mouse position on the screen and this allows deter-
mining where the user is viewing and position the mouse in that place. In addition, the
software can determine the event that the user wants to perform like simple click,
double click, click for fixation, etc.
Initial calibration of the Irisbond is necessary to adapt the control algorithm to the
conditions of the user, to recognize the movement of the user’s eyes and to specify the
distance between the patient and the computer. The Primma software makes the cali-
bration in two steps: positioning and calibrate. In addition, it can has as many users as it
wants, so various persons of the same educational institution can use the system, Fig. 3.
The first step configures the distance of the student from the camera; this can be
recalibrated at any time, which allows having a better effectiveness when controlling
the pointer of the computer, Fig. 4. The second step is to follow and object that moves
along the margins of the screen, which determinates the limit of the coordinates; this
can be done with different calibrations points: 16 points, 9 points and 5 points. After
this, the IRISBOND can be used as mouser in any software or App.
912 O. Alvarado-Cando et al.
3 Software Design
student get an incorrect answer the program will be in a loop until it succeeds. Of
course, the software makes a count so the teacher can know what content has to be
reinforced because the purpose of evaluation is to know the debilities of the students in
order to strengthen their knowledge (Fig. 6).
The proposed system has been put up for trial with 5 children with CP. They have been
provided an introduction for the exercises and they work on this for two month in 1 h
sessions 3 times a week. This practice allows the students to know the methodology of
the exercises and to feel confident about the use of the eye-gazed system. At the
beginning, the question were presented in plain text, which seemed to be bored to the
students; the images were changed to gifs format.
In Fig. 7, the graphical model of the questions for exercises and quizzes are pre-
sented. The section “a” in the following figure is for the question, which can be read
914 O. Alvarado-Cando et al.
and the software reproduce it audibly. The “b” box is the graph type gif that allows a
better understanding of the people with CP and the “c” box are the possible answers to
the questions.
All topics were developed through the same methodology: question, gif image and
possible answer, Fig. 8. The students were evaluated through software and in the
traditional way without the help of TICs, the result are presented in Table 1.
5 Conclusion
Children with cerebral palsy are given away from the educational process, thinking that
they do not have the necessary knowledge to pass the course. In this study, we can
demonstrate that four of the five students get a higher grade using the eye-gazed system
than using the traditional evaluations methods. Students using an augmentative and
alternative communication system based on eye tracking can improve their school
performance; student 3 improved his grade by 18%.
In the other hand, student 3 has a lower grade using the AAC system because she don’t
feel confident with technology and gifs does not like her. It is very important to emphasize
that two of the students evaluated in this paper who failed the quiz through the traditional
evaluation methods (basic pictograms); they pass the quiz using the help of TICs.
References
1. Borblik, J., Shabalina, O., Kultsova, M.: Assistive technology software for people with
intellectual or development disabilities: design of user interfaces for mobile applications. In:
2015 6th International Conference on Information, Intelligence, Systems and Applications
(IISA), Corfu (n.d.)
2. Ministerio de Educación del Ecuador: Instituciones de Educación Especial, 05 January 2018.
https://educacion.gob.ec/instituciones-de-educacion-especial/
3. Rosenbaum, P., Paneth, N., Leviton, A., Goldstein, M., Bax, M.: A report: the definition and
classification of cerebral palsy April 2016. Dev. Med. Child Neurol. Suppl. 49(109), 8–14
(2007)
4. Sakib Khan, S., Haque Sunny, M., Shifat Hossain, M., Hossain, E., Ahmad, M.: Nose tracking
cursor control for the people with disabilities: an improved HCI. In: 3rd International
Conference on Electrical Information and Communication Technology (EICT), Khulna (2017)
5. Subsecretaría de Educación Especializada e Inclusiva: Instructivo para la evaluación y
promoción de estudiantes con necesidades educativas especiales. Ministerio de Educación del
Ecuador, Quito (2016)
6. World Health Organization: Disability and health, January 2018. http://www.who.int/
mediacentre/factsheets/fs352/en/. Accessed 03 January 2018
Research on the Environmental Thermal
Comfort Based on Manikin
Abstract. The subjective evaluation and objective test are the main methods to
study the thermal comfort sensation of the environment. The Predicted mean
votes (PMV) are calculated by thermal environment parameters obtained from
the test points in general objective tests. However, the unstable factors of indoor
environment make the description and prediction comprehensively and accu-
rately impossible by the traditional methods. Through the physical and physi-
ological characteristics of Chinese population in the Chinese adult human
database, 50 percentile male adults’ three dimensional physical data was
selected to establish the manikin model. Controlling strategy was formulated
according to the heat balance equation and thermal manikin test system was
designed to test the exchanged heat between human body and environment in an
unsteady and heterogeneous environment. In the specific heat and humidity
environment created by the laboratory, the predicted mean vote (PMV) of the
current environment was −0.8 by the thermal manikin test system. At the same
time, the subjective evaluation tests were conducted in the environment and the
thermal sensation vote (TSV) was −0.65. The relative error was only 2.1%
between the subjective evaluations and the objective test results of the manikin.
1 Introduction
According to figures, we spend more than 80% time of our life indoors, in which the
environmental qualities, like sound, light, thermal environment and air quality, all have
a significant impact on our physical and mental health, comfort and work efficiency.
Physiological research shows that in a comfortable thermal environment, it’s good for
thinking, observation and operation. The subjective and objective evaluation methods
are always used to evaluate the thermal environment in the research. The results of the
subjective evaluation are usually discrete, which are obtained through the process and
synthesis of the subjective evaluation scales. The subjective evaluation method can
assess the comfort of the current environment intuitively and clearly. The objective
evaluation is completed by the experiments, and the results are in good stability and
consistency, which guarantees the results comparability and reproducibility even in
different laboratories. Consequently, it is the main method to study the thermal comfort
of the environment by the combination of subjective evaluation and objective test.
When it comes to the objective evaluation method, currently, the majority of
researchers use the stable thermal environment created by an artificial climate chamber
to get the evaluation. Indoor thermal environment parameters (air temperature,
humidity, air velocity and average radiant temperature) are measured by the arranged
measuring points, and the indoor thermal environment evaluation indexes, such as the
predicted mean vote, the air vertical temperature difference value, temperature fluctu-
ation and temperature uniformity, are leaded to give the thermal environment evalu-
ation more comprehensively and objectively. But the actual indoor thermal
environment is often unstable because of the numerous unstable factors, like the
asymmetric radiation, the partial airflow and the partial cooling factor. Accordingly, it
is difficult for the general thermal environment parameters to describe and predict the
thermal comfort extent accurately in such environment. However, in unsteady condi-
tions, the heat exchange between the human and the environment can be tested directly
by the thermal manikin which is similar to human in the shape and it can predict the
thermal comfort degree of the human. Through the manikin, the heat exchange process
between the human body and the environment can be simulated and the thermal
comfort can be evaluated scientifically. What is more, the effect of individual difference
is avoided and the accuracy is ensured. So, it has been generally accepted that the
thermal manikin is an indispensable method in the human body efficacy research.
Many foreign institutions have developed thermal manikin. In Finland, Ehab Foda
et al. used thermal manikin that are based on skin temperature control method to test
the thermal comfort and energy efficiency of the partial floor heating system, and the
results were used to conduct the design of the system. In Hungarian, Edit Barna et al.
found the warm floors and cold walls had combined effects on human thermal comfort
during their research by thermal manikin. The results showed that the cold wall can
reduce the partial average equivalent temperature of the hand and the face by 2°, and
the vertical cold wall has much greater influence than the warm floor on the thermal
comfort sense. In Swiss, Bogerd et al. used thermal manikin to study how the speed,
head elevation, and hair condition affect the forced convection heat loss of a motorcycle
helmet.
At Coimbra University in Portugal, Oliveira et al. made a comparative study on the
heat loss between the static and dynamic posture of the thermal manikin in the natural
convection and the forced convection condition. The result showed that in natural
convection condition, the average convective heat transfer coefficient of the static body
was about 3.5 W/m2K, while the dynamic body was about 4.5 W/m2K. In Singapore,
Cheong et al. used thermal manikin with independent heating control method in the 26
sections to study the thermal comfort of the human in the displacement ventilation
room with different temperature distributions. The result showed that the partial thermal
discomfort in the cold was more obvious than the warm. In France, Elabbassi et al.
918 R. Wang et al.
studied the effect of electric blanket on the dry heat loss of the newborn body by
thermal manikin. Matsunaga et al. evaluated the thermal comfort in the vehicle by
combining the thermal manikin test with numerical simulation and subjective
experience.
Nowadays, most thermal manikins in research institutions were based on European
and American people’s physiological characteristics instead of Chinese. So, it has been
imperative to develop and build the thermal manikin system based on Chinese people’s
physiological characteristics to evaluate the thermal comfort of the environment
objectively. In this thesis, the manikin model was established through the 50 percentile
male adults’ three dimensional physical data from the Chinese adult human database.
Controlling strategy was formulated according to the heat balance equation and thermal
manikin test system was designed to test the exchanged heat between human body and
environment in an unsteady and heterogeneous environment. And the feasibility of the
test system to evaluate the environment was verified through subjective evaluations and
objective experimental tests.
The thermal manikin was designed according to the 50 percentile China’s male adults’
physical data, including 16 independent control sections, such as the head, the left
upper arm, the right upper arm, the left forearm, the right forearm, the left hand, the
right hand, the chest, the back, the hip, the left thigh, the right thigh, the left leg, the
right leg, the left foot and the right foot. There were active joints, like the hip, the knee,
the elbow and other joints. It included standing and sitting posture. The heating of each
area in the manikin was controlled individually by low voltage power and the tem-
perature sensors were arranged to measure the surface temperature. There were various
sensors in the regions with different heat transfer conditions, like the legs, the torso, the
hips, etc. The heat flow and surface temperature of each region were measured and
controlled by a computer. The manikin’s structures and partitions are shown in Fig. 1.
Its main joints can be adjusted, and the posture can be adjusted according to the
measured demand.
The manikin is controlled according to the heat balance equation in the comfortable
condition of human body, and its surface temperature depends on the heat exchange
between the body and the surrounding environment. Without considering the external
work of the human body, the heat balance equation in the comfortable condition is as
follows:
M ¼ Qt ¼ Qres þ Es þ Q ð1Þ
Fig. 1. The sections of the thermal manikin partition and the entire structure
In the formula: M is the metabolic heat production of body (W/m2); Qt is the total
heat transfer between the body and the environment (W/m2); Qres is the respiratory
heat exchange of the body, (W/m2); Es is the evaporative heat exchange of the skin
(W/m2); Q is the convection and radiant heat transfer between the body and the
environment (W/m2); Pa is the partial pressure of the vapour in the environment,taken
as 1500 Pa; ta is the air temperature,taken as 20°C.
From the above three formulas,the relationship of the total heat dissipation (Qt) and
the convection radiation heat transfer (Q) between the body and the environment is as
follows:
Qt ¼ 1:96Q21:56 ð4Þ
From the above two formulas, the following formula can be got:
This formula is the controlling equation to adjust the manikin’s surface tempera-
ture. The surface temperature of the manikin depends on the heat dissipation to the
environment and the heating power of the manikin. According to the heating power of
each region (Qn) and the surface temperature (tsk,n) of the its different regions, the
equivalent space temperature (teq,whole) of the manikin can be calculated.
920 R. Wang et al.
Because the indoor environment test is to simulate the home environment, the
experimental room were built, including a bed.
The test procedures and matters are as follows:
(1) Before the testing, the thermal manikin and its clothing thermal resistance should
be calibrated in the laboratory environment. After calibration, the position and
dressing cannot be changed.
(2) In order to avoid the influence of wall heat accumulation in the environmental
comfort test, the wall should be preheated for a period to ensure its temperature
reaches the specified value.
(3) In the test, the thermal manikin and environment parameters are used to evaluate
the thermal comfort at first, and then the subjective thermal comfort evaluation of
the test participants is carried out in the same environmental conditions.
In the outdoor environmental simulation:The Table 1 shows the outdoor environ-
mental conditions of the air conditioner thermal comfort evaluation laboratory. After
the operation of the tested air conditioner, the ambient temperature and humidity of the
outside room shall conform to the specified requirements in Table 1. When the thermal
comfort technology of the manikin is under experiment, the outdoor environment
should be in the summer condition.
The average indoor temperature of the experiment was 24.1 °C. In the test, the
clothes of the manikin included a single vest, spring or autumn shirts, underwear,
spring trousers, thin socks and single layer shoes. Calibration test of clothing thermal
resistance was conducted before test and the result was 0.58 col. In the verification test
of the thermal comfort test, the thermal manikin was adopted sitting posture, and the
participants sat quietly or did some mild activities, like reading. The intensity was
1.2 Met.
The manikin was located in the center of the room. After the environmental parameters
being stable, thermal manikin was used to evaluate the thermal comfort of the air
conditioning environment. After the test output of the test system steadily, the thermal
comfort evaluation results of the current environment can be obtained.
Research on the Environmental Thermal Comfort Based on Manikin 921
between the thermal comfort sensation and body mass index (BMI), the participants’
BMI are counted in Table 3.
Before the test, participants changed the summer clothes and adjusted themselves in
the setting outdoor environment more than 30 min. During the time, referring to the
thermal comfort subjective test table, the test assistant who was in charge of the test,
introduced the test process, and informed the participants what they need to record
during the test. Results were taken by 7 levels scoring system to describe the thermal
sensation, which is in Table 4.
The results of the 24 participants’ test data were processed and the thermal sensation of
the human body in the summer environment varied for the time they spent indoors, as
shown in Fig. 2:
Because the outside temperature was 35°, participants felt comfortable and cool
when they entered the room. As time went on, most participants still felt comfortable
within 30 min, and the average thermal sensation vote of the 12 participants fluctuated
within ±0.2. With the increase of the indoor time, the overall heat sensation of the
participants came into being cool after 30 min, and the average TSV began to decrease
gradually. That is because of the experimental requirements. The participants were
engaged in meditation, reading or other mild activities in the a bit cooler environment, so
922 R. Wang et al.
Fig. 2. The change of whole-body thermal sensation with time in the test environment
the longer they spent, the cooler sensation they would have. Over 90 min, the average
TSV of the whole body had dropped to −0.92. According to the ISO14505 which
regulates the ergonomics of the thermal environment, the subjective test results of
thermal comfort experience should be stemmed from the participants coming into the
environment 30 min to 90 min. According to this regulation, the environmental thermal
comfort of the test was calculated and the average thermal sensation vote was −0.65.
The thermal manikin was used to evaluate the thermal comfort of current envi-
ronment and the results can be seen in the Fig. 3.
In the Fig. 3, about one hour after the beginning, the equivalent space temperature
and the predicted mean vote (PMV) of the manikin tend to be stabilized. When the test
system is stable, the average equivalent space temperature of the body is about 22°, and
the PMV is about −0.8. Comparing the test results about the predicted mean vote with
the subjective evaluation test, the relative error is only 2.1% between the subjective
evaluations and the objective test results of the manikin, which demonstrates that
thermal manikin can be used to test the thermal comfort of the environment accurately.
Research on the Environmental Thermal Comfort Based on Manikin 923
Fig. 3. The test results of the environmental thermal comfort by the manikin’ evaluation.
7 Conclusions
Through Chinese adult human body database, 50 percentile male adults’ three
dimensional physical data was selected to establish the thermal manikin physical
model. The control strategy was formulated according to the heat balance equation of
the human body under the comfortable condition and a thermal manikin test system
was designed to test the exchanged heat between human body and environment in
unsteady and heterogeneous thermal environment. Creating a specific heat and
humidity environment in an artificial environment laboratory, test the predicted mean
vote (PMV) of the current environment by using the thermal manikin test system,
which was −0.8. At the same time, the subjective evaluation tests were conducted in
the environment and the thermal sensation vote was −0.65. The relative error was only
2.1% between the subjective evaluations and the objective test results of the manikin,
which demonstrates that thermal manikin can be used to test the thermal comfort of the
environment with various merits, like convenient operation and high accuracy.
Acknowledgments. This research is supported by “Special funds for the basic R&D under-
takings by welfare research institutions” (522017Y-5276, 522016Y-4488 and 712016Y-4940)
and General Administration of Quality Supervision, Inspection and Quarantine of the People’s
Republic of China (AQSIQ) science and technology planning project for 2017 (2017QK157 and
2016QK177).
References
1. Xiaolin, X., Baizhan, L.: Influence of indoor thermal environment on thermal comfort of
human body. J. Chongqing Univ. 4(28), 102–105 (2005)
2. Li, S., Lian, Z.: Discussions on the application of Fanger’s thermal comfortable theory. In:
Shanghai Refrigeration Institute Academic Annual Conference (2007)
3. Holmér, I., Nilsson, H., Bohm, M., et al.: Thermal aspects of vehicle comfort. Appl. Hum.
Sci. J. Physiol. Anthropol. 14(4), 159–165 (1995)
924 R. Wang et al.
4. Hai, Y., Runbai, W.: Evaluation indices of thermal environment based on thermal manikin.
Chin. J. Ergon. 11(2), 26–28 (2005)
5. Tanabe, S., Zhang, H., Arens, E.A., et al.: Evaluating thermal environments by using a
thermal manikin with controlled skin surface temperature. ASHRAE Trans. 100, 39–48
(1994)
6. Zhu, Y.: Building Environment. China Building Industry Press (2010)
7. Nilsson, H.O., Holmér, I.: Comfort climate evaluation with thermal manikin methods and
computer simulation models. Indoor Air 13(1), 28–37 (2003)
8. Zhaohua, Z.: Thermal manikin application in the thermal comfort evaluation. China Pers.
Prot. Equip. 1, 23–25 (2008)
9. Foda, E., Kai, S.: Design strategy for maximizing the energy-efficiency of a localized floor-
heating system using a thermal manikin with human thermoregulatory control. Energy Build.
51(8), 111–121 (2012)
10. Barna, E.: Combined effect of two local discomfort parameters studied with a thermal
manikin and human subjects. Energy Build. 51(4), 234–241 (2012)
11. Bogerd, C.P., Brühwiler, P.A.: The role of head tilt, hair and wind speed on forced
convective heat loss through full-face motorcycle helmets: a thermal manikin study. Int.
J. Ind. Ergon. 38(3), 346–353 (2008)
12. Oliveira, A.V.M., Gaspar, A.R., Francisco, S.C., et al.: Analysis of natural and forced
convection heat losses from a thermal manikin: comparative assessment of the static and
dynamic postures. J. Wind Eng. Ind. Aerodyn. 132, 66–76 (2014)
13. Cheong, K.W.D., Yu, W.J., Kosonen, R., et al.: Assessment of thermal environment using a
thermal manikin in a field environment chamber served by displacement ventilation system.
Build. Environ. 41(12), 1661–1670 (2006)
14. Elabbassi, E.B., Delanaud, S., Chardon, K., et al.: Electrically heated blanket in neonatal
care: assessment of the reduction of dry heat loss from a thermal manikin. Elsevier Ergon.
Book 05, 431–435 (2005)
15. Matsunaga, K., Sudo, F., Yoshizumi, S., et al.: Evaluating thermal comfort in vehicles by
subjective experiment, thermal manikin, and numerical manikin. JSAE Revi. 17(4), 455
(1996)
16. ISO 14505: Ergonomics of the thermal environment—Evaluation of thermal environments
in vehicles (2007)
Specific Dyslexia Exploratory Test (TEDE):
Two Tasks Using Augmented Reality
1 Introduction
2 Concepts Involved
2.1 Dyslexia
Dyslexia refers to a retardation disorder of reading, writing, spelling, but it is not the
result of mental retardation [2, 3, 10]. The symptoms related to a dyslexia diagnosis are
incoordination, left-right confusions and poor sequencing. It is described as a neuronal
syndrome [4], although at this time, it is reported that genetic and environmental factors
are involved with dyslexia development [11].
Reading requires the acquisition of good orthographic skills for recognizing the
visual form of words, which allows one to access their meaning directly. It also requires
the development of good phonological skills for sounding out unfamiliar words using
knowledge of letter-sound conversion rules [4]. People lack these competencies
because of dyslexia.
are not only based on the use of technology but also closely related to how it is de-
signed, implemented and integrated into formal and informal learning settings [9]. For
this reason, AR is considered as a helpful tool when presenting information to a child
with dyslexia.
3.2 Participants
This study took place in an elementary school in Quito, Ecuador. Participants were
eleven children with developmental dyslexia (dyslexic readers). The children were
between eight and eleven years old with an average intelligence coefficient graded as
normal. The participants and their parents were informed and consent participation. In
addition, an authority, two teachers and a psychologist of the institution observed the
tests.
928 M. Tenemaza et al.
The student must listen and choose the letter he hears. If the answer is correct, a
counter of correct letters is registered, otherwise, an incorrect letter is incremented to
the counter. This is observed in Fig. 2 and Fig. 3, respectively.
3.3.2. Reversion of complete words: The examiner can detect if the child reverses the
words by using these items: la, sol, se, as, nos, los, al, es, son, le, sal. The words were
presented with their letters in disorder, it is observed in Fig. 4. The student must place
the letters of the words in the correct order. If he did it correctly, the number of accurate
formed words is counted, and if there was an error, it is also registered. It is shown in
Figs. 5 and 6.
3.4 Protocol
The examiner was present all time. Testing took place in a quiet, well-lit room to avoid
disturbing elements from the external environment. The examiner provided the clari-
fications and instructions that were needed. The raw score on the tests is the number of
words read correctly. If the child does not indicate or say they do not know, they must
register. For each time interval, the children received the indication to go ahead and the
result was registered. If the child lost the line, this inconvenience was recorded, and the
child received the indication “Let’s continue here”.
The examiner should be aware of the movement of the child’s eyes, since many
errors may be due to the loss of line and not to difficulties in recognizing the stimulus.
The mobile prototype records the letter selected by the child, but the examiner must
also record it.
Specific Dyslexia Exploratory Test (TEDE) 931
4 Results
Fig. 7. Results of Confusing letters by sound at the beginning of the word test
The results on Reversion of complete words test are presented in Fig. 8. Word
recognition is the ability to read individual printed words. It is also called word reading
or word identification. Word recognition tests require students to read individual words
printed on a list. In the test, 45% of the children obtained a better grade and 65% the
same grade as in the paper and pencil test. This shows that, the children are more
precise, but they are still slow in reading words. The point of interest is the time it takes
the child to form the word. The test does not present clues, to help student decipher the
word.
932 M. Tenemaza et al.
Is the AR interface decisive when checking the usability (especially ease of use and
usefulness) the mobile application?
The results of the surveys determine that the mobile application is easier and more
useful for both groups of students and observers: parents, teachers, manager, and
psychologist. In general, students are motivated to use technology. The interface with
AR improves this type of applications.
We tested a relatively small sample and did not show the fact those children with
reading difficulties often have additional attention problems that can interfere with the
test results. Therefore, it is imperative to use the mobile application with other groups
of children in different schools so that more psychologists can participate in the
adjustment of the mobile application. It is planned to include more tests and complete
the current ones.
5 Conclusions
In this work, we present a mobile application to develop testing activities for children
with reading difficulties in order to conduct dyslexia signs detection. This study
embraces two TEDE tests to apply to the group of children with reading and writing
difficulties: detection for reversion of complete words and confusing letters by sound.
The students who participated in the test felt more motivated interacting with the
mobile application, mainly because of the novelty of AR technology. The AR interface
becomes attractive for children because it combines the real and virtual in 3D and the
deploy of interface with colors and sounds. This fact confirms the helpfulness of mobile
application with an AR interface to improve the attention and performance of a child
during the tests. Moreover, the availability of this software for mobile devices makes it
affordable and easy to use for psychologists and teachers.
Although this is a work in progress, the results obtained from the participants
motivate us to continue with the research. The results showed progress in students, not
only in the recognition of words and reading but also in phonological decoding. The
students also gained experience and got familiar with the mobile application.
Specific Dyslexia Exploratory Test (TEDE) 933
In the near future, more tests for dyslexia detection will be incorporated to improve
the mobile application.
Acknowledgments. The authors gratefully acknowledge the financial support provided by the
Escuela Politécnica Nacional, for the development of project PII-16-04 “Aceptabilidad de la
A2R”.
Thanks to the School “Republic of Argentina” of Amaguaña, Pichincha-Ecuador Thanks to its
authorities, teachers, parents and children participants. Thanks to MSc María Torres for the
support given in English language.
References
1. Lyon, G.R., Shaywitz, S.E., Shaywitz, B.A.: A definition of dyslexia. Ann. Dyslexia 53(1),
1–14 (2003)
2. Kirk, S., et al.: Educating exceptional children. Cengage Learning (2011)
3. Hammill, D.D.: On defining learning disabilities: an emerging consensus. J. Learn. Disabil.
23(2), 74–84 (1990)
4. Stein, J.: The magnocellular theory of developmental dyslexia. Dyslexia 7(1), 12–36 (2001)
5. Van Ingelghem, M., et al.: Psychophysical evidence for a general temporal processing deficit
in children with dyslexia. NeuroReport 12(16), 3603–3607 (2001)
6. Skiada, R., et al.: EasyLexia: a mobile application for children with learning difficulties.
Procedia Comput. Sci. 27, 218–228 (2014)
7. Azuma, R.T.: A survey of augmented reality. Presence Teleoperators Virtual Environ. 6(4),
355–385 (1997)
8. Lin, C.-Y., et al.: Augmented reality in educational activities for children with disabilities.
Displays 42, 51–54 (2016)
9. Wu, H.-K., et al.: Current status, opportunities and challenges of augmented reality in
education. Comput. Educ. 62, 41–49 (2013)
10. Bateman, B.: Three approaches to diagnosis and educational planning for children with
learning disabilities. Acad. Ther. Q. 2(4), 215–222 (1967)
11. Dilnot, J., et al.: Child and environmental risk factors predicting readiness for learning in
children at high risk of dyslexia. Dev. Psychopathol. 29(1), 235–244 (2017)
12. Meisner, J., Donnelly, W.P., Roosen, R.: Augmented reality technology. Google Patents
(2003)
13. Brooks Jr., F.P.: The computer scientist as toolsmith II. Commun. ACM 39(3), 61–68 (1996)
14. Condemarín, M., Blomquist, M.: La dislexia. In: Condemarín, M., Chadwick, M., Milicic,
N. (eds.) Manual deLectura correctiva. Editorial Universitaria, Santiago de Chile 1970
(1978)
Mobile Application for Crowdmapping
Accessibility Places and Generation
of Accessible Routes
1 Introduction
Urban development has been growing fast in the last decades. It is estimated that 66%
of world’s population will be living in cities by 2050 [1]. The way of how infras-
tructure and facilities are planned in cities directly affects social well being, since basic
activities as going to shops or more essential ones as establishing accessible routes to
go to hospitals.
The growth of the number of cars and population has resulted in a dispute of space
in urban environment, which has raised the awareness of the importance of sustainable
development, as it may guarantee the quality of social well being in terms of acces-
sibility [2].
The concept of accessibility plays an important role to generate social equality,
where all population, undiscriminated, must have equal access to public spaces as more
acceptable as possible. However, around 15% of world’s population live with dis-
ability, this is an amount of over 1 billion of people around the world, living with
disability, face a lack of accessibility in urban environment [1]. This raises the need for
the development of projects that focus on promoting equality for disabled people,
which can certificate positive outcomes and inclusive results in social settings.
Efforts to improve accessibility for disabled people may involve a vast set of fields
of work, from architectural projects to the use of information and communication
technologies (ICT) to assist in better decision making. The use of information tech-
nologies has served as a great benefit to promote social equality in many terms, Its
access is able to accelerate social and economic progress of all individuals [3]. The
evolution of ICT has expanded the ground base for ideas that, along with effective
technology tools, can achieve prospective results for disabled people.
One of these effective tools is the use of Geographic Information Systems (GIS),
which are systems that integrate a set of tools to manipulate, analyze, manage and
present geographic information [4]. Once this geographic data is analyzed, it enables
the possibility of prescribing actions related to spaces. To plan and execute projects that
ensure accessibility for low mobility people, GIS technology can serve as an alternative
to understanding urban spaces and point to affordable solutions to improve accessibility
in specific locations.
Capturing geographic information in terms of identifying places with low acces-
sibility may demand a long time and high human resource, which can become a harder
task in big urban centers. On the other hand, these places have constant daily human
traffic and it is in constantly increase the number of mobile phone users. It is forecast
that in 2017 the number of users of cellphones will reach 4.77 billion [5]. Due to these
facts, emerging technologies based on crowd inputs over the Internet have become
potential tools in projects that use information technologies to promote social digital
innovation and social impacts. One of them is Crowdmapping, which is a mapping
technology that combines crowd inputs and geographic data to create real time digital
maps in a specific context that serve as tools for different social groups map their own
communities and consider management problems and urban planning, then improve the
process of decision making and problems solutions [6].
936 N. da Silva Lima et al.
The merge of these technologies is capable of resulting in a tool able to support the
initiative of a scenario built on mobility access by the collaboration of mobile phone
users indicating locations with low accessibility. The objective of this paper is to
describe the development of a mobile application that enables users to photograph
urban locations that present accessibility traps to people with low mobility, especially
wheelchair users, assign a rate to that place, and classify by indicating the type of trap
that place presents. Based on the crowd inputs submitted by the users, the mobile
application permits the users visualize heatmaps of these obstacles around the city, and
establish the most accessible routes. The proposed mobile app is a powerful tool to help
disabled people avoid obstacles in the available paths. Also, this collaborative system is
important to easily indicate the current access problems around the city and serve as
support to monitoring and maintenance of these locations.
2 Related Work
access throughout the city, provides the feature of photographing the place for visu-
alization and input for comments, and offers the users an alternative by showing the
most accessible routes, avoiding the most problematic places.
This section introduces the proposed mobile application, a crowdmapping system that
indicates, classifies and rates accessibility traps, and suggests the most accessible routes
in urban centers. The system has been developed to be a hybrid mobile application, i.e.
it is been built with the combination of Web technologies to be run on any operating
system. The referred system also has some features provided by Leaflet library for
mapping visualization.
The idea of this application is to permit users - handing their cellphones - to
photograph a location that presents accessibility trap for low mobility people, to mark a
map marker on that location, to rate it by its level of difficulty, and to classify it by the
type of the trap (e.g., holes, missing ramps).
In the next subsections, the architecture of the system and some feature details are
described.
The Application Layer is responsible for the user interface, manipulation and
visualization of all information involved. The visualization of spatial data (markers and
routes) is done using Leaflet JavaScript library. On the home screen of the system, it
automatically detects the current location of the user. This localization is done through
the combination of cellphone’s GPS and a plugin included in Leaflet. In the case the
GPS is not turned on, the user can tap on the map and add a new marker anyway. The
Application Layer requests all the information to the Logical Layer, manipulates the
response in order to display it to the user as more suitable as possible.
The Logical Layer plays the role of receiving and processing the requests done by
the Application Layer, all through HTTP requests. Once it receives a request, the
Logical Layer sends the data request to the Persistence Layer, which interprets the
request and generates a response to the Application Layer. This workflow requires
internet access to work properly.
Finally, the Persistence Layer includes a relational database with support to spatial
data (PostGIS/PostgreSQL). The job of this layer is to provide access, management and
storing of spatial data.
The entity TRAP_TYPE stores all possible types of traps within this context, such
as holes, missing ramps, missing sign, etc. Finally, the entity ROAD represents the
roads imported from Open Street Map.
Mobile Application for Crowdmapping Accessibility Places 939
Fig. 3. View 1 shows the adding rating marker form. View 2 shows a marker’s popup and its
info.
All the markers available on the map can be tapped. This action opens a popup with
some info related to that location: rate, comment, and latitude and longitude.
This paper presents the development of a mobile application that aims at empowering
disabled people and people with low mobility in urban centers through the use of
crowdmapping technology. The objective is to provide essential means to communities
of users with disability or low mobility problems to contribute on building a map of
accessibility traps, showing problems that these people may find in their daily-based
activities. Moreover, the proposed application may be used by disabled people to find
the best route between two locations, avoiding the mapped traps.
People with low mobility face a lack of accessibility in urban centers in a daily-
base, and this application can serve as bridge between these people and open gov-
ernment. This collaboration is able to come up with best solutions suitable for com-
munities around the world.
The described mobile application still has some limitations, e.g., it is narrowed to
mobility problems and can be improved to assist deaf and blind people as well.
Further works include the improvement of the generation of the most accessible
routes feature, expanding it to more specific types of urban mobility places, like
sidewalks and crosswalks. Also, include more sophisticated queries that suit to each
kind of mobility problem, e.g., generation of different heatmaps based on user’s choice.
Other aspects to be worked on include to expand the feature of classification to
mobility places that present good quality of access, which can help on the generation of
accessible routes, and finally launch the mobile application to be tested and validated
by the interested communities.
References
1. Disability, Accessibility and Sustainable Urban Development | United Nations Enable,
https://www.un.org/development/desa/disabilities/resources/disability-accessibility-and-
sustainable-urban-development.html
2. Almeida, E.P., Giacomini, L.B., Bortoluzzi, M.G.: Mobilidade e Acessibilidade Urbana
3. Alvarez, L.: Developing the network for growth and equality of opportunity, https://reports.
weforum.org/global-information-technology-report-2015/1-6-developing-the-network-for-
growth-and-equality-of-opportunity/
4. Goodchild, M.F.: Geographic information systems and science. Today Tomorrow. Ann GIS
15, 3–9 (2009)
5. Number of mobile phone users worldwide 2013–2019 | Statista, https://www.statista.com/
statistics/274774/forecast-of-mobile-phone-users-worldwide/
6. Junior, C.P., Holanda, G., Spitz, R.: Crowdmapping e mapeamento colaborativo em
iniciativas de inovação social no Brasil. In: XX Congreso de la Sociedad Iberoamericana de
Gráfica Digital, pp. 969–974 (2016)
7. Shahid, A.R., Elbanna, A.: The Impact of Crowdsourcing on Organisational Practices: The
Case of Crowdmapping. AIS Electronic Library (2015)
8. Furtado, V., Caminha, C., Ayres, L.: Open Government and Citizen Participation in Law
Enforcement via Crowd Mapping - IEEE Xplore Document, http://ieeexplore.ieee.org/
abstract/document/6285930/?reload=true
942 N. da Silva Lima et al.
9. Hirata, E., Giannotti, M.A., Larocca, A., Quintanilha, J.A.: Flooding and inundation
collaborative mapping - use of the Crowdmap/Ushahidi platform in the city of Sao Paulo,
Brazil. J. Flood Risk Manag. 26, n/a-n/a (2015)
10. Bailard, C.S., Livingston, S.: Crowdsourcing accountability in a Nigerian election. J. Inf.
Technol. Polit. 11, 349–367 (2014)
Development of a Tracking Sound Game
System for Exercise Support of the Visually
Impaired Using Kinect
Abstract. Even though many visually impaired people have a desire to exer-
cise, they often cannot because they don’t have enough time or facilities. Based
on this background, we developed an exercise support system that the visually
impaired can use by themselves at home. However, previous systems require a
dedicated stationary bicycle that we can’t obtain anymore. Therefore, we
developed a new system using Kinect v2, which renders dedicated stationary
bicycles obsolete, and any stationary bicycle can be used. We experimentally
evaluated our system and described our conclusions.
1 Introduction
Many visually impaired people have a desire to exercise. However, they often don’t
have enough time or facilities. Effective exercise must be done regularly. Based on this
background, we developed an exercise support system that the visually impaired can
use alone at home [1]. We developed an exercise support game that encourages con-
tinuous exercise through fun activities with a dedicated stationary bicycle device for
use at home because it doesn’t need much space. Our system is controlled by a PC,
which receives such data as the degree of the handle bar lean and the number of pedal
rotations and sends sound data to headphones.
Our evaluation experiment results suggest that our system provided enjoyable
support for continued exercise for the visually impaired. However, it requires a dedi-
cated stationary bicycle that we can’t obtain anymore. Therefore, we developed a new
system using Kinect v2. We attached sensors to a dedicated stationary bicycle for
detecting pedal and handlebar movements. In the new system, Kinect v2 sends to a PC
such data as the degree of the user’s body lean and the number of pedal rotations.
Therefore, a dedicated stationary bicycle becomes unnecessary; any stationary bicycle
can be used. The system also needs no sensors. Moreover, users can get a very
thorough workout because they can operate the system by gestures with their entire
body.
2 System Development
2.1 Outline
Figure 1 shows a system overview. The following is our system flow:
Fig. 1. Overview
(1) The PC outputs a target sound and background music (BGM) through
headphones.
(2) Kinect v2 obtains such data as the degree of leaning of the user’s body and the
number of pedal rotations.
(3) Kinect v2 sends the acquired data to the PC as gesture data.
3 Evaluation
Fig. 2. Questionnaire results about game’s fun (1 is very boring, 5 is very enjoyable)
Fig. 3. Questionnaire results about game’s ease of operation (1 is very hard, 5 is very easy)
evaluated as easy to operate by both the visually impaired and the sighted. Figure 4
shows the evaluation results about difficulty. Many thought that it was difficult. In
addition, the log data showed that the visually impaired had shorter average required
times to identify the targets than the sighted.
Fig. 4. Questionnaire results about game’s difficulty (1 is very easy, 5 is very hard)
shows the questionnaire results. For the visually impaired older adults, the operation of the
game was easy and enjoyable.
4 Conclusions
Acknowledgements. We thank the students at Special Needs Education School for the Visually
Impaired, University of Tsukuba who participated in our experiment.
References
1. Ikegami, Y., Ito, K., Ishii, H., Ohkura, M.: Development of a Tracking Sound Game for
Exercise Support of Visually Impaired, Human Interface and the Management of Information
(HCII2011), Lecture Notes in Computer Science, vol. 6772. Springer, Berlin, Heidelberg
(2011)
2. Ishii, H., Inde, M., Ohkura, M.: Development of a game for the visually impaired. In: 16th
World Congress on Ergonomics (IEA2006), CD-ROM, Maastricht (July, 2006)
3. Ohuchi, M., Iwaya, Y., Suzuki, Y., Munekata, T.: Training effect of a virtual auditory game
on sound localization ability of the visually impaired. In: Proc. of ICAD2005, pp. 283–286
(2005)
Assistive Design Solutions and Prosthetic
Environments
Empowering Design Solutions for Orbital
Epitheses, Avoiding the Uncanny Valley
1 Introduction
There are numerous ways to acquire a facial defect, but they are mostly the result of
cancer, trauma or congenital malformation [1]. Researches have proven that people
with facial defects experience problems during social interactions. Facial expressions
and appearance play an important role in social interactions. As such, people with facial
defects have a higher risk of developing psychological issues such as a lowered self-
esteem and depression [2–4]. Facial epitheses are used to replace lost or absent facial
tissue and restore the patient’s facial appearance as much as possible. Continuous
advances to increase the degree of human realism for facial epitheses, results in the
development of highly realistic-appearing facial epitheses. Hiding patient’s physical
defects and disabilities is common in the medical world [3, 5]. Despite that such
The concept of the uncanny valley was presented in 1970 by Masahiro Mori. It
recently became a popular subject due to the emergence of humanlike simulations, VR
applications and robots. Multiple investigations have been executed to evaluate and
reduce the effect of the uncanny valley for these applications [7]. The adoption of this
theory for facial epithesis applications was investigated in a pilot study by the Berlin
Center for Artificial Facial Parts. Following the web-based study of the Japanese
scientists Seyama and Nagayama in 2007, subjects were presented with patient images
of differently aestheticized epitheses and the reactions were investigated. Seyama and
Nagayama found in their studies that the hypothesis posed by Mori is only verifiable
under certain conditions. Their results suggested that to have an almost perfectly
realistic human appearance is a necessary but not a sufficient condition for the uncanny
valley. As they found out the uncanny valley emerges only when there is an abnormal
feature [8].
Empowering Design Solutions for Orbital Epitheses 953
As expected, an epithesis in the Berlin pilot study that does not achieve a certain
degree of similarity to the natural environment, in aesthetic quality, caused irritated
reactions that can be explained with the Uncanny Valley. Regardless of this static, web-
based study, it is to be presumed that, in a moving comparison or a live experiment, any
deviation of the epithesis in facial expressions, e.g. the lack of blink of the eye causes
the reaction of the Uncanny Valley, as the viewer finds a different feature. These
evoked reactions carry the risk of stigmatizing the wearer [9].
In his work, Mori proposes to stay away from the uncanny valley and create a safe
level of affinity by developing non-human like designs. As an example, Mori mentions
that in the future prosthetic hands might become fashionable assets instead of pitiful
realistic copies [6]. This theory has already been successfully applied to leg prostheses
by companies as UNYQ and Alleles [10, 11]. They offer personalized design pros-
theses in various materials like metal and wood. This approach received positive
responses from users. Furthermore, special designs started to appear in fashion shows
and famous people like Victoria Modesta and Aimee Mullin use their remarkable
prostheses to their advantage. Slowly, non-human like arm prostheses are also
appearing on the market. However, this new trend isn’t yet adopted in the discipline of
facial epitheses.
There are multiple types of facial epitheses, the most common ones are orbital,
nasal and ear epithesis. In the case of facial epitheses, there is a risk that they will be
discovered as described above, either by aesthetic deviant features or by the inability to
adapt to facial expressions. A responsible factor for this are conspicuous transitions of
the epithesis to the natural skin area. These transitions are usually made very thin in
order to integrate the epithesis as inconspicuously as possible into the natural envi-
ronment. The mentioned mimic movements make these edges very stressed and lose
their resilience after a certain time, so that a gap between epithesis and skin area can
arise. Another common problem is the color difference between the patient’s skin and
the epithesis. The color of the silicon material is not stable and is discolored by liquids
such as sweat or the influence of the sun. To minimize these problems, facial epitheses
are usually remade every two years [12]. This is a costly undertaking and all too often
problems arise much faster. The silicon might already lose its color after 6 months [13].
Furthermore, orbital epitheses have the additional complexity of the static eyeball and
eyelid. Compared to other body parts, designing epitheses for the facial area is more
challenging, due to the sensitivity and complexity of the human face. Therefore, further
research needs to be conducted in this area. This study aims to design empowering
orbital epitheses that remain on the left side of the uncanny valley.
Multiple elements can be responsible for the emergence of stigma. The first step in
creating a stigma free orbital epithesis design, is to analyze the current problems and
wishes of orbital epithesis wearers. Insights were gathered through literature research
and interviews with: two anaplastologists from Belgium, four anaplastologists from
Germany, one anaplastologist from the Netherlands, two users from Germany, and
three users from the Netherlands. Before executing the interviews, the PAMS (Product
954 J. Snykers et al.
Appraisal Model for Stigma) - a tool that ‘unveils’ stigma pitfalls and social conflicts
between users of stigma-sensitive products and their surroundings - was used to ensure
that all the use aspects were considered. The tool allowed to assess three components:
product perception, product in use, and reflecting on product use; and how these
components are appraised by three stakeholders: product users, bystanders, and society
[14]. The most important findings are illustrated in Table 1.
All the stigmatizing situations that were mentioned by the participants occurred in
the presence of other people. Remarkable was how it almost always involved unknown
people like random passerby’s or first meetings. Their stares and uncomfortable
behavior affect the epithesis wearers, even if the wearer feels mentally at ease with her
or his epithesis. Three out of five epithesis wearers stated that people stare because they
are unfamiliar with the situation. Facial epitheses are uncommon and have less public
exposure compared to leg prostheses. Once orbital epithesis wearers get the chance to
explain their condition, the other party is often more at ease. Unfortunately, and
depending on the situation, it might be difficult or inappropriate to clarify it, for
example in public places, during work, or in the presence of children. This explains the
wish of epithesis wearers for the designer epithesis to be a communication tool towards
bystanders. Instead of hiding the epithesis, they want to show it and explain the
situation in a positive way to answer the questioning stares of strangers.
Aside from informing bystanders, the epithesis should also empower the wearer by
projecting a strong, confident appearance. Now epithesis wearers are often pitied, but
this is not the reaction they want to elicit. Multiple reasons were given for wanting to
avoid pity. Mostly because it didn’t fit with their own self-image and because they
didn’t want to be reminded of their defect the entire time. They agreed that people
Empowering Design Solutions for Orbital Epitheses 955
should look at the positive side of the story. For example, many people with orbital
epitheses survived cancer and are happy to be alive.
When discussing the new orbital epithesis design concepts, different opinions were
voiced between participants. Both anaplastologists from Belgium stated that this
approach was not suitable for the target group. According to them this approach was
suitable for leg prostheses but not for facial epitheses. This reaction could be related to
cultural differences or the controversial approach. Anaplastologists strive to create a
perfect copy for their customer, this concept opposes their philosophy. The sample is
however too small to draw a conclusion on this matter. The different reactions indicate
that the concept is rather innovative and might experience resistance during the
adoption process.
After discovering the main problems and wishes of the users, the next challenge is to
translate their input into an empowering design. The PIMS (Product Interventions
Model for Stigma), a set of 17 stigma-alleviating empowering design interventions was
applied [14]. Eight promising design interventions were selected to inspire our design
solutions. These interventions were selected based on how well the solution space they
offer matches with the product and the design challenges. To increase the impact, a
promising design solution will combine several of these interventions (Table 2).
work, during their daily routine, etc. The products that you wear and use influence your
identity. They can contribute to your identity in a positive or in a negative way [17].
Depending on the social context, people wear different outfits. Just like Aimee Mullins
has a collection of different leg prostheses for different occasions, orbital epithesis
wearers would prefer a different design depending on when or where they plan to use it
[18]. Afterwards participants selected the style they would like to wear in those situ-
ations along with a set of associated materials and colors (Fig. 2 and Table 3).
Table 3. (continued)
Topic Epithesis Family Anaplastologists Total
wearers (5) (2) (4) (11)
Colors Bleu tint 2 2 3 7
Red tint 4 2 1 7
Black 1 2 2 6
Grey tint 1 2 2 5
Brow tint 1 1 2
Green tint 1 1
Yellow tint 1 1 2
Purple tint 2 2
The design interventions were discussed using simple visualizations. Three inter-
ventions were clearly favored by the participants.
Strengthen the products individual identity. As mentioned earlier, epithesis wearers
felt pitied. They didn’t feel that the realistic epithesis reflected their personality. This
matches with the results from a previous study, where approximately half of the par-
ticipants evaluated their facial epithesis as a negative influence on their identity and
distanced themselves from the product [19].
Reshape the product meaning through the product’s meaningful interaction with
other products. By making references to other wearable products like jewelry, glasses
or clothing accents, the epithesis becomes an accessory instead of a medical tool. This
approach elicited a lot of positive responses from participants.
Boost the user’s social skills. As an example to visualize the concept, an image was
provided showing an orbital epithesis with a message on it, explaining how the wearer
acquired the defect. Participants reacted very positive to this possibility, it fulfilled their
wish to communicate with bystanders. However, they remained unsure if others would
share their opinion.
4 Conclusion
Compared to highly realistic orbital epitheses, nonhuman like designs, that remain on
the left side of the uncanny valley, have the potential to reduce negative responses from
bystanders and avoid stigmatizing the wearer. To examine the feasibility and desir-
ability of this novel approach, professional anaplastologists and patients were inter-
viewed, and several workshops were conducted.
The workshops allowed to derive three promising design directions for orbital
design epitheses for three specific use cases that were identified by the participating
users/patients, namely: professional, personal/casual, and social/festive use. In addition,
the workshops led to a better understanding of future challenges and values that need to
be taken into account. Two important design values were exposed. The designs should
strengthen the user’s individual identity, subsequently increasing user-product attach-
ment and reshaping the product’s meaning. Furthermore, the design epithesis should
boost the user’s confidence and social skills, supporting social empowerment. A well-
designed orbital epithesis should have the ability to change bystanders’ perception,
improving the wearer’s self-perception as well.
Further research will be executed to empirically evaluate the effect of non-human
like orbital epitheses both on the behaviour of bystanders, and subsequently on the self-
perception of the wearer. High-end prototypes of design orbital epitheses will be
developed to conduct user tests and observational research.
Empowering Design Solutions for Orbital Epitheses 959
References
1. Goiato, M., Pesqueira, A., da Silva, C.R., Filho, H., dos Santos, D.M.: Patient satisfaction
with maxillofacial prosthesis. Literature review. J. Plast. Reconstr. Aesthet. Surg. 62, 175–
180 (2009)
2. De Sousa, A.: Psychological issues in acquired facial trauma. Indian J. Plast. Surg. 43, 200
(2010)
3. Lim, S., Lee, D., Oh, K., Nam, B., Bang, S., Mun, G., Pyon, J., Kim, J., Chang Yoon, S.,
Song, H., Jeon, H.: Concealment, depression and poor quality of life in patients with
congenital facial anomalies. J. Plast. Reconstr. Aesthet. Surg. 63, 1982–1989 (2010)
4. Levine, E., Degutis, L., Pruzinsky, T., Shin, J., Persing, J.: Quality of life and facial trauma.
Ann. Plast. Surg. 54, 502–510 (2005)
5. Pullin, G.: Design meets disability. MIT Press, Cambridge (2011)
6. IEEE Spectrum: Technology, Engineering, and Science News, The Uncanny Valley: The
Original Essay by Masahiro Mori. https://spectrum.ieee.org/automaton/robotics/humanoids/
the-uncanny-valley
7. Cheetham, M.: Editorial: the uncanny valley hypothesis and beyond. Front. Psychol. (2017)
8. Seyama, J., Nagayama, R.: The uncanny valley: effect of realism on the impression of
artificial human faces. Presence: Teleoperator Virtual Environ. 16, 337–351 (2007)
9. Motzkus, Y., Menzel, K., Voigt, A., Toso, S., Menneking, H., Herzog, M., Adolphs, A.,
Heiland, M., Raguse, D.: Ausreichend, zweckmäßig, wirtschaftlich - das paradoxe
Phänomen des Uncanny Valley als Qualitätsmaßstab in der Epithetik. Epithetik-
Kompendium dvbe 2 (in press 2018)
10. UNYQ Armor™: Personalized Prosthetic Covers for Lower Limb Amputees. http://unyq.
com/prosthetic-covers/
11. The ALLELES Design Studio - Prosthetic Covers Fashion. https://www.alleles.ca/
12. Veerareddy, C., Nair, K., Reddy, G.: Simplified technique for orbital prosthesis fabrication: a
clinical report. J. Prosthodont. 21, 561–568 (2012)
13. Thaworanunta, S., Shrestha, B.: Orbital prosthesis fabrication: current challenges and future
aspects. Open Access Surg. 21 (2016)
14. Vaes, K.: Product Stigmaticity - Understanding, Measuring and Managing Product-Related
Stigma. Delft University of Technology - Antwerp University (2014)
15. Ladner, R.: Design for user empowerment. Interactions 22(2), 24–29 (2015)
16. O’Hern, M.S., Rindfleisch, A.: Customer co-creation: a typology and research agenda. Rev.
Market. Res. 6, 84–106 (2010)
17. Jacobson, S.: Personalized Assisitive Products – Managing Stigma and Expressing the Self.
Unigrafia, Helsinki (2014)
18. Aimee Mullins |The Aesthetics of Prosthetics| EWC. https://everwideningcircles.com/2015/
10/18/aimee-mullins-12-pairs-of-legs/
19. Wondergema, M., Lieben, G., Bouman, S., van den Brekel, M.W., Lohuis, P.J.: Patients’
satisfaction with facial prostheses. Br. J. Oral Maxillofac. Surg. 54, 394–399 (2015)
Examining Visually Impaired People’s
Embossed Dots Graphics with a 3D Printer:
Physical Measurements and Tactile
Observation Assessments
Kazunori Minatani(&)
The interest in providing visually impaired people with tactile observation materials has
led to more active interest in attempting to make use of digital fabrication technologies.
Research and development in this area began in the late 2000’s, around the time that
3D printers using fused filament fabrication (FDM) technology started dropping in
price-so considerable progress has already been made. Along with these developments
have been attempts to produce models of things which cannot be tactilely observed
directly, maps, famous pictures and so on [1]. In all cases, there is a shared goal of
using the solid models made possible through three-dimensional molding technology
for the purpose of tactile observation.
The tactile graphics used in conventional tactile observation materials are no more
than raised versions of typical graphic images. They came about with the idea that this
conversion would make the graphics intelligible to visually impaired people as well.
What this means is that traditional tactile graphics are just two-dimensional objects
extended into a third dimension. The research and development that uses digital fab-
rication, however, is completely different in that it is based on the idea of having
© Springer International Publishing AG, part of Springer Nature 2019
T. Z. Ahram and C. Falcão (Eds.): AHFE 2018, AISC 794, pp. 960–969, 2019.
https://doi.org/10.1007/978-3-319-94947-5_95
Examining Visually Impaired People’s Embossed Dots Graphics 961
In this paper, the author will use the term “3D embossed dots graphics” to refer to the
embossed dots tactile graphics that we produced with a 3D printer. These are the main
focus of our study. Conventional embossed dots graphics made using a braille
embosser will be referred to as “paper dots graphics.”
While this study aims to assess the effectiveness of using digital fabrication to
provide information to visually impaired people, the author also recognizes the value of
conventional tactile graphics. This approach led him to see the usefulness of 3D
printing in the creation of tactile graphics.
Using 3D printing to produce tactile graphics has three benefits. First, tactile
graphics made with a 3D printer retain the advantages that literally solid models are
hard to achieve. Namely, they are (1) limited in volume and can thus be easily stored
and managed, and (2) can be compiled into books and communicate content that is
closely tied to written information. That said, the molding material used in 3D printers
is essentially plastic resin, so whether or not the 3D-printed tactile graphics can be
compiled into books will depend on the characteristics of the actual molded object’s
shape itself. This issue is one of the targets of our study.
The second benefit of using 3D printing to produce tactile graphics is the ability to
make use of our cumulative assets in tactile graphics production. People have been
making tactile graphics for a long time, always with the aim of using expressive
methods that are the easiest for visually impaired people to understand. This accu-
mulated experience has resulted in codified know-how that is widely available in the
form of manuals. Operational procedures have also been substantially standardized [3].
But when it comes to the production of solid models, not enough progress has been
made in terms of standardizing know-how for the purpose of creating products that are
easy for visually impaired people to understand. Even if we make tactile graphics using
a 3D printer, however, we should be able to take advantage of the accumulated
expertise in tactile graphic creation and produce educational materials that are clear and
accessible for the visually impaired.
When related utilities are properly arranged, production tools specifically designed
to create tactile graphics may be able to be an advantage of production of tactile
graphics with a 3D printer [4]. The use of computer software is standard practice when
it comes to creating and printing embossed dots graphics with a braille embosser or
tactile graphics using swell paper. There are three key benefits to tactile graphics
produced with computer software: (1) it is easy to edit the designs, (2) the results can
theoretically be replicated endlessly, and (3) the data can be modified and reused.
Of course, 3D CAD software is used in 3D molding in an attempt to get the same
benefits as computer software gives tactile printing. The problem is that it takes a good
deal of specialized knowledge and skill to operate 3D CAD software. If we used the
usual CAD software to produce solid models for visually impaired people, we’d need a
professional 3D designer to do the work. In this study, the author had no intention of
using general-purpose 3D CAD software to produce the tactile graphics he had in mind,
as it would greatly increase workload and difficulty. Instead, the author has focused on
Examining Visually Impaired People’s Embossed Dots Graphics 963
developing a way to produce 3D embossed dots graphics with the same simplicity that
one can produce tactile graphics on a computer.
One of the advantages that 3D embossed dots graphics have over paper embossed
dots graphics is the solidity of the material and the streamlined production method.
These features open up new usage possibilities as well.
For example, tactile graphics are sometimes used as site maps for visually impaired
people at train stations or other public facilities (see Fig. 1). Paper tactile graphics
would not be sufficiently durable for this application, so they’re made out of metal
instead. But because of the labor and cost involved in producing metal tactile graphics,
it’s not a practical solution for widespread use. Another problem is that new maps
cannot be produced when there are temporary layout changes, such as during reno-
vation work.
Fig. 1. An example of site maps for visually impaired people at train stations
With 3D embossed dots graphics made from plastic material, however, it would be
possible to meet the need for temporary site maps while maintaining the durability
needed for that application. In short, they could offer nearly the same durability as
metal tactile graphics at a low cost comparable to paper tactile graphics. This gives
them the potential to open up new tactile graphic applications as well.
The critical advantage that 3D embossed dots graphics have over paper embossed
dots graphics is the ability to freely customize their arrangement. The braille embosser
market has two types of machines. The first are those made to create braille text and
used to create embossed dots graphics as-is [5]. The second are braille embossers
specifically made to have the expressive versatility needed for embossed dots graphics.
This type can create all kinds of dot varieties, with machines that can adjust dot height
to eight different levels [6] or make dots of different diameters and heights in small,
964 K. Minatani
medium, and large [7]. Braille embossers that have these functions frequently use
special drawing software to create embossed dots graphics [8, 9].
Braille embossers made specifically to create embossed dots graphics are capable of
producing a large variety of dots, but they are still extremely limited compared to past
tactile graphics production methods in terms of their expressive ability. In other words,
the amount of creativity you have with a braille embosser is limited to the design
options available with your particular machine (eight dot levels and three sizes, for
example).
Meanwhile, the thermoform tactile maps and zinc plate presses widely used in the
past used manual designs, giving them a level of expressive power limited only by the
imagination of the person creating the tactile graphics. Printers are a widespread means
of producing tactile graphics today, primarily because of how efficiently they are able
to turn out graphics and how convenient they are to use-particularly in terms of the ease
of edits and modifications. In terms of expressive power, one still cannot overlook the
usefulness of longstanding technologies like thermoform.
Meanwhile, the thermoform tactile maps and zinc plate presses widely used in the
past used manual designs, giving them a level of expressive power limited only by the
imagination of the person creating the tactile graphics. Printers are a widespread means
of producing tactile graphics today, primarily because of how efficiently they are able
to turn out graphics and how convenient they are to use-particularly in terms of the ease
of edits and modifications. In terms of expressive power, one still cannot overlook the
usefulness of longstanding technologies like thermoform.
With above understanding, the author developed a system that would convert data
created using embossed dots graphics drawing software for a braille embosser into data
that could be used with 3D CAD software [4].
3.1 Environment
Equipment
This study used the following equipment. For the host computer running the software,
the author used a machine with an Intel XEON processor and 32 GB of memory
running Linux (Debian 9.0). The data was output to the Ultimaker 3 Extended 3D
printer [10].
Software
The author developed software that would take data generated by the embossed dots
graphics drawing program Edel and convert it into 3D CAD data: Edl2scad. Edel is a
piece of drawing software for designing embossed dots graphics for the ESA 721
embosser [9]. Edel allows users to draw embossed dots graphics using ESA 721’s three
sizes of dots (small, middle and large). An overwhelming percentage of embossed dots
graphics in Japan are created using a combination of the Edel program and the ESA
721 machine, so the author felt that if we could convert this Edel data and use it to
Examining Visually Impaired People’s Embossed Dots Graphics 965
create objects on a 3D printer, the majority of people who create embossed dots
graphics in Japan would be able to continue doing so using the new technology and
without having to learn any new skills.
The author put the 3D CAD data converted from the Edel data into SCAD format.
SCAD is the format used by the OpenSCAD CAD software. OpenSCAD is designed to
have a programmable CAD environment [11]. Users define 3D data by configuring
numerical coordinates that determine the size and arrangement of basic geometrical
solids like boxes, cylinders, and spheres. Figure 2 shows a screenshot of some in-
progress 3D data on OpenSCAD.
In addition to SCAD format, OpenSCAD data can also be saved in STL format,
which is the standard for 3D CAD/CG data. The author sent STL data to the 3D printer
for printing.
Figure 3 shows an enlarged photo of the dots from an embossed dots graphics
design that were produced using an ESA 721 embosser. When trying to approximate
the shape of each of the three dot sizes as basic geometrical forms, the best choice is a
hemisphere on the surface of a circular truncated cone. We’ll refer to this combination
as a “dot modeling solid.”
The size and shape of the solids that correspond with each of the three dot sizes can
be modified freely once by changing the parameters set in Edl2scad. It’s not always
practical, but you can also use the original Edel drawing to reverse the small, medium,
and large dot sizes. Finally, though the dot modeling solid is the default, it is possible to
change the shape to a quadrangular prism or triangular pyramid, for example.
Though these design adjustments are beyond the scope of this study, they should
make it possible to change the tactile sensations produced by the finished product.
966 K. Minatani
Fig. 3. An enlarged dots from an embossed dots graphics by ESA 721 and 3D printing
Fig. 4. A map showing the power relationships on the Italian peninsula recreated as an
embossed dots graphic
Examining Visually Impaired People’s Embossed Dots Graphics 967
The author used the three different dot sizes as follows. The coastline of the Italian
peninsula was depicted using medium dots. The overland borders indicating various
spheres of influence were drawn using small dots. Finally, the five major cities (Naples,
Rome, Florence, Venice, and Milan) were indicated with large dots. Abbreviations
representing the names of each of these cities were written in Japanese braille next to
their respective large dots. The text itself was produced using medium dots. He
intentionally added text to the map because we wanted to investigate whether it was
possible to produce content closely linked to written test using our method.
The then used this data to create a 3D embossed dots graphic. Figure 5 is a picture
of that a 3D embossed dots graphic. For comparison, he used the same data to create a
conventional embossed dots graphic with the ESA 721 embosser.
Fig. 5. The 3D embossed dots graphic generated from Fig. 4’s map data
Production Process
The conversion from Edel data to STL data was done using the two-stage process
described above. Edl2scad was first used to convert Edel data to OpenSCAD data, and
then the OpenSCAD program was used to convert the data to STL format.
A model was then created in OpenSCAD using regular polygons to approximate
cylinders and cones. By increasing the number of corners on these regular polygons,
we were able to create a more precise replica of the original shapes. The OpenSCAD
program allows you to define the number of corners on the polygons used to create
these solids. Even during this study, which used the dot modeling solids to form the
embossed dots, maximizing the number of corners on the regular polygons was ideal.
That said, increasing the number of corners when creating the models also requires
more computer resources when converting the data into STL format. The machine the
author used for this evaluation had 32 GB of memory, and the map he made had 80
corners. This amount of memory was insufficient to complete the modeling task. We
then reduced the number of corners to 70 and tried to process the data again.
968 K. Minatani
The conversion to STL succeeded under these conditions, but took the machine around
250 min to complete.
The author used ABS resin as our production material. Each map took ten hours to
produce with an infill of 20% and laminate pitch of 0.1 mm. Extraneous pieces of ABS
resin less than a millimeter square also adhered to the surface of the model. The three
dot sizes were replicated fairly well, but we had to remove the debris after identifying it
by comparing the model to the original drawing.
Meanwhile, on the poorly formed models, some of the dots would peel off or there
would be stuck-on debris that could not be removed. These models were scrapped and
remade.
Evaluations
On measuring dot size and tactile observation evaluations, the author described those
details in another paper [4]. Two significant points on the quality of 3D embossed dots
graphics are: (1) they were not inferior to the paper dots graphics and (2) the dots did
not sufficiently protrude when the author used the exact size value for the paper dots
graphics.
In addition, it is become clear that the quality of 3D embossed dots graphics are
dominated by preciseness of a printer’s extruder. The Ultimaker 3 supports detachable
extruders so-called the print core system [13]. When printing with 0.25 mm print core,
results of quality of 3D embossed dots graphics are more precise than printing with
0.4 mm (Fig. 5).
This study examined a system for using a 3D printer to create solid models corre-
sponding to the embossed dots graphics produced on a braille embosser. It is possible
for current users of embossed dots graphics drawing software to create 3D embossed
dots graphics. The combined height of the plate and the dot protruding above it on the
3D embossed dots graphics is just under two millimeters, which makes the 3D models
just as easy to store as their paper counterparts. Because it is possible to adjust dot size
on the 3D embossed dots graphics, we were able to create a model that allowed users to
easily distinguish dots that were difficult to tell apart on the paper graphic. In short, the
author’s initial results were promising on the whole.
During the course of the study, the author repeated the cycle of (1) adjusting the dot
size values, (2) generating and executing 3D model data, and (3) measuring/making
tactile observations of the models eleven times. Each cycle was an exploratory test
driven by trial and error, and took a minimum of two days to complete. For this reason,
we were unable to conduct evaluations with numerous participants this time. Future
studies should use the models created by the values the author obtained as a standard
and compare them to models created from values that have been modified as deemed
appropriate.
Other noteworthy problems with the study include the long amount of time it took
to produce the 3D models, the lack of smoothness on the surface of the material, and
the debris generated by the printer. These issues are specific to 3D printers that use
Examining Visually Impaired People’s Embossed Dots Graphics 969
FDM technology, and are even more pronounced with devices aimed at the general
consumer. Ideally, future studies would use commercial FDM printers or the up-and-
coming inkjet 3D printers to create solid models.
References
1. Teshima Y.: Three-Dimensional Tactile Models for Blind People and Recognition of 3D
Objects by Touch: Introduction to the Special Thematic Session. ICCHP 2010, LNCS 6180,
517–518 (2010)
2. Reichinger, A., et al.: Computer-Aided Design of Tactile Models - Taxonomy and Case-
Studies. ICCHP 2012, LNCS vol. 7382, 497–504 (2012)
3. Eriksson, Y., Strucel, M.: A Guidebook for production of tactile graphics on swellpaper.
Talboks-och punktskriftsbiblioteket, Enskede (1994)
4. Minatani, K.: A proposed method for producing embossed dots graphics with a 3D printer.
ICCHP 2018 (forthcoming)
5. Basic-D V5: https://www.indexbraille.com/en-us/braille-embossers/basic-d-v5
6. VP Max: https://viewplus.com/?p=23
7. ESA721 Ver’95: http://www.jtr-tenji.co.jp/products/ESA721_Ver95/ (in Japanese)
8. Tiger Software Suite: http://www.viewplus.com/products/software/braille-translator/
9. Edel and its related software http://www7a.biglobe.ne.jp/*EDEL-plus/EdelDownLoad.html
(in Japanese, English version of these software are also hosted)
10. Ultimaker 3: https://ultimaker.com/en/products/ultimaker-3
11. OpenSCAD: The Programmers Solid 3D CAD Modeller. http://www.openscad.org/
12. File:Map of Italy (1494): https://commons.wikimedia.org/wiki/File:Map_of_Italy_(1494)-it.
svg
13. Ultimaker 3 print cores: https://ultimaker.com/en/products/ultimaker-3-print-cores print-
cores
Workplace Accommodation for Autistics:
Autistic Autobiography and Technology-
Enabled Prosthetic Environments
G. R. Scott(&)
1 Introduction
We are convinced, then, that autistic people have their place in the organism of the social
community. They fulfill their role well, perhaps better than anyone else could, and we are
talking of people who as children had the greatest difficulties and caused untold worries to their
care-givers [1].
Employers increasingly seek the unique talents of people on the autism spectrum.
Cognitive traits often associated with autism, such as pattern and error recognition,
intense focus, and attention to detail can be particularly applicable in information-
centric fields such as data analytics [2–4]. Even with this growing interest, autistic
adults have one of the highest unemployment rates in the country, with estimates as
high as 90% [5, 6]. The problem stems from the difficulties in accommodating the
unique needs of autistic workers. While U.S. law mandates “reasonable” accommo-
dation of differences and disability in the workplace, leaders of organizations can view
accommodating the needs of autistic workers as unreasonable. Accommodation often
requires continual attention from management and may impose on co-workers.
The perceived cost of accommodating autistic workers can over shadow the benefits of
hiring them. Autistic workers also report long periods of unemployment and
underemployment, difficulties in the hiring process, negative work experiences, and an
inability to keep jobs [7].
Work environments are commonly designed to be inclusive of workers with var-
ious disabilities. Accommodating environments typically incorporate standardized
prosthetic design features (e.g., wheelchair ramps, braille signage) and assistive tech-
nology (e.g., voice transcription devices for the deaf). These accommodations increase
productivity and help people with disabilities maintain their autonomy and indepen-
dence. The variety of challenges experienced by adults with autism makes the devel-
opment of similar, standardized accommodation practices much more difficult.
Difficulties in communication and social skills, which are definitive characteristics of
autism, also impede efforts by autistic workers and their employers to determine and
understand what specific accommodations might be useful [7]. Recent “autism as
diversity” perspectives suggest that an approach built upon autistics’ descriptions and
interpretations of their experiences might prove fruitful.
This paper explores one area of inquiry that is emerging from an on-going research
project. Viewing the problem of workplace accommodation as a design challenge (e.g.
“How might we” create workplaces that better meet the needs of autistic workers [8]).
This paper reflects the part of the design process often termed “divergent thinking” [9].
First, following the design adage of “observe first, design second,” [10] I seek to
develop a better understanding of the autistic worker, and then from that understanding,
to propose a model from which to prototype new assistive technologies.
Any human kind explained in terms of deviation from the normal is partly descriptive: the kind
differs from the usual. However, it is also partly evaluative: the kind differs from what is right; it
is worse, or in the case of Galton’s deviation from mediocrity, possibly better [11].
2.1 Disorder
Spanning over fifty years of research, studies of the causes, traits, and treatments of
autism most often focus on individual details; such as differences in genetics [14, 15],
neurobiology [16–18], communication [19–21], and social interaction [22–24]. This
has led to an ironically “autistic” understanding of autism – that is, an understanding of
autism that reflects an often-observed preference for detail over holism in autistics
[25, 26]. Researchers acknowledge the multi-dimensional spectrum of autistic traits,
but have not reached consensus regarding a comprehensive account of autism.
Three somewhat more general theories of autism are widely cited: (a) Theory of
Mind (ToM), developed in 1985 [27] proposes that autistics lack an ability to view
situations from the perspectives of others, to “put themselves in another’s shoes;”
(b) Weak Central Coherence (WCC) [28] describes differences in how perceptions are
processed (e.g. local information before global information) and how current context
and prior knowledge are integrated; and (c) Executive Dysfunction Theory [29, 30],
which does not specifically refute ToM or WCC, highlights these and other deficits in
cognitive functions such as working memory and self-regulation in terms of the broadly
accepted Executive Function Theory [31]. While these theories are useful to group and
explore the relationships between the various manifestations of autism, none attempts
to provide a holistic explanation of what autism is, what causes it, or how it works.
A newer approach, Intense World Theory (IWT) proposes that autism is rooted in
hyper-sensitivity to stimuli and hyper-functionality of some cognitive processes that
results in overload, and manifests in common autistic traits, such as repetitive behav-
iors, as coping mechanisms to, in effect, “turn-down the volume” [32, 33]. Many
autism advocates wanting to de-stigmatize autism have embraced IWT because, while
still presenting autism as abnormal, IWT focuses on enhancements rather than deficits.
2.2 Diversity
Perhaps the most dramatic recent trend in autism research is a notable recognition of
the “autism as diversity” view espoused by autistic self-advocates. This is a politically
charged scientific issue, not unlike the mid-1900’s shift regarding homosexuality,
which was not removed as a disorder until the 1973 DSM-II [34]. Science does not
remain aloof from societal change, and so significant debate is emerging regarding both
the scientific utility and ethical implications of how science views autism [35–37].
Neurodiversity activists cite IWT along with research into genetic and environ-
mental causes of autism to support their view that autism is merely normal variation
1
“Neurodiversity” and “Neurotypical” are terms originating from within the autistic self-advocacy
community; the first as an alternative to the term ASD, and the second to define those without autism.
Neurotypical has since started to gain a broader meaning to describe those without other cognitive
differences as well. In this paper, it is used in its original sense of non-autistic, except where noted.
Workplace Accommodation for Autistics 973
that should not be stigmatized as a disorder. While the genetic contribution or pre-
disposition towards autism is significant, unlike some conditions such as Down syn-
drome, there is no single, clear genetic marker. The genetic risk for autism is itself a
spectrum, based on multiple, heterogeneous groupings of alleles that are otherwise part
of normal variation [38]. Further, there are no consistent environmental factors that lead
to a single etiological model [39] of what we term autism.
In parallel with this activism, research into what is often termed the “cognitive
style” of autism departs from the autism as disorder models. Some research extends
from, but doesn’t rely on disorder models to investigate aspects of better than normal
function such as reduced change blindness or attention to detail [25, 26]. Other
research, notably that stemming from embodied and enactive cognition models [40,
41], more directly challenges disorder models and claims to have broader explanatory
power. The embodied cognition models of autism emphasize how different manifes-
tations of autistic traits, such as echolalia or “stimming” are better explained by dif-
ferences in cognitive style (e.g. information salience, sense-making, etc.) than by
deficits in isolated cognitive processes.
However, researchers have noted some shortfalls in the diversity model. Jaarsma
and Welin questioned if the diversity model can be applied equally across the autism
spectrum, and proposed a narrow model of neurodiversity, applicable only to the
mildly autistic [35]. Baron-Cohen notes this as well, and proposes how to appropriately
use the terms “difference,” “disability,” and “disorder,” as they apply to autism. Baron-
Cohen proposed reserving the term “disorder” for when there is nothing positive about
the situation, using the term “disability” when there are functional deficits that need
support, and using the term “difference” when a person is simply atypical [37]. Baron-
Cohen also noted a second shortfall: other disorders, such as obsessive-Compulsive
Disorder (OCD), are frequently co-morbid with autism. Though these disorders are not
autism, there is a risk that they get swept up as autistic diversity and go untreated [37].
Regardless of these critiques, autism advocates (in particular, self-advocates) argue
that neurodiversity is a fundamental concept that employers should understand. Baron-
Cohen also acknowledged the positive impact of this view. He proposed concepts and
directions for autism research directly attributed to the neurodiversity movement,
noting, “There is no single way for a brain to be normal.” He called for non-
stigmatizing models, and more research into autistic capabilities [37]. Similarly,
effective workplace accommodation for autism should address both “difference” and
“disability.” Additionally it should recognize the diversity within autism; the myriad
manifestations of autism hinder the development of “standard” accommodations such
as the design parameters developed for wheelchair accessibility. It is also worth noting
that mobility-impaired self-advocates created and fought for wheelchair accessibility
standards. Developing workplace accommodation for autism similarly should include
the voice of the neurologically diverse.
If you begin with the user and set out on a path to look at the broader context of their lives and
activities you will suddenly see a whole new set of opportunities to be tapped [42].
974 G. R. Scott
3.2 Methods
I am using purposeful, snowball sampling [46] to develop the dataset for this analysis.
I started by reviewing the Autistic Self-Advocacy Network’s (ASAN) social media
presence (i.e. the blog on the ASAN website, and the ASAN Facebook and Twitter
feeds) identifying nine authors who had multiple recent entries in one or more of the
sources specifically addressing their experience with autism. Following an initial
review of these posts, I established the following criteria for the inclusion of authors in
our dataset: (a) They have an established, current feed (i.e. having more than ten posts,
over a period of at least three months, with the last post less than one year old); (b) they
frequently write from a first-person perspective about their experience with autism; and
(c) they seem (given the information available) to genuinely be autistic2. I then iden-
tified other potential authors by following links and references provided by the initial
set of authors. At the time of this writing, I have included 28 authors in the dataset,
providing over 300 individual posts for consideration, but continually seek and identify
additional authors who meet the criteria
From this collection of posts, I selected individual posts for coding if they met the
following criteria; (a) the post is written (at least primarily) from a first-person per-
spective; and (b) the post includes description or discussion of the writer’s experiences
related to autism. At the time of this writing, I have included 74 posts in the coding
dataset. Additionally, following the same criteria, I have begun to build a collection of
excerpts from published autistic autobiographies for comparison and contrast. These
autobiographies include the four reviewed by Hacking [44], and one newer, similar
book, Ido in Autismland [47].
I am currently engaged in an iterative cycle of coding and theorizing [48, 49] of this
growing dataset. Based on the body of research discussed in Sect. 2, substantial prior
reading of autistic self-expression, and personal relationships with autistics3, I began by
creating a draft coding structure of autistic experience. This served primarily as an
acknowledgement and formalization of my biases and pre-conceptions; helping me to
bracket what I expect to find from what the texts actually say [50]. In the first round of
coding (N = 12), I followed open coding practices [48], using a priori codes when
appropriate, and generating additional codes in-vivo. I then reviewed the results,
paying particular attention to the use of a priori codes to ensure they were applied
appropriately. Additionally, colleagues less familiar with the subject separately coded
several posts for validation. From this I began to consider second-order codes and
categories.
2
That is they don’t seem to be “self-diagnosed,” or “self-identify” as autistic. Some bloggers write
specifically about their experience of the diagnosis process, or about experiences with therapists,
teachers, and doctors as children. Others either explicitly state they have self-diagnosed, or use
phrases like “I’m probably autistic.” While these blogs are excluded from this study, exclusion
should not be construed as disbelief of, or minimizing the experiences of, the authors. As Hacking
discusses in [44, 65], they too contribute to the language we use about, and therefore our
understanding of, autism.
3
The author is the father of a severely autistic 20-year-old woman.
976 G. R. Scott
self-awareness of emotion and stress state suggesting that autistic workers may not be
able to express or even realize the impact of things like workplace lighting on their
ability to work [53–56]. However, advances in wearable sensors such as fitness bands
are making the real-time detection of stress response practical; so physiological mea-
sures of stress response may be a useful proxy for evaluating work environments and
the effectiveness of modifications to accommodate the differences and disabilities of
autistic workers4.
Autistic workers can be very focused on their jobs, and an employer who creates the right
environment often get superior performance from them [57].
The diversity of experience within autism, and the interconnectedness of stress with
environmental factors such as noise suggest that one approach to workplace accom-
modation is to create reactive and adaptive environments. For the autistic worker
environmental factors can become barriers to employment as daunting as a flight of
stairs to someone in a wheelchair. Our society has recognized these environmental
barriers to the wheelchair mobility, and in response has modified the environment by
building ramps, installing automatic doors, and designing accessible spaces. Designers
create prosthetic environments to accommodate mobility challenges. Such environ-
ments are prosthetic in that they are long-term interventions used to improve function,
they are not therapies or treatments that seek to heal or cure. They are environments in
that they surround the client, are embedded in, and facilitate interaction with, otherwise
inaccessible features of the ambient environment [58].
Lindsley [59] and Holmes [60] describe the design and use of prosthetic envi-
ronments for cognitive deficits in clinical and residential care facilities. Hart uses the
term to describe environments found in families with autistic children and characterizes
such environments as an emergent phenomenon. Hart observes that a parent/child team
develops a type of “joint embodiment” in which the parent understands and anticipates
the child, allowing them to adapt their surroundings and serve as intermediaries
between the autistic child and the neurotypical world [61]. These are descriptions of
what we might term Human-Enabled Prosthetic Environments, in that, one or more
neurotypical humans (e.g. parents, clinicians, caregivers, etc.) must actively and con-
tinually participate to create and maintain the prosthetic environment for the autistic.
While these human-enabled prosthetic environments may provide one of the best
possible environments in which autistic children can develop, these environments are
less practical for adults. Just as environmental prosthetics for mobility support
autonomy and independence and intentionally help the mobility-impaired become less
reliant on others, to be widely adopted and successful, prosthetic environments for
autistics will need to support autonomy and independence.
4
This of course has ethical implications regarding employer surveillance of workers and individual
privacy.
978 G. R. Scott
Therefore, I propose that designers, autistic workers and employers can jointly
design, create, and use Technology-Enabled Prosthetic Environments (TEPE) to
overcome the barriers to autism in the workplace. Based on the functions of human-
enabled prosthetic environments, combined with insights gained from studying autistic
autobiography, and advances in assistive technologies, TEPE is a design concept for
the integration of assistive technologies to support independence and autonomy; and to
help facilitate better communication between autistics and neurotypicals5.
TEPE are learning systems of integrated wearable, mobile, and embedded tech-
nologies, designed for long-term, continual use to overcome cognitive, physical, and
social challenges resulting from autism or other neurologic diversity. TEPE integrate
technologies that: (a) continually monitor the client and ambient environment; (b) adapt
the ambient environment; (c) provide or modulate sensory inputs for the client; and
(d) help the client understand context, meaning, and intent in social situations. Inte-
gration of these functions relies on machine-learning algorithms that compare sensor
input with historical readings and outcomes, adjusting the local and individual envi-
ronment or providing suggestions to the user.
For example, many office workers find that wearing headphones helps to block out
distracting noises and improve focus. In a TEPE, the system might monitor the
soundscape of the workplace along with the stress state of the user, suggesting head-
phones and providing and individually generated soundscape that reduces physiolog-
ical indicators of stress. The TEPE could also control local lighting, monitor and buffer
phone and messaging notifications that can be come overwhelming and smoothly break
the user’s focus when something else needs their attention. Extending into the social,
the TEPE could incorporate social cue recognition [62, 63] with work-related infor-
mation about co-workers to improve office communication.
This is not a single, standardized solution to workplace accommodation; rather
TEPE is a design concept. TEPE respond and adapt the environment to the diverse and
changing needs of users to improve performance, job satisfaction, and quality of life.
The next steps, along with the continuation of the autistic autobiography study, are to
develop design considerations and principles for TEPE and to begin to build and test
prototypes.
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Biomechanical Models of Computerized
Prosthetic Leg
1 Introduction
Walking is the move from one place to another to carry out activities. Leg is a vital
organ in walking. The survey of disability of Thai people throughout National Sta-
tistical Office in 2012 found that Thailand had a total of 25,000 disabled people,
representing 2.3% of the total disabled population [1]. And there is a growing trend.
Mostly caused by traffic accidents. Stomp on the bomb Chronic wounds from diabetes
And congenital abnormalities Thailand has a tendency to use higher prosthetics as well.
The prosthetics is a type of prosthetic device that is made to replace lost organs. People
with disabilities are required to use their prostheses to carry out daily activities and to
provide them with a higher level of self-help to improve their quality of life and quality
of life. As a result, the domestic economy is well-propelled. Therefore, the quality of
prosthetics can help solve the problems mentioned above, and so that users can safely
and comfortably wear them at a lower price than abroad. It will be a way to improve the
quality of life for disabled people who lack opportunities in Thailand.
2 Methods
During this research, biomechanical models of the human body will be necessary. They
will be used for theoretical evaluation and compare the unimpaired and impaired ankle
and knee joint, for simulations of the leg dynamics and for develop the implementation
of an adaptive control for computerized prosthetic leg. The biomechanical model
analysis and inverse dynamics of leg and foot segments model during gait cycle. The
segments are connected by two hinge joints representing ankle and knee. Mass, inertia,
Center of Mass (CoM) and length of each segment are defined using anthropometric
data [3, 6, 7]. All segments direction completely described in two dimensions (sagittal
plane).
Sample Weight. Size Thai is a standard size for the shape of the Thai people, espe-
cially from the body survey with 3D Body Scanning technology with the sample of
both men and women aged 16 years [4]. In this research, the weight of Thai male in
Biomechanical Models of Computerized Prosthetic Leg 985
technical university students used the average weight of males at aged 16–25 years.
Calculate the mass of each leg part to represent the value of the biomechanical cal-
culation. The mass of each 7 part of the leg use data from the determination of body
segment masses and centers of mass [6].
Anthropometry Data. The distance of the center of mass of the body used data from
the research Determination of body segment masses and centers of mass. Kitti [5], the
length of each segment is based on Anthropometry research of Thai Technical
University students. It is a research on measurement two hundred male and two
hundred female students of King Mongkut’s Institute of Technology North Bangkok.
A set of 36 body dimensions based on Pheasant (1990) [7]. The mass and length of
each segment and center of mass of prosthetic leg can be found from Solidworks by
using the command Mass Properties we will know the mass and position of center of
mass of prosthetic and measure distance from proximal and distal point to the center of
mass. It is really hard to know the mass and center of mass at thigh segment of the
above knee amputation. In this study the hip mass and center of mass values were the
same for both human and prosthetics models (Table 1).
Kinematics Data. Kinematics is that area of mechanics which describes the motion of
a body without considering the forces causing the motion [3]. Kinematics variables
include linear and angular displacement, velocity, and acceleration. Velocity is the time
rate of change in displacement. Acceleration is time rate of change in velocity.
Kinematics profiles of joint centers as well as centers of segment masses are common
in biomachanical analyses. Kinematics data in this research use acceleration and
angular acceleration from The Biomechanics and Motor Control of Human Gait [2]
(Fig. 3).
Kinetics Data. Information about the forces. The data used in this study consists of
ground reaction force. This is a force that occurs between the foot of the Force platform
from the book Biomechanics and Motor Control of Human Gait [2] and the moment of
inertia data can be found in Dempster [3]. Data are presented as radius of gyration data
as a function of segment length (Fig. 4).
986 N. Yodpijit et al.
2.4 Calculation of Knee and Ankle Forces and Moment of Joint Using
Biomechanical Analysis Models
To calculate we use the human model as shown in Fig. 4. Under the assumption that
the human gait is approximated by the motion on the sagittal plane, we consider only
sagittal plane. The human model consists of three links, that is, Foot Link, Shank Link
and Thigh Link (Fig. 5). P
The reaction force on joint in the horizontal axis is calculated by Fx ¼ max is
given below.
Biomechanical Models of Computerized Prosthetic Leg 987
Assumptions
• Centers of mass remain constant and can be represented by single points.
• Centers of pressure occur at 1/3 of the foot length from the proximal point during
heel contact to heel off and occur at 1/3 of the foot length from the distal point
during heel off to toe off.
Use excel to create formulas for calculating the force and moment occurring at the
ankle and knee to calculate all walking ranges and then plot the values obtained.
988 N. Yodpijit et al.
3 Results
This project we simulate and calculate the forces and moments that occur while
walking in between the knee and ankle prosthetic leg above the knee compared to the
human body, using the information of Thailand. The samples used in this study were
Thai Technical University students. To study the differences between human legs and
prosthetics and to improve the prosthetic prototype. Comparison table for ankle and
knee moment between biomechanics model of human leg and prosthetics leg to see the
difference of the moment at each stage of walking consist of heel contact, foot flat, mid-
stance, heel off, toe off and mid-swing as shown in Table 2 (Figs. 6, 7, 8, 9, 10 and 11).
The stress contour plot and analysis results of the above knee prosthetic are pre-
sented in Fig. 12. use peak force that occur in gait cycle that is 656.32 N compressive
from top and 691.58 N from bottom of model. Maximum stresses in the parts for the
Biomechanical Models of Computerized Prosthetic Leg 989
conditions analyzed are 818.9 MPa as show in Fig. 12c. Based on the stress results, the
material selected for the structural parts was the Titanium Ti-6Al-4 V (hardness
HB334, 880 MPa yielding limit, 950 MPa ultimate stress limit).
990 N. Yodpijit et al.
Fig. 12. Stress contour plot maximum and minimum stress at the (a) upper body, (b) body
frame, (c) lower body
The force and moment of the prosthetic leg compared to the human leg obtained by this
research is based on the biomechanical model and uses the human body data of Thai
people to calculate in. Know the difference of force in the prosthetic leg and human leg.
In the horizontal and vertical forces, the appearance and size of the forces are not
significantly different because relevant factors are only mass. But in terms of the
moment that occurs in each phase the difference is obvious. The factors involved are as
follows different angles, moment of inertia and the position of the center of mass. By
the first factor, the angles are most noticeable in the moment of the foot. Artificial feet
can not bend up and down like human legs, resulting in varying degrees of difference in
feet and in the model of the prosthesis, we looked at the foot flat to the floor (degrees
between feet to the floor is 0) but in the human foot the angle between foot and floor is
not flat enough the plane of foot and floor is about 30degrees, next factors of different
size of moment inertia because the different shape of the legs and the prosthetics.
Finally the position of the center of mass it make moment arm changes during human
model and prosthetics model.
Limitations and Future Work
The data used on this research is old data and the values used in the calculation are the
data from other researches, does not include actual data, it may result in discrepancies
Biomechanical Models of Computerized Prosthetic Leg 993
in the results. However, the quality of life of prosthetics users in Thailand can be
improved and the prostheses are being designed and developed closer to or better than
the legs. And will reduce imports of expensive prosthetics from foreign countries. This
is to improve the quality of life for disabled people in Thailand. In the future when the
prototype of the prosthesis is created. The data used in the calculation can be found in
the Kinematic study to determine the true pattern of prosthetic movements. The results
of this research can be disseminated and transferred to interested persons and research
methods for those who want to study this field.
References
1. National Statistical Office: Number of persons with disabilities having impairments by type
of impairments, age group, sex and area, Whole Kingdom (2012)
2. Winter, D.A.: The Biomechanics and Motor Control of Human Gait, pp. 17–41 (1991)
3. Tayyari, F., Smith, J.L.: Occupational Ergonomics Principles and Applications, pp. 40–91
(1997)
4. National Electronics and Computer Technology Center: http://www.sizethailand.org/region_
all.html
5. Kitti, I.: Ergonomics. 2548, 64–89
6. Kitti, I.: Determination of body segment masses and centers of mass (2000)
7. Yodijit, N., Bunterngchit, Y.: Anthropometry of Thai technical university students
8. Bunterngchit, Y., Pimsakul, K.: Anthropometric study of Thai male industrial workers
(2006)
9. Hirata, Y., Iwano, T., Tajika, M., Kosuge, K.: Motion control of wearable walking support
system with accelerometer based on human model (2008)
10. Chaffin, D.B., Andersson, G.B.J., Martin, B.J.: Occupational Biomechanics. 109–153
11. Vaughan, C.L., Davis, B.L., O’Connor, J.C.: Dynamics of Human Gait. Champaign, Ill:
Human Kinetics Publishers
12. Rose, J., Gamble, J.G.: Human Walking (3rd ed.)
13. Obreg, K.: Knee mechnisms for through-knee prostheses
14. Lee, W.C.C., Zhang, M.: Design of monolimb using finite element modeling and statistics-
based Taguchi method. Clin. Biomech
15. Harrington, I.J.: A bioengineering analysis of force actions at the knee in normal and
pathological gait
16. Mich P. Greene, B.S., M.E., C.P.O., Four Ba
Human-Centered Design of Computerized
Prosthetic Leg: A Questionnaire Survey
for User Needs Assessment
1 Introduction
Statistics reveal that around 40 million people in the world are disabled and only 5% of
them in need have access to assistive products [1]. The most common causes of
amputation are congenital deformities, vascular diseases, diabetes, and accidents [2]. In
Thailand, there are about 2 million people with disabilities. Of these, 50,000 people
living with lower extremity lost [3]. The lower limb amputees are less capable of
performing activities of daily living (ADL) in comparison with healthy people and has
a tremendous psychological impact [4].
A Prosthesis is an assistive product that developed to substitute the missing part of
body which has lost its functional and cosmetic for the amputee. Despite advances in
prosthetic innovations, lower-limb amputees have to re-practice elementary ambulatory
skills to archive function within the community, and some amputees still unable to use
their prosthesis to meet their demands [5]. The traditional prostheses are mostly passive
products with some of limitations and drawbacks. It has been found that a trend in the
utilization of active actuators/prostheses can overcome some of limitations and draw-
backs of traditional prostheses [6–10].
Most of powered prosthetic are designed to meet the biomechanical functions by
focus on the technical approach, such as real-time intent recognitions [11–13], control
strategies [14–19], reduction of the torque requirements [20], and minimize energy
consumption [21]. Recent research paper reveal the human–machine-centered design
method approach for powered prosthetic development, which consider both technical
factors and human factors [22], result in a distinct change of technical requirement
priorities that lead to completely different prosthetic designs. Studies show the number
of non-technical factors involved in designing prosthetics that bringing about enormous
psychological impacts [4].
In Thailand, Previous research investigates the quality of life and factors affecting
quality of life of transfemoral and transtibial amputees after receiving prosthesis using a
method of WHOQOL – BREF – THAI [23]. However, the WHOQOL – BREF – THAI
is a questionnaire that is used to investigate quality of life for normal people not for
people living with lower limb loss. Recent records show a lack of satisfaction with the
traditional passive prosthetic leg and needs of new active prosthesis with different
motor functions.
The objective of this research is to design and develop a questionnaire, using hu-
man-centered design principles for investigating and improving the quality of life of
transfemoral and transtibial amputees after receiving prostheses. The new question-
naire is created based upon both prosthesis evaluation questionnaire (PEQ) [24, 25] and
trinity amputation and prosthesis experience scales (TAPES) [26]. The custom-built
questionnaire focus on transfemoral and transtibial amputees’ satisfaction, usability
study, product appearance, comfort and pain, and cleansing and handling the pros-
thesis. This research project provides a list of needs of people living with lower limb
loss in Thailand.
996 N. Yodpijit et al.
2 Methods
The methods of this research is an approach for exploring and understanding the
meaning transfemoral and transtibial amputees ascribe to quality of life or prosthesis
problem. The process of this research involves design and development a question-
naire, using human-centered design principles for investigating and improving the
quality of life of transfemoral and transtibial amputees after receiving prostheses. Data
were corrected by this questionnaire. Data collection were analyzed by using statistical
that provides a more complete understanding of user needs. Then the researcher
interpret survey responses to better meet the needs that is thus important for both
transtibial and transfemoral [27].
2.1 Participants
A total of 30 subjects are randomly selected. Participants were recruited from a list of
patients in Veterans General Hospital in Thailand. The 24 subjects were included in
this study (mean age 56.17 ± 14.87 years). There were two groups of participants in
this study. The first group was 11 transfemoral participants, 11 male and female. Mean
age was 48.27 years. Participants in the second group were 13 transtibial participants,
11 male and 2 female. Mean age was 63.41 years. Table 1 summarizes show the
activity classes of all participants (* have one missing value).
2.2 Instruments
The new questionnaire (Table 2) is created based upon both prosthesis evaluation
questionnaire (PEQ) [25] and trinity amputation and prosthesis experience scales
(TAPES) [26]. This questionnaire survey explores user’s satisfaction, usability study,
product appearance, comfort and pain, and cleansing and handling the prosthesis. This
questionnaire is composed of 72 items with seven factors: Factor 1, the appearance of
the prosthesis (items 1–8). Factor 2, Safety in wearing the prosthesis (items 9–19).
Factor 3, Safety in activities of daily living (items 20–35). Factor 4, Proficiency in
activities of daily living (items 36–46). Factor 5, Integration between body and pros-
thesis (items 47–54). Factor 6, Social acceptance (items 55–62). Finally, Factor 7,
Desirable prosthetics (items 63–68) which adapt from [22, 28]. Questionnaire using a
Likert-type response format with 5 response options (1 = strongly disagree;
5 = strongly agree) [29].
Human-Centered Design of Computerized Prosthetic Leg 997
Table 2. Questionnaire
Item Strongly Agree Neither Disagree Strongly
agree agree disagree
nor
disagree
Factor 1: The appearance of the prosthesis (items 1–8)
1. How often your prosthesis [5] [4] [3] [2] [1]
broken?
2. How often is your prosthesis [5] [4] [3] [2] [1]
making noises (squeaking,
clicking, etc.)?
3. Do you feel that your [5] [4] [3] [2] [1]
prosthesis not strong?
4. Do you have barrier for the [5] [4] [3] [2] [1]
activities because the weight of
the prosthesis?
5. Do you have barrier for the [5] [4] [3] [2] [1]
activities because the size of the
prosthesis?
6. Are you satisfied with the [5] [4] [3] [2] [1]
look of your prosthesis (e.g.,
colors, shape, softness,
hardness, beauty etc.)?
7. Do you feel that your [5] [4] [3] [2] [1]
prosthesis overpriced?
8. Do you feel comfortable with [5] [4] [3] [2] [1]
using a prosthesis?
Factor 2: Safety in wearing the prosthesis (items 9–19)
While you wearing your prosthesis…
9. You can easy wear socket [5] [4] [3] [2] [1]
10. Your socket is often not fit [5] [4] [3] [2] [1]
11. Your socket fit to your [5] [4] [3] [2] [1]
stump
12. Your stump sweat [5] [4] [3] [2] [1]
13. Your stump have blisters [5] [4] [3] [2] [1]
14. Your stump have pressure [5] [4] [3] [2] [1]
marks
15. Your stump have swellings [5] [4] [3] [2] [1]
16. You have pain at the hip on [5] [4] [3] [2] [1]
the side of the amputation
17. You have pain at the hip of [5] [4] [3] [2] [1]
the sound side, because of the
prosthesis
(continued)
998 N. Yodpijit et al.
Table 2. (continued)
Item Strongly Agree Neither Disagree Strongly
agree agree disagree
nor
disagree
18. You have pain at the leg of [5] [4] [3] [2] [1]
the sound side
19. You have pain at the body, [5] [4] [3] [2] [1]
because of the prosthesis
Factor 3: Safety in activities of daily living (items 20–35)
While you wearing your prosthesis…
20. You can stand confidently [5] [4] [3] [2] [1]
without feeling falling
21. You feel that both legs are [5] [4] [3] [2] [1]
carrying the weight equally
22. You can walk on flat ground [5] [4] [3] [2] [1]
without stumble
23. You walk on the rough [5] [4] [3] [2] [1]
ground with safely
24. You are concerned about [5] [4] [3] [2] [1]
walking on slippery ground
25. You are sure to walk up the [5] [4] [3] [2] [1]
ramp
26. You can walk down the [5] [4] [3] [2] [1]
ramp with fluently
27. You walk up the stairs with [5] [4] [3] [2] [1]
dexterous
28. You worry about walking [5] [4] [3] [2] [1]
down the stairs
29. You can sit comfortably [5] [4] [3] [2] [1]
without worrying about falling
30. You often stumble from [5] [4] [3] [2] [1]
walking with a prosthetic
31. You are embarrassed to [5] [4] [3] [2] [1]
wear your prosthetic to doing
activities
32. You are sure to live safely [5] [4] [3] [2] [1]
33. You need to exert more at [5] [4] [3] [2] [1]
your stump while walking
34. You need to exert more at [5] [4] [3] [2] [1]
your hips while walking with
your prosthesis
35. You feel tired while [5] [4] [3] [2] [1]
walking with your prosthesis
(continued)
Human-Centered Design of Computerized Prosthetic Leg 999
Table 2. (continued)
Item Strongly Agree Neither Disagree Strongly
agree agree disagree
nor
disagree
Factor 4: Proficiency in activities of daily living (items 36–46)
While you wearing your prosthesis, You can change the motion and specify the transition
level….
36. Transition from sitting to [5] [4] [3] [2] [1]
standing
37. Transition from standing to [5] [4] [3] [2] [1]
sitting
38. Transition from walking to [5] [4] [3] [2] [1]
standing
39. Transition from standing to [5] [4] [3] [2] [1]
walking
40. Change you gait speed [5] [4] [3] [2] [1]
41. Walking on slippery [5] [4] [3] [2] [1]
ground. (e.g., wet tile and floor)
42. You usually use the [5] [4] [3] [2] [1]
prosthesis for the first step
43. Walk up the ramp [5] [4] [3] [2] [1]
alternately with both feet
44. Walk down the ramp [5] [4] [3] [2] [1]
alternately with both feet
45. Walk up the stairs [5] [4] [3] [2] [1]
alternately with both feet
46. Walk down the stairs [5] [4] [3] [2] [1]
alternately with both feet
Factor 5: Integration between body and prosthesis (items 47–54)
47. You can feel the structure of [5] [4] [3] [2] [1]
the rough ground surface
through your prosthesis
48. You can feel the structure of [5] [4] [3] [2] [1]
the ramp surface through your
prosthesis
49. You can relieve itching at [5] [4] [3] [2] [1]
the corresponding part of the
body by scratching the
prosthesis
50. You can use prosthesis to [5] [4] [3] [2] [1]
rake object
51. You can control the [5] [4] [3] [2] [1]
prosthesis as needed
[5] [4] [3] [2] [1]
(continued)
1000 N. Yodpijit et al.
Table 2. (continued)
Item Strongly Agree Neither Disagree Strongly
agree agree disagree
nor
disagree
52. You can feel the spatial
position of your prosthesis
without looking at it
53. You have the feeling that [5] [4] [3] [2] [1]
the prosthesis is part of your
body
54. You have the feeling that [5] [4] [3] [2] [1]
the prosthesis can replace lost
legs
Factor 6: Social acceptance (items 55–62)
While you wearing your prosthesis, specify the level of following items…
55. You can comfortably do [5] [4] [3] [2] [1]
activities of daily living
56. You can choose to your [5] [4] [3] [2] [1]
choice of clothing
57. You can do activities alone [5] [4] [3] [2] [1]
58. You can take care of [5] [4] [3] [2] [1]
someone else (e.g. your partner,
a child, or a friend)
59. You can do activities [5] [4] [3] [2] [1]
together as someone else
60. You can do activities as like [5] [4] [3] [2] [1]
the normal people
61. You feel alienated when [5] [4] [3] [2] [1]
you do activities together as
someone else
62. You are comfortable with [5] [4] [3] [2] [1]
prosthesis
Factor 7: Desirable prosthetics (items 63–68)
63. You need prosthetics that [5] [4] [3] [2] [1]
moves more easily
64. You need prosthetics that [5] [4] [3] [2] [1]
make you less exert in
movement
65. You need a prosthetic leg [5] [4] [3] [2] [1]
that can adjusts the walking
speed itself
66. You need a prosthetic leg [5] [4] [3] [2] [1]
that can adjusts the knee
resistance itself
(continued)
Human-Centered Design of Computerized Prosthetic Leg 1001
Table 2. (continued)
Item Strongly Agree Neither Disagree Strongly
agree agree disagree
nor
disagree
67. You need prosthetics that is [5] [4] [3] [2] [1]
available all day without
charging
68. You need a prosthetic leg [5] [4] [3] [2] [1]
that you can choose materials
and colors
69. You need a more effective [5] [4] [3] [2] [1]
socket
70. You can do activities more [5] [4] [3] [2] [1]
easily, if you have a
computerized prosthetic leg
71. You will be more satisfied, [5] [4] [3] [2] [1]
if you have a computerized
prosthetic leg
72. You will be more confident [5] [4] [3] [2] [1]
and social, if you have a
computerized prosthetic leg
3 Results
Table 3. Descriptive statistics of each factors of the quality of life of transfemoral and transtibial
amputees
Factors N Mean Std. deviation Skewness Kurtosis
Statistic Std. error Statistic Std. error
F1 24 3.4764 0.63813 −0.204 0.472 −1.028 0.918
F2 24 3.3786 0.44547 0.019 0.472 −0.717 0.918
F3 24 3.2588 0.55984 0.123 0.472 −0.325 0.918
F4 23 3.2711 0.63832 0.479 0.481 0.067 0.935
F5 24 4.0097 0.53281 −0.174 0.472 1.227 0.918
F6 23 3.5885 0.71059 −0.740 0.481 1.130 0.935
F7 23 4.3219 0.74319 −1.140 0.481 0.391 0.935
F1_6 24 3.4963 0.34530 −0.095 0.472 −0.271 0.918
prosthesis (M = 3.4764). Furthermore, the result demonstrated that the data in this
research were normally distributed based on the degrees of Skewness and Kurtosis
because both reflect an acceptable degree of normality [31].
Mean of satisfaction ratings (Fig. 1) are demonstrated in participants with different
types of amputation (transfemoral and transtibial).
daily living (F3) (p-value < 0.05), Desirable prosthetics (F7) (p-value < 0.05) and
F 1_6 (p-value < 0.05) between the two groups. Table 4 show t test for equality of
means between transfemoral and transtibial amputees.
In this study, respecting research criteria, the findings have indicated that a lack of
satisfaction in the Safety in activities of daily living, Proficiency in activities of daily
living, appearance of the prosthesis and Safety in wearing the prosthesis. Transfemoral
amputees achieved significantly higher demands on the prosthesis satisfaction than
transtibial amputees. These findings differ from the literature, which shows that
transfemoral amputees have not higher demands on the prosthesis satisfaction than
transtibial amputees [32]. Ratings of the appearance of the prosthesis showed trend in
transfemoral amputees. Lower values in satisfaction with the safety in activities of daily
living significantly lower than transtibial amputees. Additionally, higher values in the
satisfaction with desirable prosthetics significantly higher than transtibial amputees but
transtibial amputees have demands desirable prosthetics. As a result, this research
project provides a list of needs of people living with lower limb loss in Thailand.
Findings have indicated that user needs assessment is necessary and critical to make a
better computerized lower limb prosthesis design and improve user’s satisfaction.
Acknowledgements. This research was funded by National Research Council of Thailand. The
authors thankfully acknowledge the support of the Sirindhorn School of Prosthetics and Orthotics
and Veterans General Hospital in Thailand.
References
1. Limbs International: Why Limbs. https://www.limbsinternational.org/why-limbs.html
2. Gailey, R., McFarland, L.V., Cooper, R.A., Czerniecki, J., Gambel, J.M., Hubbard, S.,
Maynard, C., Smith, D.G., Raya, M., Reiber, G.E.: Unilateral lower-limb loss: Prosthetic
device use and functional outcomes in servicemembers from Vietnam war and OIF/OEF
conflicts. J. Rehabil. Res. Dev. 47, 317–332 (2010)
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23. Sirasaporn, P.: Quality of life of trans-femoral and trans-tibial amputees after receiving
prosthesis. J. Thai. Rehabil. Med. 20, 4–9 (2553)
24. Legro, M.W., Reiber, G.D., Smith, D.G., Del Aguila, M., Larsen, J., Boone, D.: Prosthesis
evaluation questionnaire for persons with lower limb amputations: assessing prosthesis-
related quality of life. Arch. Phys. Med. Rehabil. 79, 931–938 (1998)
25. Legro, M.W., Reiber, G., del Aguila, M., Ajax, M.J., Boone, D.A., Larsen, J.A., Smith, D.
G., Sangeorzan, B., Aguila, M., Megan, J., Boone, D.A., Larsen, J.A., Smith, D.G.: Issues of
importance reported by persons with lower limb amputations and prostheses. J. Rehabil. Res.
Dev. 36, 155–163 (1999)
26. Gallagher, P., MacLachlan, M.: Development and psychometric evaluation of the trinity
amputation and prosthesis experience scales (TAPES). Rehabil. Psychol. 45, 130–154
(2000)
27. Creswell, J.: Research Design Qualitative, Quantitative, and Mixed Methods Approaches.
Sage, Oaks (2003)
28. Gauthier-Gagnon, C., Grisé, M.C., Potvin, D.: Enabling factors related to prosthetic use by
people with transtibial and transfemoral amputation. Arch. Phys. Med. Rehabil. 80, 706–713
(1999)
29. Harpe, S.E.: How to analyze Likert and other rating scale data. Curr. Pharm. Teach. Learn. 7,
836–850 (2015)
30. Edwards, A.L.: Statistical Methods for the Behavioral Sciences (1962)
31. Teo, T.: Modelling technology acceptance in education: a study of pre-service teachers.
Comput. Educ. 52, 302–312 (2009)
32. Christ, O., Jokisch, M., Preller, J., Beckerle, P., Wojtusch, J., Rinderknecht, S., Von Stryk,
O., Vogt, J.: User-centered prosthetic development: Comprehension of amputees’ needs.
Biomed. Tech. 57, 1098–1101 (2012)
Enhancing Voice Quality in Vocal Tract
Rehabilitation Device
Abstract. The assistive devices used for vocal rehabilitation by patients after
Laryngectomy produce a distinctly robotic sounding speech. This study aims at
introducing human-like qualities into the synthetically generated voices.
A simplified source filter model, LPC coefficients and line spectral frequencies
were used to characterize the vocal tract and manipulate the acoustic properties
of speech. Two different mapping functions were employed: A Gaussian mix-
ture model (GMM) and a linear regression model (LR). Objective and subjective
testing showed that both mapping functions produced significant changes in the
re-synthesised speech, with the LR mapping producing slightly better results.
However, the subjective listening tests indicated that re- synthesized voices
improved on the synthetic voice but still lacked human quality. This may imply
that the vocal tract model contains only partial information pertaining to the
subjective perception of artificiality in speech. Future work is aimed at inves-
tigating an elaborate model containing the speech production excitation and
radiation signals.
1 Introduction
A laryngectomy involves the complete surgical removal of the larynx. Patients who
have undergone a laryngectomy achieve some form of voice functionality after surgery
through the use of various voice replacement methodologies such as voice prosthesis,
oesophageal speech and the electrolarynx [1, 2].
While all three of these rehabilitation techniques give patients the ability to speak
and communicate, they produce robotic sounding voices which can make patients feel
self-conscious and adversely affect their social interactions.
In this study we designed and implemented a voice conversion (VC) system that
could introduce human-like qualities into a synthetically generated voice. VC is the
process whereby a speech signal from a source speaker is transformed into a specified
target speaker’s sound [3]. VC is based on Fant’s source-filter speech model that can
capture the acoustic characteristics of human speech [4]. The extracted features are
optimized using the source (synthetic) voice and the target (human) voice. Re-synthesis
of the voice is performed by a manipulation of the extracted features.
2 Methods
Figure 2 illustrates the anatomical origins of the respective sound sources and
filters involved (adapted from [5]) as well as the assumed spectra of the signals and
filters involved.
1008 B. Sutcliffe et al.
The harmonic spectrum X(x) has a gradient of −12 dB/octave and the radiation
characteristic R(x), which models the air volume velocity, has a slope of 6 dB/octave [5].
3 Results
The performance of the LR mapping for the LSFs is demonstrated in Fig. 3, for the
8th LSF.
A comparison between the LPC coefficients’ frequency response for the four
speech signals is presented in Fig. 4. The spectra of the converted voice in both
1010 B. Sutcliffe et al.
Fig. 3. Synthetically Generated Voices’ 8th LSF versus Human Voices’ 8th LSF for all the
Training Data. The blue dots represent the human and synthetically generated voice LSFs plotted
against each other and the red line indicates the mapping function.
Fig. 4. Spectra of the source, target, LR and GMM converted voice averaged across all
utterance frames.
Enhancing Voice Quality in Vocal Tract Rehabilitation Device 1011
methods resembles the human voice whereas the synthetically generated voice LPC is
significantly different.
In a minority of the frames the voice conversion produced poor performance and
was more similar to the source synthetic voice than to the target voice. An example is
demonstrated in Fig. 5 for two different frames of an utterance from the testing set.
Whereas for the frame in Fig. 5a the LR conversion of the synthetic voice LPCs shows
distinct similarity to the human voice spectrum, for the other frame (Fig. 5b) this
conversion yielded a frequency response which is more similar to the synthetic voice.
The results of the subjective listening tests are presented in Tables 1, 2 and 3.
Fig. 5. Spectra of the source, target and LR converted voice for: (a) Frame 102, (b) Frame 99
4 Discussion
Two voice conversion algorithms were implemented and compared in this study with
the aim of introducing human-like qualities into a synthetically generated voice for
Laryngotomy patients’ rehabilitation.
Several assumptions were made in the study. First, the synthetically generated and
human voices are modelled using the source-filter model. Secondly, the model was
simplified and only the vocal tract filter T(x) of the synthetically generated voice is
manipulated assuming that the effects of the radiated signal R(x) can be neglected, in
the context of a characterization of the “naturalness” in the voice. A third, intrinsic
assumption was that the VC employed, which was based on spectral features only,
could capture prosodic human voice characteristics such as cadence and emphasis.
These assumptions may be the cause for the results indicating that although the
conversion of the LPC coefficients in both methods showed similar spectra to human
voice, the voices re-synthesised from these coefficients did not sound human enough to
the participants of the listening tests.
The GMM mapping indicated better performance in the spectrum graphs compared
to the LR mapping, which may imply that the LSF clusters do not have a linear trend.
Moreover, in both methods, a subgroup of the frames did not yield a desirable con-
version and their spectra remained similar to the unconverted, synthetic voice.
A comprehensive analysis into the source for these inadequately -converted frames
may provide further understanding into the limitations of each method and the com-
parison between them.
Interestingly, listening tests yielded a subjective perception that contradicted the
signals’ spectra comparison: 90% of the participants in the listening tests maintained
that the re-synthesised voice using LR sounded more human than the re-synthesised
voice using GMM.
This may imply that the prosodic properties of speech do not coincide with its
spectral properties. A corroboration to this assumption is found in some listeners’
observation that the pitch of the resynthesized speech using GMM was higher which
promoted their decision of dissimilarity between the voices.
The listening tests indicated that the re-synthesised voice using LR VC has a more
human sound than the synthetically generated voice, but is still distinctly different than
the human voice. The listeners remarked for both VC mapping re-synthesised voice,
that the signals contain noise and clicking sounds, which may have skewed the results.
Enhancing Voice Quality in Vocal Tract Rehabilitation Device 1013
The noise introduced in the re-synthesis of the voice can be reduced by using an
overlap between the frames, in addition to the low pass filtering.
A simplistic model for the excitation signal which serves as an input to the model
has been used in our analysis. Some evidence suggested that speech traits such as
prosody, cadence and word duration, which are major contributors to the perceptual
classification of a voice sounding ‘robotic’ are carried by the excitation signal. Thus,
even where the vocal tract filter model may resemble the human one, the resultant
source-filter output sound would still yield a sound with robotic qualities [13]. The
inclusion of the radiation signal to the model may further improve the results.
These weaknesses will be addressed in our next studies, to further the goal of
converting the robotic sounding voices from the various vocal rehabilitation techniques
into more human sounding voices.
The study thus provides a preliminary feasibility of a relatively simple signal
processing method to enhance devices used for vocal rehabilitation by patients after
Laryngectomy.
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Author Index
W Z
Wang, Hui, 222 Zhang, Qin, 715
Wang, Rui, 916 Zhang, Ruiqiu, 166
Wang, Wanru, 439 Zhang, Tengfei, 174
Wang, Weiwei, 331 Zhang, Xin, 516
Wang, Yuhong, 131 Zhang, Yu, 166, 422
Wang, Zhongting, 374, 664 Zhang, Yunhong, 374, 664
Warta, Samantha F., 141 Zhang, Yunyan, 331
Wei, Ting, 331 Zhao, Can, 283
Wei, Wang, 664 Zhao, Chaoyi, 664, 916
Wheeler Atkinson, Beth F., 473 Zheng, Jiayu, 422
Wiggins, Lindzi, 1006 Zheng, Ying, 111
Wisniewski, Pamela, 824 Zhou, Meiyu, 283
Wu, Haimei, 432, 664 Zhu, Jieru, 342
Wu, Lei, 752 Zuo, Wenchao, 131