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1.
There has been a recent commercialization of 3D stereoscopic displays in order to implement them in a virtual reality environment. However, there is a lack of extensive research into user interfaces for 3D applications on stereoscopic display. This study focused on three representative interaction techniques (ray-casting, keypad and hand-motion techniques) utilizing a head-mounted display and 3D CAVE. In addition, the compatibility with 3D menus was also investigated based on performance and subjective assessment. Nine 3D menus were designed for the experiment in regards to three 2D metaphors (pop-up, pull-down and stack menus) and three structural layouts (list, cubic and circular menus). The most suitable technique for the 3D user interface on a stereoscopic display was the ray-casting technique and the stack menu which provided the user with good performance and subjective response. In addition, it was found that the cubic menu was not as effective as other menus when used with the three interaction techniques.Relevance to industryThis research describes a distinctive evaluation method and recommendations that guarantee the suitability for interactive 3D environments. Therefore, the results will encourage practitioners and researchers that are new to the area of 3D interface design.  相似文献   

2.
Visual Basic 6.0中使用"菜单编辑器"只能创建"平面"菜单,要得到附带图标、界面美观的菜单,需要调用API函数进行自绘菜单,而主菜单与下拉式菜单的触发事件不一样,需要响应不同的消息,使绘制的复杂性大大增加.在具体绘制过程中,首先确定消息机制,然后选取合适的API函数菜,对于菜单中经常使用的方框线条等基本图形先构造绘图函数,通过主函数调用绘图函数的方式来简化问题的复杂性,巧妙地实现了自绘菜单的期望效果.  相似文献   

3.
This article examines different user-system collaboration models in the adaptation of a menu interface. Four collaboration models were implemented on a prototype of mobile phone menu: (a) basic collaboration with no system support (for user adaptation) and no user control (over system adaptation), (b) system support only, (c) user control only, and (d) system support plus user control. The prototype mobile phone menu includes a hotlist (a quickly accessible collection of menu items) as well as a hierarchical menu. The hotlist is collaborative, because it combines adaptable and adaptive approaches by allowing both the user and the system to manage the items in it. A controlled experiment compared different types of collaborative menus in order to investigate the effects of system support and user control. Twenty participants performed menu selection tasks in the experiment, and both performance and subjective measures were taken. The results showed that, in a certain condition, the system support and the user control improved the user performance when applied independently, but their effects were not additive. Although the effects disappeared when the selection frequency distribution changed, the system support was preferred by most of the users. The advantages and disadvantages of the collaborative menus and implications for the adaptation of menus are discussed.  相似文献   

4.
Menus are an increasingly popular style of user-system interface. Although many aspects of menu design can affect user performance (e.g. item names and selection methods), the organization of items in menus is a particularly salient aspect of their design. Unfortunately, empirical studies of menu layout have yet to resolve the basic question of how menus should be organized to produce optimal performance. Furthermore, a disturbingly common finding has been that any initial effects of menu layout disappear with practice. Thus it is tempting to conclude that menu organization is not important or that it only affects performance during learning. In this paper we present some reasons to doubt this conclusion. In particular, we have found persistent effects of layout with multiple-item selection tasks, in contrast with studies employing a single-item selection paradigm. The results of a controlled study comparing various menu designs (fast-food keyboards) show that the types of tasks to be performed by users must be considered in organizing items in menus and that there may be sustained effects of menu organization with some tasks. In addition, the results of this study support the use of a formal methodology based on user knowledge for menu design. By comparing the performance of subjects using menus designed using our methodology with the performance of subjects using “personalized” menus, we were able to demonstrate the general superiority of our method for designing menus, and for tailoring menus to meet task requirements as well.  相似文献   

5.
手持设备三维菜单绩效评估   总被引:2,自引:0,他引:2       下载免费PDF全文
为了使研究人员能够快速、有效对手持设备的三维菜单设计进行评估,基于Fitts’定律和Hick-Hyman定律,提出了一个预测手持设备三维菜单操作绩效的模型,并用实验验证了该模型的有效性。实验分为两个阶段,第一阶段的实验是为了计算模型中的系数a1,b1,a2,b2的值,并将其用于实验第二阶段的数据分析;第二阶段的实验是为了验证模型的有效性。并结合AIC(Akaike Information Criterion)准则对该模型与其他模型进行了对比分析。实验结果表明,该模型预测得到的用户操作绩效数据与实验测试得到的绩效数据非常接近(二者相关性为0.914 5),且通过AIC准则分析表明,该模型最优。因此,该模型是有效的。  相似文献   

6.
The study focuses on usability, ease of use and learnability of three different mobile phones (Nokia 3210, Siemens C35i, Motorola P7389). The first independent variable refers to the complexity of the menu (depth/breadth of the menu tree) and navigation keys (number/functionality). The Nokia phone had the lowest and the Motorola the highest complexity, with the Siemens phone ranging between them. The second independent variable was user expertise: 30 novices and 30 experts solved six telephone tasks. In order to assess effects of learnability, tasks were presented twice. Differences between the mobile phones regarding effectiveness, efficiency and learnability were found: The best performance was shown by Nokia users. The remaining two phones did not differ significantly, although the most complex phone was superior to the phone of medium complexity which had the lowest performance. Moreover, an effect of expertise was confirmed, though suboptimal interfaces were identified as lessening the advantage of expertise. Specific weaknesses of the tested phones are discussed.  相似文献   

7.
This research investigated the language differences between English and Chinese and the implication on the design of menu presentations for computer interfaces. Eighty Chinese subjects and twenty American subjects participated in this experiment. The results of this research indicated that the menu layout should be congruent with the language being used. Horizontal English menus result in better performance than vertical English menus. However, vertical Chinese menus result in better performance than horizontal Chinese menus. It is important to design menus based on the language being used rather than the linguistic traditions of the population using the interface. The effects of menu layout also depend on whether the search task items were presented in English or Chinese.  相似文献   

8.
菜单定义保存在文件中,系统运行时根据捆绑的菜单定义文件动态生成菜单,这样不需要更改程序,就能在线更改菜单内容,使菜单变成一种由数据驱动的对象,本文介绍了该方法的实现原理。  相似文献   

9.
This article presents a comprehensive literature review to investigate whether and why older adults accept handheld computers and how to design elderly-friendly handheld computers. Findings about acceptance, input devices, menu and functions, and output devices are summarized. First, older adults were under social pressure to use mobile phones, but they had low acceptance of advanced functions. Also, they had a different way to judge acceptance factors from younger adults. Second, older adults preferred the physical keyboard to the on-screen keyboard for text entry, whereas they preferred tapping the touch pad to the joystick and buttons for pointing tasks. Third, older adults had shallower mental representation of the mobile phone menus than younger adults. Navigation aids providing contextual information and large cognitive preview per screen could help them. Finally, recommended size and spacing for text and icons are presented.  相似文献   

10.
Subjects completed a menu selection task using mouse and spoken language technologies for menu sizes that are powers of 2 from 2 to 256. It was found that mouse selection was faster than spoken language selection for menu sizes of 32 or less for most subjects. For small N, mouse selection was about three times faster. Spoken language selection was as fast or faster for menus of size 64 or larger. The trade-off size, approximately 64, was different for various subjects, but not greatly different. Data was gathered for words with one, two, and three syllables with the result that the trade-off size was the same for all three, but the error characteristics for spoken inputs were worse for shorter words, as would be expected.  相似文献   

11.
Personalized graphical user interfaces have the potential to reduce visual complexity and improve interaction efficiency by tailoring elements such as menus and toolbars to better suit an individual user's needs. When an interface is personalized to make useful features more accessible for a user's current task, however, there may be a negative impact on the user's awareness of the full set of available features, making future tasks more difficult. To assess this tradeoff we introduce awareness as an evaluation metric to be used in conjunction with performance. We then discuss three studies we have conducted, which show that personalized interfaces tradeoff awareness of unused features for performance gains on core tasks. The first two studies, previously published and presented only in summary, demonstrate this tradeoff by measuring awareness using a recognition test of unused features in the interface. The studies also evaluated two different types of personalized interfaces: a layered interfaces approach and an adaptive split menu approach. The third study, presented in full, focuses on adaptive split menus and extends results from the first two studies to show that different levels of awareness also correspond to an impact on performance when users are asked to complete new tasks. Based on all three studies and a survey of related work, we outline a design space of personalized interfaces and present several factors that could affect the tradeoff between core task performance and awareness. Finally, we provide a set of design implications that should be considered for personalized interfaces.  相似文献   

12.

The study focuses on usability, ease of use and learnability of three different mobile phones (Nokia 3210, Siemens C35i, Motorola P7389). The first independent variable refers to the complexity of the menu (depth/breadth of the menu tree) and navigation keys (number/functionality). The Nokia phone had the lowest and the Motorola the highest complexity, with the Siemens phone ranging between them. The second independent variable was user expertise: 30 novices and 30 experts solved six telephone tasks. In order to assess effects of learnability, tasks were presented twice. Differences between the mobile phones regarding effectiveness, efficiency and learnability were found: The best performance was shown by Nokia users. The remaining two phones did not differ significantly, although the most complex phone was superior to the phone of medium complexity which had the lowest performance. Moreover, an effect of expertise was confirmed, though suboptimal interfaces were identified as lessening the advantage of expertise. Specific weaknesses of the tested phones are discussed.  相似文献   

13.
This study proposes a method of coupling adaptable and adaptive approaches to the design of menus. The proposed complementary menu types incorporate both adaptability and adaptivity by dividing and allocating menu adaptation roles to the user and the system. Four different types of interface adaptation (i.e., adaptable with/without system support and adaptive with/without user control) were defined. They were implemented in a hypothetical prototype mobile phone via a hotlist (an additional collection of quickly accessible items). A controlled lab experiment was conducted to compare the menu types and investigate the effects of the system support in the adaptable menus and the user control in the adaptive menus. Twenty subjects participated in the experiment and performed menu selection tasks. Both performance and user satisfaction measures were collected. The results showed that adaptable and adaptive menus were superior to the traditional one in terms of both performance and user satisfaction. Providing system support to the adaptable menu not only increased the users’ perception of the efficiency of selection, but also reduced the menu adaptation time. Important implications for the design of menus are described and valuable insights into the menu interface adaptation were gained from the quantitative and qualitative analyses of the experimental results.

Relevance to industry

The evaluation experiment conducted in this study may provide valuable information to designers of adaptive or adaptable menus. Adding system support to adaptable menu would be an attractive option to consider. Also, the results of a user survey provide useful information to the practitioners in mobile phone industry on the features users accessed most frequently.  相似文献   

14.
《Displays》2005,26(2):97-102
This study investigated the effects of the type of menu (WinCE and Palm) and the stage of usage (whether the current usage is the first, second, third, fourth, fifth, or eighth day of usage) on the users' performance in operating a menu displayed in the first, second, or third layers of a PDA display. The findings of this study indicated that the subjects performed significantly differently in response to Palm and WinCE menus displayed in the first and second layers. The Palm menu resulted in better operating performance. However, the Palm and WinCE menus displayed in the third layer did not result in significantly different operating performance. In addition, the amount of previous use significantly affected users' operating performance only with menus displayed in all the layers. The operating performance improved as the usage time increased. Regarding the subjects' subjective preferences, using the Palm-menu design was initially favored more than the WinCE-menu; however, their preferences for using both menus increased with the usage time.  相似文献   

15.
Mobile electronic products have recently become very popular because of their portable convenience and versatile functions. The personal digital assistant (PDA) can even access the Internet. However, there is still plenty of room for improvement in the PDA interface. This research proposes a systematic approach to analyze, generate and evaluate a PDA integrated menu–icon interface design for the DigitHub Company based on customer requirements.Hierarchical clustering analysis (HCA) is incorporated with the analytic hierarchy process (AHP) to identify and categorize functional PDA menus and their corresponding icons. We evaluate the importance of each of the different functional menus and categories. We generate five PDA menu–icon interface design alternatives that meet the proposed design guidelines, and we evaluate each for their respective feasibilities. The technique for order preference by similarity to ideal solution (TOPSIS) method is applied to measure the overall operating performance of the five PDA menu–icon interface design alternatives. The evaluation results show that the preferred design is option PDA5, a hierarchical and separated menu–icon layout style that features a two-layer menu structure.We expect that the proposed development procedure for the generation and evaluation of PDA menu–icon design alternatives based on customer requirements will be of interest to interface designers who wish to focus on mobile products.

Relevance to industry

This paper proposes an integrated procedure for designing PDA menu–icon interfaces. Our methodology should help in the creation and optimization of screen layouts for mobile phones, global positioning system (GPS) navigation devices, digital cameras and related screen interfaces.  相似文献   

16.
Cascading menus are the most commonly used hierarchical menus in graphical user interfaces (GUIs). These menus, however, tend to have elongated paths with corner steering, which can result in navigation difficulties. To resolve the corner steering problem, most current cascading menus implement an explicit time delay between the cursor entering or leaving a parent menu item and posting/unposting the associated menu. In this paper, we present adaptive activation-area menus (AAMUs), a technique to improve cascading menu performance by providing a localized triangular activation area between the menu and the child submenu. This triangular activation area aims to overcome the corner steering problem by permitting quick diagonal navigation without imposing a time delay.We describe four experiments designed to refine and validate the AAMU technique. Our first experiment shows that AAMUs improve item selection performance in comparison to traditional menus and a number of competing techniques, including gesture-based menus and enlarged activation-area menus (EMUs). Our second and third experiments reveal, however, that in a searching task, where the user has to look through multiple submenus to find the target, the basic AAMU design suffers from a “cursor trapping” problem, where the user has to move the cursor out of the activation area prior to exploring another submenu. An evaluation of an improved AAMU design shows that it is as fast as or faster than traditional menus and EMUs for both selection and searching tasks.  相似文献   

17.
It will not be easy for smartphone users to get accustomed to one-hand operation using smartphones with larger screens. Coupled with the massive data on the handset screen, the menu design has become extremely important. This study is to apply the pie menu into the smartphones which is used in previous PC user interface. Specifically, how efficient are the users when using pie menu on 5″ handsets? The experiment is divided into two phases. In Phase 1, behavioural analysis, 36 participants used their right hand to operate the Left-Side-Linear Menu (LSLM), Right-Side-Linear Menu (RSLM), and Half-Pie Menu (HPM) while walking. After the experiment we asked them to fill in the NASA-TLX (NASA Task Load Index Standard Workload Test). In Phase 2, eight participants with different thumb lengths and diverse operating experience were invited to operate three menu techniques while standing. Results showed that participants with shorter thumbs are more efficient in operating the three menu techniques than participants with longer thumbs. The reason for this difference is related to how the users grip their phones. In addition, LSLM has the highest error rate and RSLM has the lowest among the three types. The efficiency of HPM depends on continuous learning for five minutes and the result closely matches RSLM. However, there was no significant difference between the HPM and the LSLM in walking speed. In addition, 137 participants took the improved version of the test and made ‘Good’ comments in the System Usability Scale.  相似文献   

18.
The study investigates how experienced computer users take advantage of the availability of graphic user interfaces in a word processing task. Performance time and actions were compared in three groups of subjects working respectively with WordPerfect 5.1, WordPerfect for Windows, or WordPerfect V2.00 for the Macintosh. The three groups did not differ in efficiency: they performed the word processing task at the same speed. Very few WordPerfect 5.1 users worked with the pull-down menus; the great majority preferred using the function key shortcuts. No significant difference in menu use was noted between the two graphical user interface word processors (Windows and Macintosh). Windows users did not apply shortcuts to move text, but used menus or the button bar instead. There was no difference in the use of the mouse between the Windows and Macintosh groups. While better task satisfaction is often reported with the availability of graphical user interfaces, our findings are in agreement with other studies suggesting that experienced users don't perform more efficiently with such a computer environment.  相似文献   

19.
Auditory interfaces can overcome visual interfaces when a primary task, such as driving, competes for the attention of a user controlling a device, such as radio. In emerging interfaces enabled by camera tracking, auditory displays may also provide viable alternatives to visual displays. This paper presents a user study of interoperable auditory and visual menus, in which control gestures remain the same in the visual and the auditory domain. Tested control methods included a novel free-hand gesture interaction with camera-based tracking, and touch screen interaction with a tablet. The task of the participants was to select numbers from a visual or an auditory menu including a circular layout and a numeric keypad layout. Results show, that even with participant's full attention to the task, the performance and accuracy of the auditory interface are the same or even slightly better than the visual when controlled with free-hand gestures. The auditory menu was measured to be slower in touch screen interaction, but questionnaire revealed that over half of the participants felt that the circular auditory menu was faster than the visual menu. Furthermore, visual and auditory feedback in touch screen interaction with numeric layout was measured fastest, touch screen with circular menu second fastest, and the free-hand gesture interface was slowest. The results suggest that auditory menus can potentially provide a fast and desirable interface to control devices with free-hand gestures.  相似文献   

20.
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