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1.
Since the advent of graphical user interfaces, electronic information has grown exponentially, whereas the size of screen displays has stayed almost the same. Multiscale interfaces were designed to address this mismatch, allowing users to adjust the scale at which they interact with information objects. The technology has progressed quickly and the theory has lagged behind. Multiscale interfaces pose a stimulating theoretical challenge: reformulating the classic target-acquisition problem from the physical world into an infinitely rescalable electronic world. We address this challenge by extending Fitts’ original pointing paradigm: we introduce the scale variable, thus defining a multiscale pointing paradigm. This article reports on our theoretical and empirical results. We show that target-acquisition performance in a zooming interface must obey Fitts’ law and, more specifically, that target-acquisition time must be proportional to the index of difficulty. Moreover, we complement Fitts’ law by accounting for the effect of view size on pointing performance, showing that performance bandwidth is proportional to view size, up to a ceiling effect. Our first empirical study shows that Fitts’ law does apply to a zoomable interface for indices of difficulty up to and beyond 30 bits, whereas classical Fitts’ law studies have been confined in the 2–10 bit range. Our second study demonstrates a strong interaction between view size and task difficulty for multiscale pointing, and shows a surprisingly low ceiling. We conclude with implications of these findings for the design of multiscale user interfaces.  相似文献   

2.
Pointing tasks in human–computer interaction obey certain speed–accuracy tradeoff rules. In general, the more accurate the task to be accomplished, the longer it takes and vice versa. Fitts’ law models the speed–accuracy tradeoff effect in pointing as imposed by the task parameters, through Fitts’ index of difficulty (Id) based on the ratio of the nominal movement distance and the size of the target. Operating with different speed or accuracy biases, performers may utilize more or less area than the target specifies, introducing another subjective layer of speed–accuracy tradeoff relative to the task specification. A conventional approach to overcome the impact of the subjective layer of speed–accuracy tradeoff is to use the a posteriori “effective” pointing precision We in lieu of the nominal target width W. Such an approach has lacked a theoretical or empirical foundation. This study investigates the nature and the relationship of the two layers of speed–accuracy tradeoff by systematically controlling both Id and the index of target utilization Iu in a set of four experiments. Their results show that the impacts of the two layers of speed–accuracy tradeoff are not fundamentally equivalent. The use of We could indeed compensate for the difference in target utilization, but not completely. More logical Fitts’ law parameter estimates can be obtained by the We adjustment, although its use also lowers the correlation between pointing time and the index of difficulty. The study also shows the complex interaction effect between Id and Iu, suggesting that a simple and complete model accommodating both layers of speed–accuracy tradeoff may not exist.  相似文献   

3.
This paper makes seven recommendations to HCI researchers wishing to construct Fitts’ law models for either movement time prediction, or for the comparison of conditions in an experiment. These seven recommendations support (and in some cases supplement) the methods described in the recent ISO 9241-9 standard on the evaluation of pointing devices. In addition to improving the robustness of Fitts’ law models, these recommendations (if widely employed) will improve the comparability and consistency of forthcoming publications. Arguments to support these recommendations are presented, as are concise reviews of 24 published Fitts’ law models of the mouse, and 9 studies that used the new ISO standard.  相似文献   

4.
Half a century ago, Paul Fitts first discovered that the time necessary to complete a pointing movement (MT) linearly increases with the amount of information (ID) necessary to specify the target width (W) relative to the distance (D). The so-called Fitts’ law states that , with ID being a logarithmic function of the D/W ratio. With the rising importance of pointing in human–computer interaction, Fitts’ law is nowadays an important tool for the quantitative evaluation of user interface design. We show that changes in ID give rise to systematic changes in the kinematics patterns that determine MT, and provide evidence that the observed patterns result from the interplay between basic oscillatory motion and visual control processes. We also emphasize the generality and abstract nature of Fitts’ robust model of human psychomotor behavior, and suggest that some adaptations in the design of the (computer-mediated) coupling of perception and production of movement might improve the efficiency of the interaction.  相似文献   

5.
Throughput (TP), also known as index of performance or bandwidth in Fitts’ law tasks, has been a fundamental metric in quantifying input system performance. The operational definition of TP is varied in the literature. In part thanks to the common interpretations of International Standard ISO 9241-9, the “Ergonomic requirements for office work with visual display terminals—Part 9: Requirements for non-keyboard input devices”, the measurements of throughput have increasingly converged onto the average ratio of index of difficulty (ID) and trial completion time (MT), i.e. TP=ID/MT. In lieu of the complete Fitts’ law regression results that can only be represented by both slope (b) and intercept (a) (or MT=a+b ID), TP has been used as the sole performance characteristic of input devices, which is problematic. We show that TP defined as ID/MT is an ill-defined concept that may change its value with the set of ID values used for the same input device and cannot be generalized beyond specific experimental target distances and sizes. The greater the absolute value of a is, the more variable TP (=ID/MT) is. ID/MT only equals a constant 1/b when a=0. We suggest that future studies should use the complete Fitts’ law regression characterized by (a, b) parameters to characterize an input system. a reflects the non-informational aspect and b the informational aspect of input performance. For convenience, 1/b can be named as throughput which, unlike ID/MT, is conceptually a true constant.  相似文献   

6.
Three studies of different mobile-device hand postures are presented. The first study measures the performance of postures in Fitts’ law tasks using one and two hands, thumbs and index fingers, horizontal and vertical movements, and front- and back-of-device interaction. Results indicate that the index finger performs well on both the front and the back of the device, and that thumb performance on the front of the device is generally worse. Fitts’ law models are created and serve as a basis for comparisons. The second study examines the orientation of shapes on the front and back of a mobile device. It shows that participants’ expectations of visual feedback for finger movements on the back of a device reverse the direction of their finger movements to favor a “transparent device” orientation. The third study examines letter-like gestures made on the front and back of a device. It confirms the performance of the index finger on the front of the device, while showing limitations in the ability for the index finger on the back to perform complex gestures. Taken together, these results provide an empirical foundation upon which new mobile interaction designs can be based. A set of design implications and recommendations are given based directly on the findings presented.  相似文献   

7.
The threat of cyber attacks motivates the need to monitor Internet traffic data for potentially abnormal behavior. Due to the enormous volumes of such data, statistical process monitoring tools, such as those traditionally used on data in the product manufacturing arena, are inadequate. “Exotic” data may indicate a potential attack; detecting such data requires a characterization of “typical” data. We devise some new graphical displays, including a “skyline plot,” that permit ready visual identification of unusual Internet traffic patterns in “streaming” data, and use appropriate statistical measures to help identify potential cyberattacks. These methods are illustrated on a moderate-sized data set (135,605 records) collected at George Mason University.  相似文献   

8.
喻纯  史元春 《软件学报》2012,23(9):2522-2532
提高图形用户界面(graphical user interface)的输入效率,是人机交互中的一项重要研究内容.已有的研究包括点击增强技术和自适应界面技术,前者改变光标的控制方式或呈现方式,后者改变界面上控件的位置布局,但两种技术都存在不足.通过分析界面操作,提出了图形用户界面输入效率的评价模型;然后,在此基础上提出一种人机交互效率优化技术:自适应光标.它以自适应的方式,有选择地对界面上用户可能访问的控件通过点击增强技术支持,实现快速访问.该方法既解决了以往的自适应界面技术因频繁调整控件布局而给用户带来额外认知成本的问题,也克服了点击增强技术仅适用于稀疏控件布局的限制.为了检验其可用性,在控件较多的Visual Studio上实现了自适应光标技术.实验结果表明,使用自适应光标技术可以将获取目标的时间缩短27.7%,显著提高了图形用户界面的输入效率.  相似文献   

9.
Efficient pointing is crucial to graphical user interfaces, and input techniques that dynamically change their activation area may yield improvements over point cursors by making objects selectable at a distance. Input techniques that dynamically change their activation area include the bubble cursor, whose activation area always contains the closest object, and two variants of cell cursors, whose activation areas contain a set of objects in the vicinity of the cursor. We report two experiments that compare these techniques to a point cursor; in one experiment participants use a touchpad for operating the input techniques, in the other a mouse. In both experiments, the bubble cursor is fastest and participants make fewer errors with it. Participants also unanimously prefer this technique. For small targets, the cell cursors are generally more accurate than the point cursor; in the second experiment the box cursor is also faster. The cell cursors succeed in letting participants select objects while the cursor is far away from the target, but are relatively slow in the final phase of target acquisition. We discuss limitations and possible enhancements of input techniques with activation areas that contain multiple objects.  相似文献   

10.
Recent research on interactive electronic systems like computer, digital TV, smartphones can improve the quality of life of many disabled and elderly people by helping them to engage more fully to the world. Previously, a simulator was developed that reflects the effect of impairment on interaction with electronic devices and thus helps designers in developing accessible systems. In this article, the scope of the simulator has been extended to multiple pointing devices. The way that hand strength affects pointing performance of people with and without mobility impairment in graphical user interfaces was investigated for four different input modalities, and a set of linear equations to predict pointing time and average number of submovements for different devices was developed. These models were used to develop an adaptation algorithm to facilitate pointing in electronic interfaces by users with motor impairment using different pointing devices. The algorithm attracts a pointer when it is near a target and thus helps to reduce random movement during homing and clicking. The algorithm was optimized using the simulator and then tested on a real-life application with multiple distractors involving three different pointing devices. The algorithm significantly reduces pointing time for different input modalities.  相似文献   

11.
Models of human motor behavior are well known as an aid in the design of user interfaces (UIs). Most current models apply primarily to desktop interaction, but with the development of non-desktop UIs, new types of motor behaviors need to be modeled. Distal pointing—pointing directly at a target that is remotely situated with respect to the input device—is such a motor behavior. A model of distal pointing would be particularly useful in the comparison of different interaction techniques, because the performance of such techniques is highly dependent on user strategy, making controlled studies difficult to perform. Inspired by Fitts’ law, we studied four possible models and concluded that movement time for a distal pointing task is best described as a function of the angular amplitude of movement and the angular size of the target. Contrary to Fitts’ law, our model shows that the angular size has a much larger effect on movement time than the angular amplitude and that the growth in the difficulty of the tasks is quadratic, rather than linear. We estimated the model's parameters experimentally with a correlation coefficient of 96%.  相似文献   

12.
An integrated learning object, a web-based inquiry environment “Young Scientist” for basic school level is introduced by applying the semiosphere conception for explaining learning processes. The study focused on the development of students’ (n = 30) awareness of the affordances of learning objects (LO) during the 3 inquiry tasks, and their ability of dynamically reconstructing meanings in the inquiry subtasks through exploiting these LO affordances in “Young Scientist”. The problem-solving data recorded by the inquiry system and the awareness questionnaire served as the data-collection methods.It was demonstrated that learners obtain complete awareness of the LO affordances in an integrated learning environment only after several problem-solving tasks. It was assumed that the perceived task-related properties and functions of LOs depend on students’ interrelations with LOs in specific learning contexts. Learners’ overall awareness of certain LO affordances, available in the inquiry system “Young Scientist”, developed with three kinds of patterns, describing the hierarchical development of the semiosphere model for learners. The better understanding of the LO affordances, characteristic to the formation of the functioning semiosphere, was significantly related to the advanced knowledge construction during these inquiry subtasks that presumed translation of information from one semiotic system to another. The implications of the research are discussed in the frames of the development of new contextual gateways for learning with virtual objects. It is assumed that effective LO-based learning has to be organized through pedagogically constrained gateways by manifesting certain LO affordances in the context in order to build up the dynamic semiosphere model for learners.  相似文献   

13.
14.
The main purpose of this study was to investigate the nature of preferences and their relation to the objective measures in simple direct manipulation tasks involving both the cognitive process as well as the visually guided pointing activities. The conducted experiment was concerned with the graphical structures resembling toolbars widely used in graphical interfaces. The influence of the graphical panel location, panel configuration as well as the target size on the user task efficiency and subjects’ preferences were examined. The participants were requested to express their attitudes towards the tested panels before and after the efficiency examination. This subjective evaluation was carried out within the framework of Analytic Hierarchy Process (AHP; Saaty, 1977, 1980). The subjective results that were obtained showed significant differences in the subjects’ preferences towards examined panels before and after completing the tasks. It seems that the users are able to comparatively quickly change their minds after gaining some experience with the investigated stimuli. Additionally, the applied cluster analysis revealed that the subjects were not homogenous in their opinions, and they formed groups having similar preference structures.  相似文献   

15.
Advances in Web-based oriented technologies and services are taking place with a considerable speed around the world. As communications and IT usage become an integral part of many people’s lives and the available products and services become more varied and sophisticated, users expect to be able to personalize a service to meet their individual needs and preferences. Due to the heterogeneous users’ needs and requirements, user modeling could be considered as a successful step towards the identification of users’ preferences. However, could user profiling nowadays be considered complete enough? Are all the vital parameters of users’ characteristics are taken into account in order for the Web-based systems to provide them with the most user-centric result? This paper introduces a comprehensive user profiling, incorporating the User Perceptual Preference Characteristics, that serves as the core element for filtering Web-based raw content. It further analyzes the main intrinsic users’ characteristics like visual, cognitive, and emotional processing parameters as well as the “traditional” user profiling characteristics that together tend to give the most optimized, adapted and personalized result. It finally presents initial experimental results applied on the Educational field based on the abovementioned notions.  相似文献   

16.
“Walkthrough” and “Jogthrough” techniques are well known expert based methodologies for the evaluation of user interface design. In this paper we describe the use of “Graphical” Jogthrough method for evaluating the interface design of the Network Simulator, an educational simulation program that enables users to virtually build a computer network, install hardware and software components, make the necessary settings and test the functionality of the network. Graphical Jogthrough is a further modification of a typical Jogthrough method, where evaluators' ratings produce evidence in the form of a graph, presenting estimated proportion of users who effectively use the interface versus the time they had to work with it in order to succeed effectiveness. We comment on the question: “What are the possible benefits and limitations of the Graphical Jogthrough method when applied in the case of educational software interface design?” We present the results of the evaluation session, and concluding from our experience we argue that the method could offer designers quantitative and qualitative data for formulating a useful (though rough in some aspects) estimation about the novice–becoming–expert pace that end users might follow when working with the evaluated interface.  相似文献   

17.
N. Walker and J. B. Smelcer (1990) found that selection times for menus could be reduced by placing the menus adjacent to the edge of the screen; this creates a border between the menu and the edge of the screen that the mouse cursor cannot penetrate. Based on this finding, they proposed that selection times for graphical user interface targets could be reduced by employing these impenetrable borders. Four studies tested this prediction with a Web browser's back button and scroll bar. Results demonstrated that targets employing impenetrable borders were always selected faster than were targets placed 1 pixel from the edge of the screen, which supports Walker and Smelcer's prediction. However, within the constraints of the current studies, this speed advantage asymptotes at approximately 283 ms for target heights of 2.00 cm and target distances of 3.50 cm. In addition, these findings generalized across most angles of approach. Actual or potential applications of this research include target placement decisions in the design or modification of graphical user interfaces.  相似文献   

18.
Induction based fluidics (IBF), a new, simple patented approach for transporting liquids in the micro and the macro world, is discussed. Electric fields are shown to energize liquid/s in a container/s to execute an array of purposes. IBF is shown uniquely to energize N liquids in simple off the shelf devices, inductively. We discuss calibration and other issues, as we demonstrate how simple devices can dispense nanoliters and microliters with high precision and accuracy. Furthermore, we show preliminary single and eight channel data for the Zip Tip™ made by Millipore where the device transports liquids “electrically.” We briefly consider how such new devices, “electric” Zip Tips™, might automate desalting and the placement of digests for MALDI TOF analysis.  相似文献   

19.
Aihua Li  Yong Shi  Jing He   《Applied Soft Computing》2008,8(3):1259-1265
Cardholders’ behavior prediction is an important issue in credit card portfolio management. As a promising data mining approach, multiple criteria programming (MCLP) has been successfully applied to classify credit cardholders’ behavior into two groups. In order to better control credit risk for financial institutes, this paper proposes three methods based on MCLP to improve the “Bad” catching accuracy rate. One is called MCLP with unbalanced training set selection, the second is called fuzzy linear programming (FLP) method with moving boundary, and the third is called penalized multi criteria linear programming (PMCLP). The experimental examples demonstrate the promising performance of these methods.  相似文献   

20.
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