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Empirically Based Design Guidelines for Gaze Interaction in Windows 7 PDF

204 Pages·2012·13.01 MB·English
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Preview Empirically Based Design Guidelines for Gaze Interaction in Windows 7

Empirically Based Design Guidelines for Gaze Interaction in Windows 7 Børge Rødsjø Håkon Raudsandmoen Master of Science in Computer Science Submission date: June 2012 Supervisor: Dag Svanæs, IDI Norwegian University of Science and Technology Department of Computer and Information Science i Abstract The purpose of this study has been to test the use of gaze interaction in common everyday computer tasks, with the intent to suggest design guidelines for gaze interaction in Microsoft Windows 7. This has been done by organizing a user test with fifteen participants, using a self-made gaze interactive software called Discovery and a Tobii X60 eye tracker. FivedemoapplicationshavebeencreatedwithintheDiscovery software, all utilizing gaze interaction. They are customized to reflect five user test tasks; playingavideogame, exploringapicturegallery, doingdraganddrop operations, browsing a web page and interacting with different Microsoft Windows controls. The four types of controls tested are command buttons, links, check boxes and sliders. Both quantitative and qualitative data were gathered during the user test. Through a discussion of the test results, we were able to suggest ten specific design guidelines for gaze interaction. These covers both the tested controls, drag and drop operations, automatic scrolling as well as the use of head gestures. Additional findings indicate that gaze interaction is more suitable for passive tasks such as reading with automatic scrolling, than for more physical tasks like doing drag and drop operations. To support gaze interaction, we found that current software will either require a major redesign or to be used in a combination with other interaction styles. Eye tracking technology has improved over the last years, becoming in- creasingly affordable and accurate. Through this study we have seen that gaze interaction has much to offer everyday computing. By recommend- ing fundamental design guidelines we hope to aid software developers and designers in the development of future gaze interactive systems. iii Sammendrag Hensikten med denne oppgaven har vært ˚a teste bruken av blikkinterak- sjon i kjente hverdagslige datamaskinoppgaver, med det form˚al ˚a foresl˚a designretningslinjer for blikkinteraksjon in Microsoft Windows 7. Dette har blitt gjort ved˚a organisere en brukertest med femten deltakere, bruke en selvutviklet blikkinteraktiv programvare kalt Discovery og en Tobii X60 øyesporer. Fem demoapplikasjoner har blitt laget i Discovery-programvaren, som alle nyttiggjør seg av blikkinteraksjon. De er spesiallaget for ˚a gjenspeile fem brukertestoppgaver; spille et spill, utforske et bildegalleri, gjøre dra- og-slipp-operasjoner, lese en nettside, samt ˚a interagere med forskjellige Microsoft Windows kontrollere. De fire kontrollerne som ble testet var knapper, lenker, avkrysningsbokser og glidebrytere. B˚ade kvantitative og kvalitative data ble samlet inn under brukertesten. En diskusjon av testresultatene gjorde det mulig˚a foresl˚a ti spesifikke designretningslinjer for blikkinteraksjon. Disse dekker b˚ade de testede kon- trollerne, bruk av hodebevegelser, dra-og-slipp-operasjoner og automatisk scrolling. Ytterligere funn indikerer at blikkinteraksjon er bedre egnet for passive oppgaver slik som˚a lese med automatisk scrolling, enn for mer fy- siskeoppgaversliksom˚agjøredraogslippoperasjoner. For˚astøtteblikkin- teraksjon ser vi at dagens programvare vil enten trenge store endringer i sitt design, eller bli brukt sammen med en annen interaksjonstype. Øyesporingsteknologi har forbedret seg de siste ˚arene, blitt rimeligere og mer presis. Gjennom denne oppgaven har vi sett at blikkinteraksjon har mye ˚a tilby vanlig bruk av datamaskiner. Ved ˚a forels˚a fundamen- tale designretningslinjer h˚aper vi ˚a kunne hjelpe programvareutviklere og designere i utviklingen av fremtidens blikkinteraktive systemer. v Preface This report is a result of the work done the last semester of the Computer Science Master Study at the Department of Computer and Information Science (IDI) at the Norwegian University of Science and Technology in Trondheim. In addition to the report, the prototype source code uploaded in DAIM is a part of this master’s thesis. We would like to thank our supervisor Dag Svanæs, Professor at IDI, for his guidance throughout our work the spring of 2012. As an expert in the HCI field, he has been an important resource in our research. We would also like to thank Terje Røsand, Senior Engineer at IDI and the Norwegian EHR Research Center (NSEP), for technical assistance in the usability lab. At last we would like to thank all system testers and user test participants that has been involved in this project, whose contributions were essential for our research. H˚akon Raudsandmoen and Børge Rødsjø Trondheim, June 15, 2012 Contents Contents vii List of Figures xi List of Tables xvii 1 Introduction 1 1.1 Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 1.2 Research Goal . . . . . . . . . . . . . . . . . . . . . . . . . . 5 1.3 Research Method . . . . . . . . . . . . . . . . . . . . . . . . 6 1.4 Report Outline . . . . . . . . . . . . . . . . . . . . . . . . . 7 2 Background 9 2.1 Eye Tracking History . . . . . . . . . . . . . . . . . . . . . . 11 2.2 Eye Tracking Technology . . . . . . . . . . . . . . . . . . . . 15 2.3 Windows User Experience Interaction Guidelines . . . . . . 19 2.4 User Testing . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 3 Prototype 29 3.1 Prototype Introduction . . . . . . . . . . . . . . . . . . . . . 31 3.2 Discovery Version 2.0 . . . . . . . . . . . . . . . . . . . . . . 32 3.3 The Calibration Application . . . . . . . . . . . . . . . . . . 38 3.4 The UFO Application . . . . . . . . . . . . . . . . . . . . . 43 3.5 The Picture Gallery Application . . . . . . . . . . . . . . . . 46 3.6 The Drag and Drop Application . . . . . . . . . . . . . . . . 49 3.7 The Browser Application . . . . . . . . . . . . . . . . . . . . 52 3.8 The Controls Application . . . . . . . . . . . . . . . . . . . . 55 4 Method 63 4.1 Method Introduction . . . . . . . . . . . . . . . . . . . . . . 65 4.2 Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 4.3 Tasks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69 vii viii CONTENTS 4.4 Test Facility . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 4.5 Test Equipment . . . . . . . . . . . . . . . . . . . . . . . . . 79 4.6 Data Gathering Methods . . . . . . . . . . . . . . . . . . . . 84 4.7 Test Measures . . . . . . . . . . . . . . . . . . . . . . . . . . 86 4.8 Test Procedure . . . . . . . . . . . . . . . . . . . . . . . . . 87 4.9 From Test Results to Guidelines . . . . . . . . . . . . . . . . 90 5 Results 91 5.1 Task 1 - Playing a Video Game . . . . . . . . . . . . . . . . 93 5.2 Task 2 - Exploring a Picture Gallery . . . . . . . . . . . . . 94 5.3 Task 3 - Doing Drag and Drop Operations . . . . . . . . . . 96 5.4 Task 4 - Browsing a Web Page . . . . . . . . . . . . . . . . . 99 5.5 Task 5 - Interaction With Different Controls . . . . . . . . . 103 6 Discussion 115 6.1 Task 1 - Playing a Video Game . . . . . . . . . . . . . . . . 117 6.2 Task 2 - Exploring a Picture Gallery . . . . . . . . . . . . . 118 6.3 Task 3 - Doing Drag and Drop Operations . . . . . . . . . . 120 6.4 Task 4 - Browsing a Web Page . . . . . . . . . . . . . . . . . 122 6.5 Task 5 - Interaction With Different Controls . . . . . . . . . 127 6.6 Other Discussion . . . . . . . . . . . . . . . . . . . . . . . . 133 6.7 Method Discussion . . . . . . . . . . . . . . . . . . . . . . . 139 6.8 Limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . 142 7 Conclusion 145 7.1 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 7.2 Further Work . . . . . . . . . . . . . . . . . . . . . . . . . . 149 Bibliography 151 A The Binomial Proportion Confidence Interval 155 A.1 The Binomial Distribution . . . . . . . . . . . . . . . . . . . 155 A.2 Proportion Notation . . . . . . . . . . . . . . . . . . . . . . 156 A.3 The Binomial Proportion Confidence Interval . . . . . . . . 156 B Test Plan 159 B.1 Test Plan . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159 B.2 Purpose of the User Tests . . . . . . . . . . . . . . . . . . . 159 B.3 System used in the Test . . . . . . . . . . . . . . . . . . . . 159 B.4 Functionality that will be Tested . . . . . . . . . . . . . . . 159 B.5 Participants . . . . . . . . . . . . . . . . . . . . . . . . . . . 160 B.6 Test Location . . . . . . . . . . . . . . . . . . . . . . . . . . 161

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