scholarly journals Towards a Taxonomy for In-Vehicle Interactions Using Wearable Smart Textiles: Insights from a User-Elicitation Study

2019 ◽  
Vol 3 (2) ◽  
pp. 33 ◽  
Author(s):  
Vijayakumar Nanjappan ◽  
Rongkai Shi ◽  
Hai-Ning Liang ◽  
Kim King-Tong Lau ◽  
Yong Yue ◽  
...  

Textiles are a vital and indispensable part of our clothing that we use daily. They are very flexible, often lightweight, and have a variety of application uses. Today, with the rapid developments in small and flexible sensing materials, textiles can be enhanced and used as input devices for interactive systems. Clothing-based wearable interfaces are suitable for in-vehicle controls. They can combine various modalities to enable users to perform simple, natural, and efficient interactions while minimizing any negative effect on their driving. Research on clothing-based wearable in-vehicle interfaces is still underexplored. As such, there is a lack of understanding of how to use textile-based input for in-vehicle controls. As a first step towards filling this gap, we have conducted a user-elicitation study to involve users in the process of designing in-vehicle interactions via a fabric-based wearable device. We have been able to distill a taxonomy of wrist and touch gestures for in-vehicle interactions using a fabric-based wrist interface in a simulated driving setup. Our results help drive forward the investigation of the design space of clothing-based wearable interfaces for in-vehicle secondary interactions.

2019 ◽  
Vol 9 (15) ◽  
pp. 3177 ◽  
Author(s):  
Vijayakumar Nanjappan ◽  
Rongkai Shi ◽  
Hai-Ning Liang ◽  
Haoru Xiao ◽  
Kim King-Tong Lau ◽  
...  

Advanced developments in handheld devices’ interactive 3D graphics capabilities, processing power, and cloud computing have provided great potential for handheld augmented reality (HAR) applications, which allow users to access digital information anytime, anywhere. Nevertheless, existing interaction methods are still confined to the touch display, device camera, and built-in sensors of these handheld devices, which suffer from obtrusive interactions with AR content. Wearable fabric-based interfaces promote subtle, natural, and eyes-free interactions which are needed when performing interactions in dynamic environments. Prior studies explored the possibilities of using fabric-based wearable interfaces for head-mounted AR display (HMD) devices. The interface metaphors of HMD AR devices are inadequate for handheld AR devices as a typical HAR application require users to use only one hand to perform interactions. In this paper, we aim to investigate the use of a fabric-based wearable device as an alternative interface option for performing interactions with HAR applications. We elicited user-preferred gestures which are socially acceptable and comfortable to use for HAR devices. We also derived an interaction vocabulary of the wrist and thumb-to-index touch gestures, and present broader design guidelines for fabric-based wearable interfaces for handheld augmented reality applications.


Author(s):  
Mario Ciampi ◽  
Antonio Coronato ◽  
Giuseppe De Pietro ◽  
Luigi Gallo

Virtual Environments are complex systems in that they involve the crucial concept of sharing. Users can share knowledge of each other’s current activities, environments, and actions. In this chapter, the authors discuss about interaction interoperability, intended to mean the ability of two or more users to cooperate despite the heterogeneity of their interfaces. To allow such interoperability, formal methods to formalize the knowledge and middleware solutions for sharing that knowledge are required. After introducing the state-of-the-art solutions and the open issues in the field, the authors describe a system for providing interaction interoperability among multi-user interfaces. Rather than focusing on the de-coupling of input devices from interaction techniques and from interaction tasks, this chapter suggests integrating interactive systems at higher level through an interface standardization. To achieve this aim, the authors propose: i) an architectural model able to handle differences in input devices and interaction tasks; ii) an agent-based middleware that provides basic components to integrate heterogeneous user interfaces. The chapter also presents a case study in which an agent-based middleware is used to support developers in the interconnection of monolithic applications.


Author(s):  
Mikael Wiberg

Interaction is a core concept in the fields of Ubiquitous computing, Ambient systems design, and generally in the fields of HCI and Interaction Design. Despite this, a lack of knowledge about the fundamental character of interaction still exists. Researchers have explored interaction from the viewpoints of user-centered design and design of graphical user interfaces, where interaction stands for the link between technology and humans or denotes the use aspect. A framework is proposed for exploring interaction as a design space in itself between a human and the technology. It is proposed that this framework for interaction as a design space for Interaction Design, in which the very form of the in-between, the interaction, be explicitly targeted. It is an opportunity to go beyond user and usability studies to seek answers to fundamental questions concerning the form and character of interaction as implemented in today’s interactive systems. Moreover, this framework is an opportunity to expand and explain a new design space for Interaction Design. The proposed framework, anchored in two exemplifying cases, illustrates the character and the form of interaction as it situates itself in online, ubiquitous and everyday IT use.


Sensors ◽  
2018 ◽  
Vol 18 (8) ◽  
pp. 2546 ◽  
Author(s):  
Victor Peñeñory ◽  
Cristina Manresa-Yee ◽  
Inmaculada Riquelme ◽  
Cesar Collazos ◽  
Habib Fardoun

Objectives: The aim of this work is to provide a scoping review to compile and classify the systems helping train and enhance psychomotor skills in hearing impaired (HI) children. Methods: Based on an exhaustive review on psychomotor deficits in HI children, the procedure used to carry out a scoping review was: select keywords and identify synonyms, select databases and prepare the queries using keywords, analyze the quality of the works found using the PEDro Scale, classify the works based on psychomotor competences, analyze the interactive systems (e.g., sensors), and the achieved results. Results: Thirteen works were found. These works used a variety of sensors and input devices such as cameras, contact sensors, touch screens, mouse and keyboard, tangible objects, haptic and virtual reality (VR) devices. Conclusions: From the research it was possible to contextualize the deficits and psychomotor problems of HI children that prevent their normal development. Additionally, from the analysis of different proposals of interactive systems addressed to this population, it was possible to establish the current state of the use of different technologies and how they contribute to psychomotor rehabilitation.


1990 ◽  
Vol 5 (2-3) ◽  
pp. 145-190 ◽  
Author(s):  
Jock Mackinlay ◽  
Stuart K. Card ◽  
George G. Robertson

Author(s):  
Mikael Wiberg

No matter if we think about interaction design as a design tradition aimed at giving form to the interaction with computational objects, or if we think about interaction design as being simply about user interface design it is hard to escape the fact that the user interface to a large extent defines the scene and the form of the interaction. Without adopting a fully deterministic perspective here it is still a fact that if the user interface is screen-based and graphical and the input modality is mouse-based, then it is likely that the form of that interaction, that is what the turn-taking looks like and what is demanded by the user, is very similar to other screen-based interfaces with similar input devices. However, the design space for the form of interaction is growing fast. While command-based interfaces and text-based interfaces sort of defined the whole design space in the 1970s, the development since then, including novel ways of bringing sensors, actuators, and smart materials to the user interface has certainly opened up for a broader design space for interaction design. But it is not only the range of materials that has been extended over the last few decades, but we have also moved through a number of form paradigms for interaction design. With this as a point of departure I will in this chapter reflect on how we have moved from early days of command-based user interfaces, via the use of metaphors in the design of graphical user interfaces (GUIs), towards ways of interacting with the computer via tangible user interfaces (TUIs). Further on, I will describe how this movement towards TUIs was a first step away from building user interfaces based on representations and metaphors and a first step towards material interactions.


2017 ◽  
Vol 9 (1) ◽  
pp. 16-29 ◽  
Author(s):  
Wing Ho Andy Li ◽  
Kening Zhu ◽  
Hongbo Fu

Bezel enables useful gestures supplementary to primary surface gestures for mobile interaction. However, the existing works mainly focus on researcher-designed gestures, which utilized only a subset of the design space. In order to explore the design space, the authors present a modified elicitation study, during which the participants designed bezel-initiated gestures for four sets of tasks. Different from traditional elicitation studies, theirs encourages participants to design new gestures. The authors do not focus on individual tasks or gestures, but perform a detailed analysis of the collected gestures as a whole, and provide findings which could benefit designers of bezel-initiated gestures.


2017 ◽  
Vol 2017 ◽  
pp. 1-12 ◽  
Author(s):  
Iyubanit Rodríguez ◽  
Gabriela Cajamarca ◽  
Valeria Herskovic ◽  
Carolina Fuentes ◽  
Mauricio Campos

Pain is usually measured through patient reports during doctor visits, but it requires regular evaluation under real-life conditions to be resolved effectively. Over half of older adults suffer from pain. Chronic conditions such as this one may be monitored through technology; however, elderly users require technology to be specifically designed for them, because many have cognitive and physical limitations and lack digital skills. The purpose of this article is to study whether mobile or wearable devices are appropriate to self-report pain levels and to find which body position is more appropriate for elderly people to wear a device to self-report pain. We implemented three prototypes and conducted two phases of evaluation. We found that users preferred the wearable device over the mobile application and that a wearable to self-report pain should be designed specifically for this purpose. Regarding the placement of the wearable, we found that there was no preferred position overall, although the neck position received the most positive feedback. We believe that the possibility of creating a wearable device that may be placed in different positions may be the best solution to satisfy users’ individual preferences.


1982 ◽  
Vol 26 (4) ◽  
pp. 300-300
Author(s):  
J. R. Kornfeld

Using video disc storage technology and alternative input devices, system designers can give end-users of interactive systems more flexible access to information. But improving accessibility does not automatically improve usability of the information provided by such systems. To insure that users not only understand but make efficient use of information, human factors engineers need to develop new styles of structuring the information that must eventually be presented to end-users. New types of user-interface functions must be designed for giving end-users better control over the means by which they can access and use the information presented by these systems. This paper summarizes the experience gained in improving the user-interface to an interactive video disc system, installed as a network of touch-sensitive terminals in a large public area. Questions are proposed to aid the human performance engineer in defining functional requirements, and methods are outlined for structuring the information content. Finally, step-by-step guidelines are offered for conducting structured walkthroughs of the user-interface design, and matrix formats are presented for documenting the results of these procedures.


1991 ◽  
Vol 9 (2) ◽  
pp. 99-122 ◽  
Author(s):  
Stuart K. Card ◽  
Jock D. Mackinlay ◽  
George G. Robertson

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