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Homework answers / question archive / 2) HIGH FIDELITY PROTOTYPE (170 POINTS) Select your favorite prototyping application from the following Axure, JIM, Adobe XD or In-Vision Studio

2) HIGH FIDELITY PROTOTYPE (170 POINTS) Select your favorite prototyping application from the following Axure, JIM, Adobe XD or In-Vision Studio

Writing

2) HIGH FIDELITY PROTOTYPE (170 POINTS)

  • Select your favorite prototyping application from the following Axure, JIM, Adobe XD or In-Vision Studio. No other application will be accepted
  • Create your interactive prototype
  • Conduct usability testing with at least 4 participants and measurable metrics: Example, success rate, time to finish the tasks
  • Analyze your testing results and modify your prototype if needed.
  • Compare your design with the original design.
  • What did you learn from this project?

Remember

  • Your Hight fidelity prototype must be created with the approved tools; not other tool files are accepted.
  • The prototype must be interactive; for example, UI elements clickable.
  • All images must be supporting your design.
  • The prototype must follow the information architecture discussed in the lecture and reading material. This includes labeling, instruction text, menu options, accessibility, and so on.
  • Visual design must follow the rules discussed in the lectures and reading material—for example, color pallets, contrast font size,

etc.

  • Upload the interactive prototype in digital form on Canvas. No cloud-based prototype is accepted. The project upload file must include all files,

 

Welcome ISE 164- HCI The only true wisdom is in knowing you know nothing. Socrates © A.Moallem 1 1 ISE 164- HCI Haptic and Gesture Interfaces Abbas Moallem, Ph.D. Session 11 © A.Moallem 2 2 Page 1 Touch is the earliest sense to develop ISE 164- HCI • Apprehension • Coordination © A.Moallem 3 3 Touch and Movements ISE 164- HCI © A.Moallem 4 4 Page 2 Touch ISE 164- HCI • Provides important feedback about environment. • May be key sense for someone who is visually impaired. • Stimulus received via receptors in the skin: – thermoreceptors – nociceptors – heat and cold – pain – mechanoreceptors – pressure (some instant, some continuous) • Some areas more sensitive than others e.g. fingers. • Kinethesis - awareness of body position – affects comfort and performance. © A.Moallem 5 5 Movement ISE 164- HCI • Kinesthesis - awareness of body position – affects comfort and performance. • Proprioception: – The ability to sense stimuli arising within the body regarding position, motion, and equilibrium. © A.Moallem 6 6 Page 3 Tactile Perception ISE 164- HCI • Thermo receptors • Nociceptors • Mechanoreceptors – Rapidly Adapting Mechanoreceptors – Slowly Adapting Mechanoreceptors © A.Moallem 7 7 What is Haptic? ISE 164- HCI Ability to touch and manipulate objects • “Haptics” often also refers sensing and manipulation of virtual objects in computer – generated environment/when performing sensory-motor tasks. © A.Moallem 8 8 Page 4 Haptic Applications ISE 164- HCI • Simulation – – – – – Surgical simulation Museum display Military Art: painting sculpting and CAD Assistive Technology © A.Moallem 9 9 Haptics ISE 164- HCI • Haptics refers to the modality of touch and associated sensory feedback. • Sensing includes – Passive Haptic Sensing: contact between the stationary hand (i.e. passive) and an object. The object may not necessarily be stationary. – Active Haptic Sensing: contact of the voluntarily moving hand over an object and dominated for identifying an object. – Prehension: which involves basic tasks to grasp an object and – Non-prehensile skilled movements which are related to the gestures of the hand. Jones, L.A., Lederman, S.J.: Human Hand Function. Oxford University Press, London (2006) © A.Moallem 10 10 Page 5 Object Identification ISE 164- HCI Tangible object properties can be categorized into two: – Material properties (texture, roughness, hardness, thermal and weight) – Structural or geometrical cues (shape, size, orientation, curvature, patterns). • Objects can be recognized by geometrical cues. Klatzky and Lederman © A.Moallem 11 11 Hand and Fingers Function ISE 164- HCI Studies can be categorized into two fields: • Neurophysiology: study of the relation between physical stimuli (physical events) and responses of single afferent units (neural events. • Psychophysics. There are three general methods in psychophysics that are used to determine human thresholds of perception: detection, discrimination, and identification. Jones and Lederman © A.Moallem 12 12 Page 6 Hand and Fingers Function ISE 164- HCI • Detection and discrimination involve the measurement of sensory thresholds of perception of a stimulus. • Identification, on the other hand, involves human ability to categorize stimuli without providing explicit references. Jones and Lederman © A.Moallem 13 13 ISE 164- HCI SENSORY MOTOR CONTROL © A.Moallem 14 14 Page 7 Maximum Force Exertion ISE 164- HCI • A maximum grasping force of 400 N for males and 228 N for females was measured in a study by An and coworkers (An et al., 1986). • In a study on maximum – it was found that the maximum force exerted by the pointer and index fingers was about 50 N, whereas the ring finger exerted a maximum force of 40 N (Sutter et al., 1989). • In order to ensure user safety, a haptic interface should never apply forces that the user cannot successfully counter. © A.Moallem 15 15 Sustain Force Exertion ISE 164- HCI • Prolonged exertion of maximum force leads to fatigue. • Fatigue is an important consideration when designing feedback for applications like data visualization where force feedback may be present for extended periods of time. © A.Moallem 16 16 Page 8 Force Tracking Resolution ISE 164- HCI • Force tracking resolution represents the human ability to control contact forces in following a target force profile. • (Srinivasan and Chen (1993) studied fingertip force) • It was found that when no visual feedback was available, the absolute error rate increased with target magnitude. • When visual feedback was present, the error rate did not depend on target magnitude. © A.Moallem 17 17 Compliance Resolution ISE 164- HCI • Compliance, or softness, resolution is critical in certain applications. • If a haptic interface is to be used for exploratory tasks that require discrimination among objects based on their compliance, then designers should ensure that the simulated virtual objects appear sufficiently different to the human operator. © A.Moallem 18 18 Page 9 Mechanical Impedance ISE 164- HCI • The impedance of the human operator’s arm or finger plays an important role in determining how well the interface performs in replicating the desired contact force at the human-machine contact point. • It was noted that the damping and stiffness increased linearly with force. In similar work. © A.Moallem 19 19 Sensing and Control Bandwidth ISE 164- HCI • Sensing bandwidth refers to the frequency with which tactile and/or kinesthetic stimuli are sensed, and control bandwidth refers to the frequencies at which the human can respond and voluntarily initiate motion of their limbs. • In humans, the input (sensory) bandwidth is much larger than the output bandwidth. As noted earlier, it is critical to ensure that the level of haptic feedback is sufficient for task completion while being comfortable for the user. © A.Moallem 20 20 Page 10 Sensing and Control Bandwidth ISE 164- HCI • It is critical to ensure that the level of haptic feedback is sufficient for task completion while being comfortable for the user. • The hands and fingers have a force exertion bandwidth of 5 to 10 Hz, compared to a kinesthetic sensing bandwidth of 20 to 30 Hz • Design an application that requires repetitive force exertion by the user, to guarantee user comfort the required rate should not be more than 5 to 10 times a second. Similarly, any kinesthetic feedback to the user should be • limited to 20 to 30 Hz. © A.Moallem 21 21 When to Select A Haptic Interface ISE 164- HCI There are two basic functions of haptic interfaces. First, the device is used to measure the motion (position, velocity, and possibly acceleration) and the contact forces of the user’s entire body, or arm, foot, or hand. Second, the device is used to display contact forces and motion along with spatial and temporal distributions to the user (Tan et al., 1994) © A.Moallem 22 22 Page 11 Design Guidelines ISE 164- HCI Ensure that the characteristics of the system, such as workspace size, position bandwidth, force magnitude, force bandwidth, velocity, acceleration, effective mass, accuracy, and other factors, are well matched to 2 Haptic Interfaces © A.Moallem 23 23 Human Sensitivity to Tactile Stimuli ISE 164- HCI • the location of application of the stimuli or even the gender of the user can affect detection thresholds (Sherrick & Cholewiak, 1986). • Stimuli must be at least 5.5 msec apart, and pressure must be greater than 0.06 to 0.2 N/cm2 (Hale & Stanney, 2004). • Additionally, vibrations must exceed 28 dB relative to a 1-microsecond peak for 0.4 to 3 Hz frequencies for humans to be able to perceive their presence (Biggs & Srinivasan, 2002). © A.Moallem 24 24 Page 12 Use Active Rather than Passive Movement ISE 164- HCI • To ensure more accurate limb positioning, use active movement rather than passive • movement of the human operator. Additionally, avoid minute, precise joint • rotations, particularly at the distal segments, and minimize fatigue by avoiding • static positions at or near the end range of motion (Hale & Stanney, 2004). © A.Moallem 25 25 Active Rather than Passive Movement ISE 164- HCI • Ensure Accuracy of Position Sensing in Distal Joints For Exoskeleton Devices, Minimize Contact Area at Attachment Points for Mechanical Ground • Ensure Realistic Display of Environments with Tactile Devices • Keep Tactile Features Fixed Relative to Object’s Coordinate Frame • Maximize Range of Achievable Impedances • Limit Friction in Mechanisms • Avoid Singularities in Workspace • Maximize Pin Density of Tactile Displays © A.Moallem 26 26 Page 13 Active Haptic Devices ISE 164- HCI • Active haptic devices are interfaces to computers or networks that exchange power (e.g., forces, vibrations, heat) through contact with some part of the user’s body, following a programmed interactive algorithm. For example, a force feedback device can physically render a computed virtual environment model within limits such as its workspace and actuator torque. • Cell phone vibrators and force feedback game joysticks are also active haptic interfaces; whereas the vibrator is only a display, the joystick is both an input and an output device, and its control is considerably more complex. © A.Moallem 27 27 Haptic Design ISE 164- HCI • Haptic design almost always is multi modal. • Touch in conjunction with other sensory modality © A.Moallem 28 28 Page 14 ISE 164- HCI Gesture-control © A.Moallem 29 29 Gesture ISE 164- HCI • Non-verbal communication – human can interface with the machine without any mechanical devices. • Human movements are typically analyzed by segmenting them into shorter and understandable format. © A.Moallem 30 30 Page 15 Gesture ISE 164- HCI • The movements vary person to person. It can be used as a command to control different devices of daily activities, mobility etc. • Natural or intuitive body movements or gestures can be used as command or interface to operate machines, communicate with intelligent environments to control home appliances, smart home, telecare systems etc. © A.Moallem 31 31 Hand Gestures ISE 164- HCI • Hand Gestures : Direct control via hand posture is immediate, but limited in the number of Choices . – finger point movements • Body Gestures: • Head gesture • Gesture with voice © A.Moallem 32 32 Page 16 Elderly Users ISE 164- HCI • • • • • Assistive living Entertainment Training & Education Simulation Artificial Intelligence © A.Moallem 33 33 ISE 164- HCI © A.Moallem 34 34 Page 17 ISE 164- HCI http://www.samsung.com/ph/smarttv/common/guide_book_3p_si/ flip_left.html © A.Moallem 35 35 ISE 164- HCI © A.Moallem 36 36 Page 18 Welcome ISE 164 - HCI “It is only with the heart that one can see rightly; what is essential is invisible to the eye.” Antoine De Saint-Exupery © A. Moallem 1 1 ISE 164 - HCI Data Analysis Abbas Moallem, Ph.D. Session 6 © A. Moallem 2 2 Page 1 ISE 164 - HCI Session 6 Part 2 DATA ANALYSIS © A. Moallem 3 3 Objective ISE 164 - HCI Qualitative and Quantitative data and analysis. – Questionnaires. – Interviews. – Observation studies. © A. Moallem 4 4 Page 2 Mass Data ISE 164 - HCI © A. Moallem 5 5 Focus ISE 164 - HCI © A. Moallem 6 6 Page 3 Example ISE 164 - HCI © A. Moallem 7 7 Quantitative and Qualitative ISE 164 - HCI • • • • • Quantitative data – expressed as numbers Qualitative data – difficult to measure sensibly as numbers, e.g. count number of words to measure dissatisfaction Quantitative analysis – numerical methods to ascertain size, magnitude, amount Qualitative analysis – expresses the nature of elements and is represented as themes, patterns, stories Be careful how you manipulate data and numbers! © A. Moallem 8 8 Page 4 Simple Quantitative Analysis ISE 164 - HCI • Averages – Mean: add up values and divide by number of data points – Median: middle value of data when ranked – Mode: figure that appears most often in the data • Percentages • Be careful not to mislead with numbers! • Graphical representations give overview of data Number of errors made Internet use < once a day 8 6 once a day 4 once a week 2 2 or 3 times a week 0 0 5 10 User 15 20 once a month Number of errors made Number of errors made Number of errors made 10 4.5 4 3.5 3 2.5 2 1.5 1 0.5 0 1 3 5 7 9 11 13 15 17 User © A. Moallem 4 9 9 Data Visualization ISE 164 - HCI © A. Moallem 10 10 Page 5 Qualitative Analysis ISE 164 - HCI • Recurring patterns or themes • Emergent from data, dependent on observation framework if used • Categorizing data • Categorization scheme may be emergent or prespecified • Looking for critical incidents • Helps to focus in on key events © A. Moallem 11 11 Tools to Support Data Analysis ISE 164 - HCI • Spreadsheet – simple to use, basic graphs • Statistical packages, e.g. SPSS • Qualitative data analysis tools – Categorization and theme-based analysis – Quantitative analysis of text-based data • Nvivo and Atlas.ti support qualitative data analysis • CAQDAS Networking Project, based at the University of Surrey (http://caqdas.soc.surrey.ac.uk/) • © A. Moallem 12 12 Page 6 Theoretical frameworks for qualitative analysis ISE 164 - HCI • Basing data analysis around theoretical frameworks provides further insight – – – – Three such frameworks are: Grounded Theory Distributed Cognition Activity Theory © A. Moallem 13 13 Grounded Theory ISE 164 - HCI • Aims to derive theory from systematic analysis of data • Based on categorization approach (called here ‘coding’) • Three levels of ‘coding’ – Open: identify categories – Axial: flesh out and link to subcategories – Selective: form theoretical scheme • Researchers are encouraged to draw on own theoretical backgrounds to inform analysis © A. Moallem 14 14 Page 7 Code book used in grounded theory analysis ISE 164 - HCI © A. Moallem 15 15 Excerpt showing axial coding ISE 164 - HCI © A. Moallem 16 16 Page 8 Distributed Cognition ISE 164 - HCI • The people, environment & artefacts are regarded as one cognitive system • Used for analyzing collaborative work • Focuses on information propagation & transformation © A. Moallem 17 17 Activity Theory ISE 164 - HCI • Explains human behavior in terms of our practical activity in the world • Provides a framework that focuses analysis around the concept of an ‘activity’ and helps to identify tensions between the different elements of the system • Two key models: one outlines what constitutes an ‘activity’; one models the mediating role of artifacts © A. Moallem 18 18 Page 9 Activity Theory ISE 164 - HCI © A. Moallem 19 19 Individual model ISE 164 - HCI 16 © A. Moallem 20 Page 10 20 Engeström’s (1999) activity system model ISE 164 - HCI 17 © A. Moallem 21 21 Presenting the Findings ISE 164 - HCI • Only make claims that your data can support • The best way to present your findings depends on the audience, the purpose, and the data gathering and analysis undertaken • Graphical representations (as discussed above) may be appropriate for presentation • Other techniques are: • Rigorous notations, e.g. UML • Using stories, e.g. to create scenarios • Summarizing the findings © A. Moallem 22 22 Page 11 Summary ISE 164 - HCI • The data analysis that can be done depends on the data gathering that was done • Qualitative and quantitative data may be gathered from any of the three main data gathering approaches • Percentages and averages are commonly used in Interaction Design • Mean, median and mode are different kinds of ‘average’ and can have very different answers for the same set of data • Grounded Theory, Distributed Cognition and Activity Theory are theoretical frameworks to support data analysis • Presentation of the findings should not overstate the evidence 19 © A. Moallem 23 23 Questions ISE 164 - HCI © A. Moallem 24 24 Page 12 ISE 164 - HCI Thanks for Your Participation …see you next week... © A. Moallem 25 25 Page 13 Welcome ISE 164- HCI The only true wisdom is in knowing you know nothing. Socrates © A.Moallem 1 1 ISE 164- HCI Haptic and Gesture Interfaces Abbas Moallem, Ph.D. Session 11 © A.Moallem 2 2 Page 1 Touch is the earliest sense to develop ISE 164- HCI • Apprehension • Coordination © A.Moallem 3 3 Touch and Movements ISE 164- HCI © A.Moallem 4 4 Page 2 Touch ISE 164- HCI • Provides important feedback about environment. • May be key sense for someone who is visually impaired. • Stimulus received via receptors in the skin: – thermoreceptors – nociceptors – heat and cold – pain – mechanoreceptors – pressure (some instant, some continuous) • Some areas more sensitive than others e.g. fingers. • Kinethesis - awareness of body position – affects comfort and performance. © A.Moallem 5 5 Movement ISE 164- HCI • Kinesthesis - awareness of body position – affects comfort and performance. • Proprioception: – The ability to sense stimuli arising within the body regarding position, motion, and equilibrium. © A.Moallem 6 6 Page 3 Tactile Perception ISE 164- HCI • Thermo receptors • Nociceptors • Mechanoreceptors – Rapidly Adapting Mechanoreceptors – Slowly Adapting Mechanoreceptors © A.Moallem 7 7 What is Haptic? ISE 164- HCI Ability to touch and manipulate objects • “Haptics” often also refers sensing and manipulation of virtual objects in computer – generated environment/when performing sensory-motor tasks. © A.Moallem 8 8 Page 4 Haptic Applications ISE 164- HCI • Simulation – – – – – Surgical simulation Museum display Military Art: painting sculpting and CAD Assistive Technology © A.Moallem 9 9 Haptics ISE 164- HCI • Haptics refers to the modality of touch and associated sensory feedback. • Sensing includes – Passive Haptic Sensing: contact between the stationary hand (i.e. passive) and an object. The object may not necessarily be stationary. – Active Haptic Sensing: contact of the voluntarily moving hand over an object and dominated for identifying an object. – Prehension: which involves basic tasks to grasp an object and – Non-prehensile skilled movements which are related to the gestures of the hand. Jones, L.A., Lederman, S.J.: Human Hand Function. Oxford University Press, London (2006) © A.Moallem 10 10 Page 5 Object Identification ISE 164- HCI Tangible object properties can be categorized into two: – Material properties (texture, roughness, hardness, thermal and weight) – Structural or geometrical cues (shape, size, orientation, curvature, patterns). • Objects can be recognized by geometrical cues. Klatzky and Lederman © A.Moallem 11 11 Hand and Fingers Function ISE 164- HCI Studies can be categorized into two fields: • Neurophysiology: study of the relation between physical stimuli (physical events) and responses of single afferent units (neural events. • Psychophysics. There are three general methods in psychophysics that are used to determine human thresholds of perception: detection, discrimination, and identification. Jones and Lederman © A.Moallem 12 12 Page 6 Hand and Fingers Function ISE 164- HCI • Detection and discrimination involve the measurement of sensory thresholds of perception of a stimulus. • Identification, on the other hand, involves human ability to categorize stimuli without providing explicit references. Jones and Lederman © A.Moallem 13 13 ISE 164- HCI SENSORY MOTOR CONTROL © A.Moallem 14 14 Page 7 Maximum Force Exertion ISE 164- HCI • A maximum grasping force of 400 N for males and 228 N for females was measured in a study by An and coworkers (An et al., 1986). • In a study on maximum – it was found that the maximum force exerted by the pointer and index fingers was about 50 N, whereas the ring finger exerted a maximum force of 40 N (Sutter et al., 1989). • In order to ensure user safety, a haptic interface should never apply forces that the user cannot successfully counter. © A.Moallem 15 15 Sustain Force Exertion ISE 164- HCI • Prolonged exertion of maximum force leads to fatigue. • Fatigue is an important consideration when designing feedback for applications like data visualization where force feedback may be present for extended periods of time. © A.Moallem 16 16 Page 8 Force Tracking Resolution ISE 164- HCI • Force tracking resolution represents the human ability to control contact forces in following a target force profile. • (Srinivasan and Chen (1993) studied fingertip force) • It was found that when no visual feedback was available, the absolute error rate increased with target magnitude. • When visual feedback was present, the error rate did not depend on target magnitude. © A.Moallem 17 17 Compliance Resolution ISE 164- HCI • Compliance, or softness, resolution is critical in certain applications. • If a haptic interface is to be used for exploratory tasks that require discrimination among objects based on their compliance, then designers should ensure that the simulated virtual objects appear sufficiently different to the human operator. © A.Moallem 18 18 Page 9 Mechanical Impedance ISE 164- HCI • The impedance of the human operator’s arm or finger plays an important role in determining how well the interface performs in replicating the desired contact force at the human-machine contact point. • It was noted that the damping and stiffness increased linearly with force. In similar work. © A.Moallem 19 19 Sensing and Control Bandwidth ISE 164- HCI • Sensing bandwidth refers to the frequency with which tactile and/or kinesthetic stimuli are sensed, and control bandwidth refers to the frequencies at which the human can respond and voluntarily initiate motion of their limbs. • In humans, the input (sensory) bandwidth is much larger than the output bandwidth. As noted earlier, it is critical to ensure that the level of haptic feedback is sufficient for task completion while being comfortable for the user. © A.Moallem 20 20 Page 10 Sensing and Control Bandwidth ISE 164- HCI • It is critical to ensure that the level of haptic feedback is sufficient for task completion while being comfortable for the user. • The hands and fingers have a force exertion bandwidth of 5 to 10 Hz, compared to a kinesthetic sensing bandwidth of 20 to 30 Hz • Design an application that requires repetitive force exertion by the user, to guarantee user comfort the required rate should not be more than 5 to 10 times a second. Similarly, any kinesthetic feedback to the user should be • limited to 20 to 30 Hz. © A.Moallem 21 21 When to Select A Haptic Interface ISE 164- HCI There are two basic functions of haptic interfaces. First, the device is used to measure the motion (position, velocity, and possibly acceleration) and the contact forces of the user’s entire body, or arm, foot, or hand. Second, the device is used to display contact forces and motion along with spatial and temporal distributions to the user (Tan et al., 1994) © A.Moallem 22 22 Page 11 Design Guidelines ISE 164- HCI Ensure that the characteristics of the system, such as workspace size, position bandwidth, force magnitude, force bandwidth, velocity, acceleration, effective mass, accuracy, and other factors, are well matched to 2 Haptic Interfaces © A.Moallem 23 23 Human Sensitivity to Tactile Stimuli ISE 164- HCI • the location of application of the stimuli or even the gender of the user can affect detection thresholds (Sherrick & Cholewiak, 1986). • Stimuli must be at least 5.5 msec apart, and pressure must be greater than 0.06 to 0.2 N/cm2 (Hale & Stanney, 2004). • Additionally, vibrations must exceed 28 dB relative to a 1-microsecond peak for 0.4 to 3 Hz frequencies for humans to be able to perceive their presence (Biggs & Srinivasan, 2002). © A.Moallem 24 24 Page 12 Use Active Rather than Passive Movement ISE 164- HCI • To ensure more accurate limb positioning, use active movement rather than passive • movement of the human operator. Additionally, avoid minute, precise joint • rotations, particularly at the distal segments, and minimize fatigue by avoiding • static positions at or near the end range of motion (Hale & Stanney, 2004). © A.Moallem 25 25 Active Rather than Passive Movement ISE 164- HCI • Ensure Accuracy of Position Sensing in Distal Joints For Exoskeleton Devices, Minimize Contact Area at Attachment Points for Mechanical Ground • Ensure Realistic Display of Environments with Tactile Devices • Keep Tactile Features Fixed Relative to Object’s Coordinate Frame • Maximize Range of Achievable Impedances • Limit Friction in Mechanisms • Avoid Singularities in Workspace • Maximize Pin Density of Tactile Displays © A.Moallem 26 26 Page 13 Active Haptic Devices ISE 164- HCI • Active haptic devices are interfaces to computers or networks that exchange power (e.g., forces, vibrations, heat) through contact with some part of the user’s body, following a programmed interactive algorithm. For example, a force feedback device can physically render a computed virtual environment model within limits such as its workspace and actuator torque. • Cell phone vibrators and force feedback game joysticks are also active haptic interfaces; whereas the vibrator is only a display, the joystick is both an input and an output device, and its control is considerably more complex. © A.Moallem 27 27 Haptic Design ISE 164- HCI • Haptic design almost always is multi modal. • Touch in conjunction with other sensory modality © A.Moallem 28 28 Page 14 ISE 164- HCI Gesture-control © A.Moallem 29 29 Gesture ISE 164- HCI • Non-verbal communication – human can interface with the machine without any mechanical devices. • Human movements are typically analyzed by segmenting them into shorter and understandable format. © A.Moallem 30 30 Page 15 Gesture ISE 164- HCI • The movements vary person to person. It can be used as a command to control different devices of daily activities, mobility etc. • Natural or intuitive body movements or gestures can be used as command or interface to operate machines, communicate with intelligent environments to control home appliances, smart home, telecare systems etc. © A.Moallem 31 31 Hand Gestures ISE 164- HCI • Hand Gestures : Direct control via hand posture is immediate, but limited in the number of Choices . – finger point movements • Body Gestures: • Head gesture • Gesture with voice © A.Moallem 32 32 Page 16 Elderly Users ISE 164- HCI • • • • • Assistive living Entertainment Training & Education Simulation Artificial Intelligence © A.Moallem 33 33 ISE 164- HCI © A.Moallem 34 34 Page 17 ISE 164- HCI http://www.samsung.com/ph/smarttv/common/guide_book_3p_si/ flip_left.html © A.Moallem 35 35 ISE 164- HCI © A.Moallem 36 36 Page 18 Welcome ISE 164 - HCI “It is only with the heart that one can see rightly; what is essential is invisible to the eye.” Antoine De Saint-Exupery © A. Moallem 1 1 ISE 164 - HCI User Study : Data Gathering and Data Analysis Abbas Moallem, Ph.D. Session 6 © A. Moallem 2 2 Page 1 Required Reading ISE 164 - HCI Chapter 8, 9 Data Analysis, Interpretation and Presentation © A. Moallem 3 3 Overview ISE 164 - HCI • • • • User Study/ User Research Data Gather in Users Study program. Tools and Techniques Data Analysis – Quantitative – Qualitative • Tools and Techniques © A. Moallem 4 4 Page 2 Five key issues Data Gathering ISE 164 - HCI • Setting goals • Decide how to analyze data once collected • Identifying participants • Decide who to gather data from • Relationship with participants • • Clear and professional Informed consent when appropriate • Triangulation – Look at data from more than one perspective • Collect more than one type of data, eg qualitative from experiments and qualitative from interviews • Pilot studies • Small trial of main study © A. Moallem 5 5 Data Recording ISE 164 - HCI Notes Photographs Audio Eye tracking © A. Moallem Video Combination 6 6 6 Page 3 Interviews ISE 164 - HCI • Unstructured - are not directed by a script. Rich but not replicable. • Structured - are tightly scripted, often like a questionnaire. Replicable but may lack richness. • Semi-structured - guided by a script but interesting issues can be explored in more depth. Can provide a good balance between richness and replicability. © A. Moallem 7 7 Interview Questions ISE 164 - HCI • Two types: – ‘closed questions’ have a predetermined answer format, e.g.. ‘yes’ or ‘no’ – ‘open questions’ do not have a predetermined format – Closed questions are easier to analyze • Avoid: – Long questions – Compound sentences - split them into two – Jargon and language that the interviewee may not understand – Leading questions that make assumptions e.g.. why do you like …? – Unconscious biases e.g.. gender stereotypes © A. Moallem 8 8 Page 4 Conducting Interview ISE 164 - HCI • Introduction – introduce yourself, explain the goals of the interview, reassure about the ethical issues, ask to record, present the informed consent form • Warm-up – make first questions easy and nonthreatening • Main body – present questions in a logical order • A cool-off period – include a few easy questions to defuse tension at the end • Closure – thank interviewee, signal the end, eg. switch recorder off. © A. Moallem 9 9 Questionnaires ISE 164 - HCI • Questions can be closed or open • Closed questions are easier to analyze, and may be distributed and analyzed by computer • Can be administered to large populations • Disseminated by paper, email and the web • Sampling can be a problem when the size of a population is unknown as is common online evaluation © A. Moallem 10 10 Page 5 Questionnaire Design ISE 164 - HCI • The impact of a question can be influenced by question order. • You may need different versions of the questionnaire for different populations. • Provide clear instructions on how to complete the questionnaire. • Strike a balance between using white space and keeping the questionnaire compact. • Avoid very long questionnaires • Decide on whether phrases will all be positive, all negative or mixed. © A. Moallem 11 11 Question and Response Format ISE 164 - HCI • • • • • • • ‘Yes’ and ‘No’ checkboxes Checkboxes that offer many options Rating scales Likert scales semantic scales 3, 5, 7 or more points Open-ended responses 12 © A. Moallem 12 12 Page 6 Encouraging a Good Response ISE 164 - HCI • • • • • • • • Make sure purpose of study is clear Promise anonymity Ensure questionnaire is well designed Offer a short version for those who do not have time to complete a long questionnaire If mailed, include a stamped addressed envelope Follow-up with emails, phone calls, letters Provide an incentive 40% response rate is good, 20% is often acceptable © A. Moallem 13 13 Online Questionnaires Advantages ISE 164 - HCI • • • • • • Relatively easy and quick to distribute Responses are usually received quickly No copying and postage costs Data can be collected in database for analysis Time required for data analysis is reduced Errors can be corrected easily 14 © A. Moallem 14 14 Page 7 Activity ISE 164 - HCI • You want to create a 5 questions online survey asking a group of participant about how much of the information and News they get are coming from social media. And how do check to see if the news and information share on special networking are trustworthiness © A. Moallem 15 15 Example of an online questionnaire ISE 164 - HCI 16 © A. Moallem 16 16 Page 8 Issues With Online Questionnaires ISE 164 - HCI • Sampling is problematic if population size is unknown • Preventing individuals from responding more than once can be a problem • Individuals have also been known to change questions in email questionnaires © A. Moallem 17 17 Observation ISE 164 - HCI • Direct observation in the field – Structuring frameworks – Degree of participation (insider or outsider) – Ethnography • Direct observation in controlled environments • Indirect observation: tracking users’ activities – Diaries – Interaction logging – Video and photographs collected remotely by drones or other equipment 18 © A. Moallem 18 18 Page 9 Observation Guide ISE 164 - HCI • Three easy-to-remember parts: – The person: Who? – The place: Where? – The thing: What? • A more detailed framework (Robson, 2014): – Space: What is the physical space like and how is it laid out? – Actors: What are the names and relevant details of the people involved? – Activities: What are the actors doing and why? – Objects: What physical objects are present, such as furniture – Acts: What are specifi c individual actions? – Events: Is what you observe part of a special event? – Time: What is the sequence of events? – Goals: What are the actors trying to accomplish? – Feelings: What is the mood of the group and of individuals? © A. Moallem 19 19 Conducting Observation in the Field ISE 164 - HCI • Decide on how involved you will be: passive observer to active participant • How to gain acceptance • How to handle sensitive topics, eg. culture, private spaces, etc. • How to collect the data: –What data to collect –What equipment to use –When to stop observing © A. Moallem 20 20 Page 10 Ethnography ISE 164 - HCI • Ethnography is a philosophy with a set of techniques that include participant observation and interviews • Debate about differences between participant observation and ethnography • Ethnographers immerse themselves in the culture that they study • A researcher’s degree of participation can vary along a scale from ‘outside’ to ‘inside’ • Analyzing video and data logs can be timeconsuming • Collections of comments, incidents, and artifacts are made © A. Moallem 21 21 Ethnography ISE 164 - HCI • Co-operation of people being observed is required • Informants are useful • Data analysis is continuous • Interpretivist technique • Questions get refined as understanding grows • Reports usually contain examples 22 © A. Moallem 22 22 Page 11 Ethnography ISE 164 - HCI 23 © A. Moallem 23 23 Online Ethnography ISE 164 - HCI • Virtual, Online, Netnography • Online and offline activity • Interaction online differs from face-toface • Virtual worlds have a persistence that physical worlds do not have • Ethical considerations and presentation of results are different 24 © A. Moallem 24 24 Page 12 Observations and materials that might be collected (Crabtree, 2007) ISE 164 - HCI • Activity or job descriptions. • Rules and procedures that govern particular activities. • Descriptions of activities observed. • Recordings of the talk taking place between parties. • Informal interviews with participants explaining the detail of observed activities. • Diagrams of the physical layout, including the position of artifacts. • Other information collected when observing activities: – Photographs of artifacts (documents, diagrams, forms, computers, etc.) – Videos of artifacts. – Descriptions of artifacts. – Workflow diagrams showing the sequential order of tasks. – Process maps showing connections between activities. 25 © A. Moallem 25 25 Observation in a Controlled Environment ISE 164 - HCI • Direct observation – Think aloud techniques • Indirect observation – tracking users’ activities – Diaries – Interaction logs – Web analytics • Video, audio, photos, notes are used to capture data in both types of observations 26 © A. Moallem 26 26 Page 13 Web Analytics ISE 164 - HCI • A system of tools and techniques for optimizing web usage by: – – – – Measuring, Collecting, Analyzing, and Reporting web data • Typically focus on the number of web visitors and page views. 27 © A. Moallem 27 27 Web Analytics ISE 164 - HCI © A. Moallem 28 28 Page 14 Choosing and Combining Techniques ISE 164 - HCI • Depends on the: – Focus of the study – Participants involved – Nature of the technique(s) – Resources available – Time available 29 © A. Moallem 29 29 Summary ISE 164 - HCI • Data gathering sessions should have clear goals. • An informed consent may be needed. • Five key issues of data gathering are: goals, choosing participants, triangulation, participant relationship, pilot. • Data may be recorded using handwritten notes, audio or video recording, a camera, or any combination of these. • Interviews may be structured, semi-structured or unstructured • Focus groups are group interviews • Questionnaires may be on paper, online or telephone • Observation may be direct or indirect, in the field or in controlled settings. • Techniques can be combined depending on the study focus, participants, nature of technique, available resources and time. 30 © A. Moallem 30 30 Page 15 Questions ISE 164 - HCI © A. Moallem 31 31 ISE 164 - HCI Thanks for Your Participation …see you next week... © A. Moallem 32 32 Page 16

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