Insights for the TV Interface from the Mobile Phone Interface

Figure 1

Abstract We reviewed the service structure, needs analysis, user interface model, and interaction analysis for television (TV) and mobile phones. Due to the increasing use of services such as electronic program guide (EPG), digital video recorder (DVR), and pay-per-view (PPV), we concluded that text input for the TV interface will be inevitable. Furthermore, jumping interaction will remain as the main interaction for TV. Based on the successes and failures of various interaction technologies for mobile phones, we present a prediction of new input paradigms for the TV interface. Finally, cooperative design by TV manufacturers and service operators will be significant for the success of advanced interactive TV services. Practitioner’s Take Away Because user interface design elements for both TV and …

Read more

How To Specify the Participant Group Size for Usability Studies: A Practitioner’s Guide

Table 1

Abstract Using secondary literature, this article helps practitioners to specify the participant group size for a usability study. It is also designed to help practitioners understand and articulate the basis, risks, and implications associated with any specification. It is designed to be accessible to the typical practitioner and covers those study scenarios that are common in commercial contexts. Practitioner’s Take Away The following were the main findings in this article: For a wide variety of reasons, specification of the participant group size for a usability study remains a matter of opinion and debate. The goal for usability practitioners is to help negotiate a group size that is optimal, or at least beneficial, for the wider project in which the study …

Read more

The Combined Walkthrough: Measuring Behavioral, Affective, and Cognitive Information in Usability Testing

Table 1

Abstract This paper describes an experiment in studying users’ behavior, emotions, and cognitive processes in single usability testing sessions using an experimental method called the combined walkthrough. The users’ behavior was studied using task times and completion rates, and emotions were studied using bipolar scales for experienced valence and arousal. Cognition was studied after each task by revisiting detected usability problems together with the users and applying an interactive method based on cognitive walkthrough to each usability problem. An interactive media application was tested with 16 participants using these methods. The results of the experiment showed that the developed methods were efficient in identifying usability problems and measuring the different aspects of interaction, which enabled the researchers to obtain a …

Read more

A Comparison of the Usability of a Laptop, Communicator, and Handheld Computer

Abstract The goal of this study was to examine the usability of a laptop, communicator, and handheld computer using test subjects and questionnaires. The study aimed to determine how user-friendly and ergonomically correct these devices are. The subjects (25) had 5 minutes to perform typing or calculation tests with each device. While the subjects performed the tasks, an observer monitored the subjects’ work posture. After the tasks were completed, the subjects completed questionnaires about the usability of each device Based on the subjects’ experiences, the handheld computer and laptop had better ergonomic characteristics than the communicator. Subjects felt the highest amounts of stress in their neck while working on the laptop, subjects felt stress on their backs while working on …

Read more

Moving Towards an All-Encompassing Universal Design Approach in ICT

Information and Communications Technology (ICT) is an overarching term that includes all technologies for the manipulation and communication of information. It encompasses any medium to record information; technologies for broadcasting information using radio, television, and the Internet; and technologies for communicating through voice and sound or images. Based on the rapid growth in digital information, it also includes the wide variety of computing hardware, as well as personal electronic devices comprising mobile phones, personal devices, MP3 players, and many more. ICT has become an essential tool in education, employment, lifestyle, and recreation. Most people rely on ICT products both in their daily routine, as well as for more specialised activities. For example, telephones and the Internet are used for making …

Read more

Comparing Computer Versus Human Data Collection Methods for Public Usability Evaluations of a Tactile-Audio Display

Figure 1

Abstract We present a public usability study that provides preliminary results on the effectiveness of a universally designed system that conveys music and other sounds into tactile sensations. The system was displayed at a public science museum as part of a larger multimedia exhibit aimed at presenting a youths’ perspective on global warming and the environment. We compare two approaches to gathering user feedback about the system in a study that we conducted to assess user responses to the inclusion of a tactile display within the larger audio-visual exhibit; in one version, a human researcher administered the study and in the other version a touch screen computer was used to obtain responses. Both approaches were used to explore the public’s …

Read more

Item added to cart.
0 items - $0.00