We describe an experiment in which the eye movements of participants, carrying out tasks using two contrasting graph designs, were recorded by means of a remote eye tracking device. A variety of eye movement properties were measured and analysed both temporally and spatially. Both graph designs were based on specific psychological theories and established graph design guidelines. One incorporated attributes thought likely to enhance usability, the other included attributes likely to have the opposite effect. The results demonstrate that the design and location of a graph's legend and its spatial relationship to the data area are extremely important in determining a graph's usability. The incorporation of these and other design features may promote or detract from perceptual proximity and therefore influence a display's usability. The paper demonstrates that this influence is reflected in eye movement patterns, which can be readily monitored by means of a remote eye tracking system, and that a relatively simple temporal analysis of the results can give important insights as to how the usability of visual displays has been influenced. q
Eyetracking is now an almost standard offering from commercial HCI analysts. However, what are the best ways to exploit the strengths and minimise the weaknesses of this technique? This workshop aims to gather individuals who have an interest in using eyetracking for the evaluation and design of digital interfaces such as websites, games, iTV, mobile phones and more. There are two expected outcomes from this workshop. One is to define best practice, suggest answers to continuing areas of doubt and highlight unanswered questions about eyetracking in both the scientific and commercial environment. The other is to explore how best to measure the satisfaction element of the ISO 9241 definition of usability through eye movement analysis especially in the genre of display cited above.Please note interactive eyetracking such as eye typing is not within the focus of this workshop.
We revisit the definition of regressions in eye tracking, having found existing definitions, formulated within a reading paradigm, unsuitable for visual display assessment. The new definition is tested using eye movement data recorded during a usability evaluation of two series of graph designs. The new definition gave a stronger result in the usability assessment than was obtained using the previous measure, and gave a result consistent with other eye movement usability metrics derived for the two series of graph designs. The newly defined measure is easily computed and is sensitive enough to reveal a correlation between improved performance and a decrease in regressions.
This paper describes the practical side of eye tracker use in the field of human computer interaction. The paper relates to usability evaluations in practice covering those topics of primary importance to practitioners including the business case for eye tracking and the technique's benefits and limitations. The authors describe techniques, based on practical experience, to be deployed to ensure success with eye tracking and provide some useful links and references for those contemplating adoption of the technique. Ideas on future practical areas of deployment are discuss.
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