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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
31

Participatory gesture design: an investigation of user-defined gestures for conducting an informational search using a tablet device

Rakubutu, Tsele 06 March 2014 (has links)
Multi-touch technology, used in consumer products such as the iPad, enables users to register multiple points of contact at the same time; this enables a user to interact with a touch screen interface using several fingers on one hand, or even both hands. This affords interface designers the opportunity to define gestural interactions based on what is most natural for users and not on merely what can be recognised and processed by technology. In light of this, the research question that this study aimed to address was: what is the most intuitive user-defined gesture set for conducting an informational search on a multi-touch tablet web browser? In addressing this research question, the aim of this study was to create a user-defined gesture set for conducting an informational search on a multi-touch tablet web browser, based on gestures elicited from participants with little or no experience with touch screen devices. It was necessary to use these participants as users who are familiar with touch screen interfaces would draw upon the gestures they have learnt or used before, and would therefore be biased in the gestures they proposed. Inexperienced or naïve users would simply provide gestures that came naturally to them, providing a more accurate reflection of what a typical, unbiased user would do. A set of hypotheses, relating to the gestures that would be elicited from this participant group, were drawn up and investigated. These investigations yielded the following key findings: • The use of two-handed gestures should be limited. • If two-handed gestures are developed for a specific function, an alternative one-handed gesture should be made available. • It is not be advisable to create completely novel gestures for tablet web browsing that do not correspond to any of the ways in which desktop web browsing is performed. • Should novel gestures be developed for tablet web browsing, gestures that are desktop computing adaptations, including those that require menu access, should be made available as alternatives to users. • Tasks should be designed is such a way that they may be completed with a variety of gestures. • Complex tasks should be designed in such a way that they may be achieved through varying combinations of gestures. These findings may assist interface designers and developers in the gestures they design or developer for their applications. In addition to these findings, the study presents a coherent, user-defined gesture set that may be used in practice by designers or developers.
32

Comparing Compressor Interface Designs : How do visual displays on digital compressors impact how audio engineers navigate an interface and the choices they make?

Eliasson, Simon January 2019 (has links)
This research tested to see how audio engineers navigate and use compressors differently with alternative designs. A pre-study in the form of a semi-structured interview with a focus group was held to determine a compressor considered having a “good design” and a compressor considered having a “bad design”. An active test was conducted with audio engineer students to investigate if there is any connection between time it takes for an engineer to navigate a compressor depending on its design. The test also investigated patterns in how audio engineers use compressors differently depending on their design, and what makes it easier to navigate and more satisfactory to use. 6 paired T-test were made between different compressor designs and a video and screen capture was annotated to investigate how audio engineers navigated the compressor. The results showed that 2 out of 6 T-tests gave a significant result, meaning that the time it took to navigate some of the compressors against each other were affected by the design of the compressor interface. Results showed that there are many contributing factor towards why a compressors is easier navigate and more satisfactory to use, but with a slight tendency that “parameter controls”, “visual information” and “aesthetically pleasing” are the most important factors. No findings on how engineers might use compressors differently depending on its design were found. Some additional patterns for audio engineers using compressors were found as well.
33

Investigating the influence of in-home display design on energy-consumption behaviour

Chiang, Teresa January 2015 (has links)
Research on interventions aimed to promote energy savings has shown support for direct feedback using in-home displays (IHDs) to reduce energy consumption. These displays are electronic devices that provide real-time energy information and are emerging as an effective tool to communicate with people about their energy consumption. How feedback is presented to people and how they understand the meaning of such feedback largely depends on the design of the display, yet there are relatively few studies that investigate the way in which the display can best be designed to present energy information and motivate energy-saving behaviour. Further, even though there is a wide range of variations in the visual presentation of feedback, there is a lack of focus on the process of optimising the IHD design. This thesis aims to address the need for designing IHDs at the display component level, by examining three types of display design (numerical displays, analogue displays using speedometer dials, and ambient displays using emotional faces) in both laboratory-based computer-simulated experiments and field-based experiments: participants’ abilities to detect changes in energy information shown on the computer-simulated displays were measured by means of accuracy rate and response time, and their subjective preferences for display types were assessed against experimental data; live energy data were displayed using the three design types in a student residence at the University of Bath to see how they would influence energy-use behaviour. Results from the laboratory experiments demonstrated that both accuracy rate and response time for seeing changes in the information displayed were strongly associated with the type of display design. Participants preferred numerical display and were better at detecting changes in information with this display than with the other two. Conversely, the student residence experiments showed that when participants’ attention was divided in a household setting, there was no difference in energy consumption among experimental groups who received information from any of the three display types. However, these experimental groups used significantly less energy compared with control groups, who had no displays installed. It was concluded that 1) the mere presence of a display device could influence people’s behaviour, regardless of the type of display design, people’s preferences or the level of user engagement with the display, although there was a strong indication that the ambient design worked better than the other two designs at an arbitrary statistical significance level of 0.95, and 2) subjective preferences and computer-simulated studies are poor guides to the actual performance of IHDs in real-world settings. This work helps establish how IHDs can be designed and the influence that they may have on people’s energy-consumption behaviour. It also contributes to the literature of exploring people’s perceptibility of energy information. The method used is replicable and can be applied in similar studies on energy display design. Lastly, the improved understanding gained through this work will facilitate the development of effective smart meter display technology that may help people adopt conscious energy behaviour in the long term.
34

The development and evaluation of an approach to auditory display design based on soundtrack composition

MacDonald, Doon January 2017 (has links)
This thesis presents the development and evaluation of a new approach (Sound- TrAD) to designing auditory interfaces. The proposed approach combines practices and concepts from film soundtrack composition with established approaches to general user interface design. The synthesis of the two design approaches from different areas of design into a novel approach may be viewed as an example of conceptual integration, (also known as conceptual blending). The process of developing and evaluating SoundTrAD broadly follows a methodology of Research through Design. The thesis presents four user studies as part of an iterative design and evaluation process. Each study involves a mixture of expert and novice end-users which provides new information and identifi es new questions and design issues for the subsequent studies. The fi rst study explores how an idea from fim composition (the cue sheet) can be used in auditory interface design to help designers place and organise sound elements, and to better understand auditory design spaces. In order to make this concept work in the new context, it is combined with the scenario concept from general interaction design to provide designers with reference linear sequences of events and actions. The second study used thematic analysis to investigate how information to be sonifed can be characterised and analysed for features that can be mapped in to sound. The study also explores the development of a timeline on which the sound design ideas from soundtrack composition for individual events, can be placed and in principle moved in order to cater for multiple use-case scenarios. The third study presents an iteration of this, including further development of both the task analysis and mapping technique. The study also explores the idea in principle of an interactive timeline that can be manipulated by the designer in order to re-arrange and audition sound events. The final study brings the studies together by obtaining feedback on the success of a nal version of SoundTrAD.
35

Scroll Placement and Handedness

Damien M. Berahzer 2005 April 1900 (has links)
This study explored how individuals categorized on handedness (being left or right hand dominant) reacted to having the vertical scroll bar of a web browser relocated to the left side of the screen. The relocation of the vertical scroll bar served as an alternative to the relocation of the prominent left aligned main navigation menu for most websites. Fifteen participants were recruited for the study. Each participant interacted with two versions of a web site in a modified browser to complete a set of ten short tasks. Participants completed tasks by interacting with a traditional and non-traditional vertical browser alignment. Left and right-handed participants were determined to be strikingly different in operation. Vertical scroll relocation produced some interesting results and responses.
36

User Interfaces for Visual Search

Forlines, Clifton 15 July 2009 (has links)
Visual search is an important component of many human-computer interactions and a critical task in a variety of domains. These include screening for prohibited items in x-ray imagery of luggage in airports, identifying anomalies in medical imagery, and looking for unusual activity and changes over time in satellite imagery. Unlike many other human-machine interface tasks where a small error rate is quite acceptable, a crucial element of visual search tasks in these application areas is that a single mistake can have catastrophic consequences. Thus, any improvements in technology, interfaces, or human processes that can be made to aid visual search would be invaluable in these safety critical areas. Furthermore, even when one does not consider consequential activities such as cancer screening and airport security, most human-computer interactions involve some search component, and the impact of even small improvements is magnified by a high frequency of use. This thesis explores how some of these issues affect individuals' and teams' ability to perform visual searching tasks. Considerations such as group size and display configuration are examined, as are novel interfaces that aid search on tabletop and wall displays. The overarching goal of this work is to provide system designers with immediately implementable advice and guidelines on how to improve their systems in respect to visual search and to outline further research in this critical area.
37

User Interfaces for Visual Search

Forlines, Clifton 15 July 2009 (has links)
Visual search is an important component of many human-computer interactions and a critical task in a variety of domains. These include screening for prohibited items in x-ray imagery of luggage in airports, identifying anomalies in medical imagery, and looking for unusual activity and changes over time in satellite imagery. Unlike many other human-machine interface tasks where a small error rate is quite acceptable, a crucial element of visual search tasks in these application areas is that a single mistake can have catastrophic consequences. Thus, any improvements in technology, interfaces, or human processes that can be made to aid visual search would be invaluable in these safety critical areas. Furthermore, even when one does not consider consequential activities such as cancer screening and airport security, most human-computer interactions involve some search component, and the impact of even small improvements is magnified by a high frequency of use. This thesis explores how some of these issues affect individuals' and teams' ability to perform visual searching tasks. Considerations such as group size and display configuration are examined, as are novel interfaces that aid search on tabletop and wall displays. The overarching goal of this work is to provide system designers with immediately implementable advice and guidelines on how to improve their systems in respect to visual search and to outline further research in this critical area.
38

Interface Design for Sonobuoy System

Chen, Huei-Yen Winnie January 2007 (has links)
Modern sonar systems have greatly improved their sensor technology and processing techniques, but little effort has been put into display design for sonar data. The enormous amount of acoustic data presented by the traditional frequency versus time display can be overwhelming for a sonar operator to monitor and analyze. The recent emphasis placed on networked underwater warfare also requires the operator to create and maintain awareness of the overall tactical picture in order to improve overall effectiveness in communication and sharing of critical data. In addition to regular sonar tasks, sonobuoy system operators must manage the deployment of sonobuoys and ensure proper functioning of deployed sonobuoys. This thesis examines an application of the Ecological Interface Design framework in the interface design of a sonobuoy system on board a maritime patrol aircraft. Background research for this thesis includes a literature review, interviews with subject matter experts, and an analysis of the decision making process of sonar operators from an information processing perspective. A work domain analysis was carried out, which yielded a dual domain model: the domain of sonobuoy management and the domain of tactical situation awareness address the two different aspects of the operator's work. Information requirements were drawn from the two models, which provided a basis for the generation of various unique interface concepts. These concepts covered both the needs to build a good tactical picture and manage sonobuoys as physical resources. The later requirement has generally been overlooked by previous sonobuoy interface designs. A number of interface concepts were further developed into an integrated display prototype for user testing. Demos created with the same prototype were also delivered to subject matter experts for their feedback. While the evaluation means are subjective and limited in their ability to draw solid comparisons with existing sonobuoy displays, positive results from both user testing and subject matter feedback indicated that the concepts developed here are intuitive to use and effective in communicating critical data and supporting the user’s awareness of the tactical events simulated. Subject matter experts also acknowledged the potential for these concepts to be included in future research and development for sonobuoy systems. This project was funded by the Industrial Postgraduate Scholarships (IPS) from Natural Science and Engineering Research Council of Canada (NSERC) and the sponsorship of Humansystems Inc. at Guelph, Ontario.
39

Design of Collaborative Systems for Modern Cockpits

McKay, Paul January 2009 (has links)
One of the most significant developments in cockpit technology over the past several years is the emergence of a new cockpit architecture that uses cursor control devices and keyboards for interaction with individual and shared displays. This architecture has allowed for the design of cockpit interfaces with many advantages compared to traditional designs. However, there are a number of challenges associated with these new cockpits that should be addressed so that pilots will be able to take full advantage of the performance improvements available from the new designs. This thesis describes three of the major challenges associated with the new architecture: supporting awareness, assisting interruption recovery, and mitigating interaction conflicts. It also describes the analysis process used to identify these challenges and proposes an interface augmentation with the potential to address them. The proposed design uses visualizations of the history of operator interactions with the interface to provide cues to the pilots about where each of them has been (and is currently) interacting. This interaction data includes both visual (sourced from a gaze tracking system) and input (from the keyboard or cursor control device) information, and was communicated on the interface using dynamic borders around the relevant areas of the interface. This augmentation aimed to address the three identified challenges by providing pilots with: improved awareness of each other’s actions, visual cues of where they were working prior to an interruption and what has changed since, and clear indications of where each is working to allow them to avoid conflicts. A two-stage evaluation process was used to determine the utility of the interface concept in a cockpit context by developing a non-interactive video prototype and showing it to pilots. The results of the evaluation indicated that the design has sufficient potential to warrant further study, as evaluation in higher fidelity environments would help provide further evidence of its potential utility for live cockpit operations. Therefore, future work should include the development and evaluation of a fully interactive prototype for live cockpit operations, as well as further examination of the design concept’s potential for use as a training tool.
40

Interface Design for Sonobuoy System

Chen, Huei-Yen Winnie January 2007 (has links)
Modern sonar systems have greatly improved their sensor technology and processing techniques, but little effort has been put into display design for sonar data. The enormous amount of acoustic data presented by the traditional frequency versus time display can be overwhelming for a sonar operator to monitor and analyze. The recent emphasis placed on networked underwater warfare also requires the operator to create and maintain awareness of the overall tactical picture in order to improve overall effectiveness in communication and sharing of critical data. In addition to regular sonar tasks, sonobuoy system operators must manage the deployment of sonobuoys and ensure proper functioning of deployed sonobuoys. This thesis examines an application of the Ecological Interface Design framework in the interface design of a sonobuoy system on board a maritime patrol aircraft. Background research for this thesis includes a literature review, interviews with subject matter experts, and an analysis of the decision making process of sonar operators from an information processing perspective. A work domain analysis was carried out, which yielded a dual domain model: the domain of sonobuoy management and the domain of tactical situation awareness address the two different aspects of the operator's work. Information requirements were drawn from the two models, which provided a basis for the generation of various unique interface concepts. These concepts covered both the needs to build a good tactical picture and manage sonobuoys as physical resources. The later requirement has generally been overlooked by previous sonobuoy interface designs. A number of interface concepts were further developed into an integrated display prototype for user testing. Demos created with the same prototype were also delivered to subject matter experts for their feedback. While the evaluation means are subjective and limited in their ability to draw solid comparisons with existing sonobuoy displays, positive results from both user testing and subject matter feedback indicated that the concepts developed here are intuitive to use and effective in communicating critical data and supporting the user’s awareness of the tactical events simulated. Subject matter experts also acknowledged the potential for these concepts to be included in future research and development for sonobuoy systems. This project was funded by the Industrial Postgraduate Scholarships (IPS) from Natural Science and Engineering Research Council of Canada (NSERC) and the sponsorship of Humansystems Inc. at Guelph, Ontario.

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