首页> 外文会议>International Conference on Digital Human Modeling and Applications in Health, Safety, Ergonomics and Risk Management;International Conference on Human-Computer Interaction >The Difficulties in Usability Testing of 3-Dimensional Software Applying Eye-Tracking Methodology - Presented via Two Case Studies of Evaluation of Digital Human Modelling Software
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The Difficulties in Usability Testing of 3-Dimensional Software Applying Eye-Tracking Methodology - Presented via Two Case Studies of Evaluation of Digital Human Modelling Software

机译:应用眼动追踪方法对3维软件进行可用性测试的困难-通过评估数字人体建模软件的两个案例研究提出

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Eye-tracking based usability testing methods today are very accepted by researchers. These methods are ones of the most commons in human-computer interaction. There are various types of applications of these methods in software or web usability area, however, there is a difficulty during usability tests with the 3D environment. The problem is occurred when the participant wants to rotate, zoom or move the 3D space. In these cases, the gaze plots, the heatmaps, or the statistics of Area of Interests (AOI) cannot be used regarding the 3D workspace. The data on the menu bar is interpretable, however, on the 3D environment hardly or not at all. In our research, we tested ViveLab and Jack Digital Human Modelling (DHM) software knowing the mentioned problem. Our goal was dual. Firstly, with this usability tests, we wanted to detect the issues in the software. Secondly, we tested the utility of a new methodology which was included the tests. At one point of the usability test, the participants was asked not to move the 3D space, while they had to perform the given tasks. Several methods were used to locate the usability problems of the software. During the tests, we applied eye-tracking method, and after that, each participant was interviewed. Based on the experiences of this research, we can advise future researchers testing similar products. This methodology is useful, and applicable in other related usability tests, and its visualisation techniques for one or more participants are interpretable.
机译:如今,基于眼动追踪的可用性测试方法已为研究人员所接受。这些方法是人机交互中最常见的方法之一。这些方法在软件或Web可用性领域中有各种类型的应用程序,但是,在3D环境下进行可用性测试时会遇到困难。当参与者想要旋转,缩放或移动3D空间时,会发生此问题。在这些情况下,不能将注视图,热图或关注区域(AOI)的统计信息用于3D工作空间。菜单栏上的数据是可以解释的,但是,在3D环境中几乎没有解释。在我们的研究中,我们知道上述问题,对ViveLab和Jack Digital Human Modeling(DHM)软件进行了测试。我们的目标是双重的。首先,通过此可用性测试,我们希望检测软件中的问题。其次,我们测试了包括测试在内的新方法的实用性。在可用性测试的某一时刻,要求参与者不要移动3D空间,而必须执行给定的任务。使用了几种方法来定位软件的可用性问题。在测试过程中,我们采用了眼动追踪方法,然后,对每位参与者进行了采访。根据这项研究的经验,我们可以建议未来的研究人员测试相似的产品。这种方法很有用,并且可以在其他相关的可用性测试中使用,并且它对一个或多个参与者的可视化技术是可以解释的。

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