This paper discusses the use of gesture and non-speech audio as ways to improve the user interface of a mobile music player. Their key advantages mean that users could use a player without having to look at its controls when on the move. Two very different evaluations of the player took place: one based on a standard usability experiment (comparing the new player to a standard design) and the other a video analysis of the player in use. Both of these showed significant usability improvements for the gesture/audio-based interface over a standard visual/penbased display. The similarities and differences in the results produced by the two studies are discussed.
The development of interactive technology is often based on the assumption of need to reduce the physical action and cognitive load of the user. However, recent conceptualizations, supported by research in various fields of science, emphasize human physical action in cognitive processes and knowledge formation. In fact, physical and closely related imaginary movement can be seen as the quintessence of humanity. Acknowledging this should imply a new approach to the design of interactive technology. In the current study, we propose a choreographic approach for shifting the focal point of interaction design to the aspects of human activity and movement within a technologized context. Hence, the proposed approach does not isolate use-related actions, which traditionally have been emphasized in interaction design, from the other activities of a person. The application of the methodological approach is divided into micro, local and macro levels, thus covering actions from minimal muscular activity of an individual to global movement-relevant issues
Interaction design for new technological environments relies on the tradition of human—computer interaction (HCI). With roots in the 1980s, HCI design paradigms often reflect the setting in which the user is an office worker in front of a desktop computer. As computational power can now be embedded in almost any type of product, the desktop setting has lost much of its relevance as a starting point for interface design. In particular, interfaces for wearable computing challenge designers to look for completely new approaches to interaction design. In this article, we propose a method in which the ideas for new creative forms of interaction design are triggered through panel work. This method draws on an underpinning theoretical framework from structural semiotics that emphasizes the holistic nature of design.
This paper discusses the use of gesture and non-speech audio as ways to improve the user interface of a mobile music player. Their key advantages mean that users could use a player without having to look at its controls when on the move. Two very different evaluations of the player took place: one based on a standard usability experiment (comparing the new player to a standard design) and the other a video analysis of the player in use. Both of these showed significant usability improvements for the gesture/audio-based interface over a standard visual/penbased display. The similarities and differences in the results produced by the two studies are discussed.
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