1,721,103 research outputs found
Place the controllers wherever you want: Usability and user experience of customisable musical devices
The current study investigates how different types of multi-effects guitar devices can affect users' evaluations of usability and user experience. Participants were asked to interact with three different multi-effects devices while playing an electric guitar. Typically multi-effect pedalboards are used by musicians to modify an instrument sound. These tools allow us to distort notes or to change the duration of the produced sounds. The main difference between the three devices pertains to the placement of their controllers: fixed-pedals on the ground; movable-pedals on the ground; movable and wireless pedals that can be freely placed, at the discretion of the user (e.g., on the guitar, the user's body). The second and third devices were both prototypes designed and developed by the first author. Several usability dimensions (e.g., ease of use, enjoyment, etc.) were evaluated (i.e., ad hoc questionnaire). Besides the musical experience also the attitude towards novel technologies (i.e., personal innovativeness) was collected. Overall, the two prototypes appeared as easier to use and enjoyable compared to the fixed-pedals device. Furthermore, participants with high levels of personal innovativeness perceived the devices as more controllable. The opportunity of customizing the placement of the pedals positively affected the evaluations. The study outcomes lay the foundations for the implementation of new prototypes that could be tailored based on musicians' needs. The result will be an increment in usability and a more positive user experience
Valutazione ergonomica preliminare di un sistema web-based di supporto alla formazione nei corsi di laurea universitari
(2011) Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction: Facing Complexity
Facing complexity
This volume contains the proceedings of the ninth edition of the biannual conference organised by the Italian chapter of ACM SIGCHI (Association for Computer Machinery - Special Interest Group on Computer-Human Interaction). The Italian ACM SIGCHI Chapter, called SIGCHI Italy, has been officially chartered on April 24, 1996. Its aim is to promote an increased knowledge and greater interest in the science, technology, design, development, and application of methods/tools/techniques for HCI.
This year's conference, held on September 13--16 in Alghero (Italy), is hosted by the Department of Architecture, Design and Planning, University of Sassari.
The theme Conference is Facing Complexity with a focus on how to face the complexity of interaction with new objects and technological systems. Following the theme of Donald A. Norman's latest book, the paradigm of simplicity will be questioned, as it often makes problems look banal and not transparent to the point of obscuring the complexity of human-computer systems. The risk is to make interaction unmanageable, in that complexity can appear suddenly, catching people by surprise
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Exploring age-related phenomena in VR-based teleoperations: a human-centered perspective for industry 5.0
The increasingly aging workforce is bringing particular attention to senior individuals in production sectors. While the interest in Virtual Reality (VR) applications for industrial robotics grows, the question of whether and how senior workers can withstand VR-based repetitive tasks arises. We here aimed to answer such questions by systematically assessing young and senior users' experiential, behavioural, and cognitive factors during simulated robotic teleoperations in VR. Two control systems for VR telerobotics, button- and action-based controls, were employed. Human performance, vigilance, and workload were measured through self-reports and a VR-integrated eye-tracker. Additionally, age-dependent differences in individual cultural and experiential factors were explored via self-report measures. Despite being slower and experiencing increased fatigue under specific conditions, as suggested by the eye-tracking measures, senior users demonstrated comparable precision in operating the robotic arm to their younger counterparts. Notably, both age groups reported similar levels of perceived fatigue. The paper provides an in-depth analysis of the advantages and challenges of adopting advanced telerobotics control systems across different age groups, consistently emphasising the human-centered dimension
Augmented grocery shopping: fostering healthier food purchases through AR
Food choices are intimately related to individual health. Therefore, the food we buy should be carefully chosen. However, grocery shopping is typically done in noisy environments, and food products usually present cluttered labels with dense texts that make it hard to properly evaluate relevant nutritional data. Augmented reality (AR) allows a shopper to visualize digitally generated contents onto real objects and to interact with them. In this experiment, we investigated the effects of delivering nutritional information using AR technology on food choices. To this end, we ran a between-participants laboratory experiment in which participants were asked to choose among the products available. The experimental group received the food-related information via AR, while the control group had ordinary access to food packaging. We found that AR technology facilitated the choice of healthier food items. Additionally, participants in the experimental group reported that they based their decisions on nutritional information rather than on the appearance of the package. The present work highlights how AR can be exploited to bring to the foreground information that would otherwise be hard to spot, thereby increasing the consumer's awareness of the overall characteristics of the product
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