Smartphone comparison test: text message entry.

Smartphone comparison test: text message entry.

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Article
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This paper investigates intuitive interaction in the context of mobile phones. The aim is to identify what creates an intuitive interaction with an interface and therefore analyse how features may be designed to maximise the probability of an intuitive interaction. Three experimental studies were conducted. The first study recorded participants’ in...

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Context 1
... exceptionally large range for the messages test on the iPhone was due to one individual, as the second longest time taken to perform this test was 122 s quicker. This result was a particularly severe case of a problem that many of the partic- ipants had when performing this task. Fig. 4 shows the text message screen of the iPhone. The majority entered the contact in the 'To:' bar at the top of the screen. However, many of the participants tried to enter the message in the large space high- lighted in the figure. Yet it is the bar below this space where the text should be entered. It is conceivable that participants ...
Context 2
... However, many of the participants tried to enter the message in the large space high- lighted in the figure. Yet it is the bar below this space where the text should be entered. It is conceivable that participants have associated the full-empty image schema with spaces like this when utilizing other computer interfaces. Furthermore, a circle in Fig. 4 highlights the picture of a camera, which is pressed in order to attach a picture to the message. The placement of this camera image further deterred people from trying to enter text in the bar provided, as many of the participants assumed the text input bar was a feature associated with the camera. It can be concluded that the ...

Citations

... The consistency refers to the system which is consistent, the system follows the discrete manner at each step and community way of thinking [36]. Consistency is essential for learning and cognitive act [27], [42]. A consistent interaction designed system would help users with their knowledge and experience to promote the use of the new system, orders, and operations to run, therefore it would lessen the user's new learning and memory load [36]. ...
... Icons are used in the application to shorten the texts; symbolic images are used as an icon to express meaning [18]. Most of the applications, icons are too small and used multiple times to represent different meanings [45], moreover special needs and novice users mixed up the icon with other objects on the page and made mistake at interaction time with the application [16], [42]. Icons should be colorful, meaningful, combined with text and graphics for beautification [33], [39]. ...
... While the special needs and novice users select a text input box or menu or a button to press, most of them made mistake to press the accurate action point to register the action, because of motor and vision problem. There are some actions which required to "tap and hold" the button to register an action, most of the time user failed to do it because the user "tap" the button but failed to "hold" it for few moments [6], [25], [30], [42], [43], [51]. Some application action buttons are mapped with matrix layout, the gap between one button to another is very less, special needs and novice users most of the time failed to trigger the correct button because finger shakes, they target the correct button to register but by mistaken finger "tap" the adjacent button and register the wrong function [25], [30], [40], [43], [45]. ...
... Navigation becomes very important when the system is used by the Elderly. Most of the time Elderly open apps and face problem to go back to previous state or face problem to close the app [1], [17], [11], [36], one application put the back button at the top of the page and another app put the back button at the bottom of the page [1], [11]. The back button should be the same place on every screen [17], [31]. ...
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Smartphones are electronic devices that people can carry around and install/add compatible third-party Apps to expend their functionality. Smartphones are mainly developed for calling and messaging purposes. All applications' interfaces are designed for the current trends. Therefore, Senior Citizen and Low-literate users face difficulties to use smartphones due to the perceived complicated interface and functionality. This paper analyzes Senior Citizen and Low-literate user's requirements to read and write messages from users "memory load", "navigation consistency", "consistency and standard", and "touch screen finger-based tapping" perspective. Then a framework based on "visual representation", "navigation" and "miss click avoidance" is developed. A comparison between the proposed application and other messaging applications is provided. This research work focused on the Senior Citizen and Low-literate users to improve their user experience of the smartphone messaging application.
... In the case of mobile phones, the user manual is barely read. Users prefer to discover the interface and the functionalities of their phone intuitively (Britton et al., 2013). Knowing that, how can designers be sure that users will gravitate towards eco-friendly usage? ...
Thesis
L’objectif de cette thèse est le développement d’une méthodologie d’aide à l’écoconception permettant l’optimisation multi-objectifs du cycle de vie de produits. Le premier axe de travail est focalisé sur la phase d’utilisation. Il s’intéresse à la manière dont différents segments d’utilisateurs vont utiliser un même produit et aux répercussions que vont avoir ces différentes utilisations sur les performances de son cycle de vie. Le deuxième axe vise à élaborer une méthodologie de modélisation réaliste et pertinente du cycle de vie de produits. Il est centré sur une problématique cruciale des problèmes d’optimisation : l’élaboration de l’objectif de résolution. Il propose l’utilisation de technique d’identification et de quantification des besoins clients afin de définir un objectif de résolution orientant vers les solutions de conception respectant au mieux les attentes des clients. Le troisième axe a pour but d’obtenir, par l’optimisation, une sélection d’alternatives de conception permettant de maximiser les performances du système. Une modélisation “gros grain” du produit incluant ses composants et leurs alternatives y est réalisée.
... However, most of the studies conducted using image schemas have predominantly focused on the usability aspect. This includes studies employing direct observation [10], [11], and thinkaloud protocols [12], [13]. ...
... As mentioned in the introduction, image schemas have been used to explore the usability aspects of human interaction with products. Examples of products used in studies include cameras [37] and mobile phones [10]. One of the limitations of these studies is that the image schemas have been extracted manually from the experimental data. ...
Article
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Although the concept of user experience includes two key aspects, experience of meaning (usability) and experience of emotion (affect), the empirical work that measures both the usability and affective aspects of user experience is currently limited. This is particularly important considering that affect could significantly influence a user’s perception of usability. This paper uses image schemas to quantitatively and systematically evaluate both these aspects. It proposes a method for evaluating user experience that is based on using image schemas, sentiment analysis, and computational semantics. The aim is to link the sentiments expressed by users during their interactions with a product to the specific image schemas used in the designs. The method involves semantic and sentiment analysis of the verbal responses of the users to identify (i) task-related words linked to the task for which a certain image schema has been used and (ii) affect-related words associated with the image schema employed in the interaction. The main contribution is in linking image schemas with interaction and affect. The originality of the method is twofold. First, it uses a domain-specific ontology of image schemas specifically developed for the needs of this study. Second, it employs a novel ontology-based algorithm that extracts the image schemas employed by the user to complete a specific task and identifies and links the sentiments expressed by the user with the specific image schemas used in the task. The proposed method is evaluated using a case study involving 40 participants who completed a set task with two different products. The results show that the method successfully links the users’ experiences to the specific image schemas employed to complete the task. This method facilitates significant improvements in product design practices and usability studies in particular, as it allows qualitative and quantitative evaluation of designs by identifying specific image schemas and product design features that have been positively or negatively received by the users. This allows user experience to be assessed in a systematic way, which leads to a better understanding of the value associated with particular design features.
... Examples of products used in usability studies include cameras (Kuhn and Frank, 1991), airplane cockpits (Hurtienne, 2011), mobile phones (Britton et al., 2013) and alarm clocks (Asikhia et al., 2015). The methods used to analyse the interactions include direct observation (Antle et al., 2011;Britton et al., 2013) and 'think aloud' protocol (Maglio and Matlock, 1999;Hurtienne and Langdon, 2010). This paper extends previous research by proposing a method, which uses image schemas to evaluate usability by measuring the distance between the designer and user mental models, i.e. the gap between design intention and user's interpretation. ...
... Recently, image schemas have been found useful in capturing interactions with products and analysing product features. Examples of products used in usability studies include cameras (Kuhn and Frank, 1991), airplane cockpits (Hurtienne, 2011), mobile phones (Britton et al., 2013) and alarm clocks (Asikhia et al., 2015). The methods used to analyse the interactions include direct observation (Antle et al., 2011;Britton et al., 2013) and 'think aloud' protocol (Maglio and Matlock, 1999;Hurtienne and Langdon, 2010). ...
... Examples of products used in usability studies include cameras (Kuhn and Frank, 1991), airplane cockpits (Hurtienne, 2011), mobile phones (Britton et al., 2013) and alarm clocks (Asikhia et al., 2015). The methods used to analyse the interactions include direct observation (Antle et al., 2011;Britton et al., 2013) and 'think aloud' protocol (Maglio and Matlock, 1999;Hurtienne and Langdon, 2010). ...
Article
Usability is often defined as the ease of use of a product but this definition does not capture other important characteristics related to the product design as being effective, efficient, engaging, errorfree and easy to learn. Usability is not only about measuring how people use a product but more importantly, it is about exploring the relationship between how designers have intended their products to be used and how users interpret these designs. Previous research has shown the feasibility of using image schemas to evaluate intuitive interactions. This paper extends previous research by proposing a method, which uses image schemas to evaluate usability by measuring the gap between design intention and users’ interpretations of the design. The design intention is extracted from the user manual while the way users interpret the design features is captured using direct observation, think aloud protocol and a structured questionnaire. The proposed method is illustrated with a case study involving 42 participants. The results show close correlation between usability and the distance between design intent and users’ interpretation.
... Therefore, with smartphones and tablets currently being more prevalent than desktop personal computers (PCs), this study investigated the factors that facilitate game user flow experiences and enhanced PL toward mobile games. Scholars have asserted that humanecomputer interactions (HI), social interactions (SI), skills (S), and challenges (C) are essential factors influencing the flow experience of users who use computing, communications, and consumer product ( Britton, Setchi, & Marsh, 2013;Hooten, Hayes, & Adams, 2013;Park & Han, 2010). However, no study has integrated these four factors or examined the associated effects on player loyalty toward mobile games. ...
... Intuition as a concept has been applied in the fields of education and learning [Simonton, 1980;Hogarth, 2001], decision making [Kahneman and Fredrick, 2002;Klein, 1993;], psychology Asikhia O., Setchi R., Hicks Y. & Walters A., 2015, Conceptual Framework for Evaluating Intuitive Interaction, Interacting with Computers (Advance Access online: 20 January 2015) doi: 10.1093/iwc/iwu050. [Bastick, 1982], brain science [Damasio, 1994;Lieberman, 2000] and most recently, interface design [Hurtienne and Blessing, 2007;Blackler et al., 2010;Britton et al., 2013]. This article considers intuition a processing mode, which comprises both cognitive and affective elements and leads to direct knowing without any use of conscious reasoning [Sinclair and Ashkanasy, 2005]. ...
... Therefore, a product feature designed with knowledge of image schemas is more likely to be intuitive. Several studies have been focused on the use of image schemas in usability studies [Hurtienne and Blessing, 2007;Hurtienne et al., 2008;Britton et al., 2013]. These studies show that image schemas can be identified and extracted from the point of view of a designer or user. ...
... The designer"s perspective can be captured by analysing the task steps involved in interactions with similar products previously used in the past [Hurtienne et al., 2008] or extracted from product descriptions [Maglio and Matlock, 1999;Hurtienne and Israel, 2007]. The image schemas employed by the users (the user"s perspective) can be extracted from direct observations [Britton et al., 2013] and utterances [Hurtienne and Langdon, 2010]. The image schemas identified and extracted in these studies have been used to improve intuitive interaction and redesign products. ...
Article
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Intuitive interaction is an important aspect of usability in interface design. This paper contributes to the research in this area by proposing a conceptual framework for evaluating intuitive interaction based on image schemas. The framework comprises four phases: goal identification, image schemas extraction, analysis and assessment. It quantifies intuitive interaction by comparing the image schemas envisaged by the designer of a product with those used by its users. The proposed framework is evaluated through a study involving 42 participants completing a set task with a product. The study identified the image schemas, which were correctly used in accordance with the designer's intent and those that were incorrectly used and contributed to the difficulties that many participants experienced. The inter-rater reliability and empirical validity were examined. The proposed framework provides a structured approach to usability testing by enabling both quantitative and qualitative evaluation of intuitive interaction.
... This paper investigates users' experience and evaluates usability principles through a questionnaire survey in order to determine interactive elements. (3) User prior experience: User prior experience is prior knowledge acquired before interaction with a new product (Britton et al. 2013). Users had prior experience with similar devices to carry out tasks quickly. ...
Article
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Unlabelled: This study examined usability principles and interface designs in order to understand the relationship between the intentions of mobile e-book interface designs and users' perceptions. First, this study summarised 4 usability principles and 16 interface attributes, in order to conduct usability testing and questionnaire survey by referring to Nielsen (1993), Norman (2002), and Yeh (2010), who proposed the usability principles. Second, this study used the interviews to explore the perceptions and behaviours of user operations through senior users of multi-touch prototype devices. The results of this study are as follows: (1) users' behaviour of operating an interactive interface is related to user prior experience; (2) users' rating of the visibility principle is related to users' subjective perception but not related to user prior experience; however, users' ratings of the ease, efficiency, and enjoyment principles are related to user prior experience; (3) the interview survey reveals that the key attributes affecting users' behaviour of operating an interface include aesthetics, achievement, and friendliness. Practitioner summary: This study conducts experiments to explore the effects of users’ prior multi-touch experience on users’ behaviour of operating a mobile e-book interface and users’ rating of usability principles. Both qualitative and quantitative data analyses were performed. By applying protocol analysis, key attributes affecting users’ behaviour of operation were determined.
... Los consumidores están usando los teléfonos móviles para realizar tareas que poco tiempo atrás requerían computadoras (PC). Con un número cada vez mayor de funciones incorporadas en estos dispositivos, cada vez es más necesario para los diseñadores a considerar la interacción intuitiva en el diseño de nuevos dispositivos (Britton et al., 2013). Los modelos de interacción cambian de acuerdo con la cantidad de características que se introducen en estos dispositivos, y cómo usarlos, como ese uso ya estaba estandarizadas en el uso de computadoras personales y portátiles. ...
... La identificación de metáforas extraídas del conocimiento sensorio motor en el continuo de las fuentes de conocimiento es una forma cuantificable de diseño de la interfaz de uso intuitivo. Según Britton et al., 2013, algunos estudios sobre la importancia de la retroalimentación del usuario en cuanto a la pantalla táctil de la interfaz de usuario y la interacción eficiente y intuitiva, que es objeto de particular interés porque se admiten dispositivos de pantalla táctil unos con formas de tipos visuales y otras de retorno, debido a la falta de botones físicos. Sin la retroalimentación, los usuarios no pueden estar seguros de haber hecho la acción correcta. ...
Article
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The main objective of this paper is to understand the difficulties of the elderly towards technology of the touchscreen smartphones. Aspects such as intuitive interaction, the inherent frailties of age, and how new technologies are developed were considered in the investigation. The advancement of technology brought changes in the daily lives of people, but not all people have access, the elderly are included in that part of the population. It was made a systematic review of the literature in three databases through six strings research and compiled in three stages. In this study it was observed that, today, existing technologies is not completely adapted to the physical and cognitive needs of the elderly. Existing interfaces should consider the experience of friendly and intuitive user.