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Tangible interaction research has opened up new ways to interact with computers and extended our imagination of what is possible with digital systems. However, research on tangible user interfaces (TUI) seems to have lost sight of the everyday situation of the majority of people who still work with standard computer systems. This paper investigates a design process for applying TUI in a GUI dominated domain while preserving the functionality of the traditional systems. We exemplify a user centered design process using (1) image schemas as a meta-language for analysis and design and (2) a systematic function allocation of digital and physical user interface elements. We demonstrate this process in the context of the redesign of an invoice verification and posting system of a German beverage company
a b s t r a c tDesigners in inclusive design are challenged to create interactive products that cater for a wide range of prior experiences and cognitive abilities of their users. But suitable design guidance for this task is rare. This paper proposes the theory of primary metaphor and explores its validity as a source of design guidance. Primary metaphor theory describes how basic mental representations of physical sensorimotor experiences are extended to understand abstract domains. As primary metaphors are subconscious mental representations that are highly automated, they should be robustly available to people with differing levels of cognitive ability. Their proposed universality should make them accessible to people with differing levels of prior experience with technology. These predictions were tested for 12 primary metaphors that predict relations between spatial gestures and abstract interactive content. In an empirical study, 65 participants from two age groups (young and old) were asked to produce two-dimensional touch and three-dimensional free-form gestures in response to given abstract keywords and spatial dimensions of movements. The results show that across age groups in 92% of all cases users choose gestures that confirmed the predictions of the theory. Although the two age groups differed in their cognitive abilities and prior experience with technology, overall they did not differ in the amount of metaphor-congruent gestures they made. As predicted, only small or zero correlations of metaphor-congruent gestures with prior experience or cognitive ability could be found. The results provide a promising step toward inclusive design guidelines for gesture interaction with abstract content on mobile multitouch devices.
Objective: To highlight the importance of the personal experience of users who interact with technology in safety-critical domains and summarize three interaction concepts and the associated theories that provide the means for addressing user experience. Background: In health care, the dominant concepts of interaction are based on theories arising from classic cognitive psychology. These concepts focus mainly on safety and efficiency, with too little consideration being given to user experience. Method: Users in complex socio-technical and safety-critical domains such as health care interact with many technological devices. Enhancing the user experience could improve the design of technology, enhance the well-being of staff, and contribute to modern safety management. We summarize concepts of “interaction” based on modern theories of human–computer interaction, which include the personal experience of users as an important construct. Results and Conclusion: Activity theory, embodiment, and interaction as experience provide a theoretical foundation for considering user experience in safety-critical domains. Using an example from anesthesiology, we demonstrate how each theory provides a unique but complementary view on experience. Finally, the methodological possibilities for considering personal experience in design and evaluations vary among the theories. Application: Considering user experience in health care and potentially other safety-critical domains can provide an additional means of optimizing interaction with technology, contributing to the well-being of staff, and improving safety.
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