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Scan paths for all age group for three smart phone sizes

Scan paths for all age group for three smart phone sizes

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Article
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A scan path is a set of regions represented by letters given to the visited regions on a screen until a target is found; moreover a scan path is one of the most important metrics measured by eye tracking systems. This paper presents experiments conducted on three screen sizes of smart phones (3.2'', 7'', and 10.1''). String edit method was used to...

Contexts in source publication

Context 1
... third: we calculated the mean and STD for meanApp for 9 applications as shown in Table 3. ...
Context 2
... analysis of this study was conducted in two ways. First, we calculated the mean and standard deviations of the distances for each age group as illustrated in Fig. 1. Table 3 shows the mean and STD values of distances, and Fig. 2, Fig. 3, and Fig. 4 below show the minimum and maximum mean distances of two age groups for three smart phones. The results reveal that the dissimilarities of scan paths of younger age group in both of experiments (i.e., EXP1 & EXP2) as well as in the three screen sizes are smaller than the dissimilarities associated with the elderly group. ...

Citations

... Al-Showarah et al. [11] conducted a study to examine eye movements for young and elderly participants, to find dissimilarities in browsing on different smartphone and tablet applications. Their results found that elderly participants have high dissimilarity than younger ages. ...
... In our study, we noticed that touch area was very small and older users struggled to perform actions. Thus, interactive objects should be larger than 8mm, facilitating better user experience and this agrees with previous research [11]. Another important issue which needs greater attention is that, the elderly users find difficult to differentiate between short press and long press on touch screen and they often miss intended targets due to large size of their fingers. ...
Chapter
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Usage of smartphones and tablets has been increasing rapidly with multi-touch interaction and powerful configurations. Performing tasks on mobile phones become more complex as people age, thereby increasing their cognitive workload. In this context, we conducted an eye tracking study with 50 participants between the age of 20 to 60 years and above, living in Bangalore, India. This paper focuses on visual nature of interaction with mobile user interfaces. The study aims to investigate how aging affects user experience on mobile phones while performing complex tasks and estimate cognitive workload using eye tracking metrics. The study consisted of five tasks that were performed on an android mobile phone under naturalistic scenarios using eye tracking glasses. We recorded ocular parameters like fixation rate, saccadic rate, average fixation duration, maximum fixation duration, and standard deviation of pupil dilation for left and right eyes, respectively, for each participant. Results from our study show that aging has a bigger effect on performance of using mobile phones irrespective of any complex task given to them. We noted that participants aged between 50 and 60+ years had difficulties in completing tasks and showed increased cognitive workload. They took longer fixation duration to complete tasks which involved copy-paste operations. Further, we identified design implications and provided design recommendations for designers and manufacturers.
... Al-Showarah et al. [11] conducted a study to examine eye movements for young and elderly participants, to find dissimilarities in browsing on different smartphone and tablet applications. Their results found that elderly participants have high dissimilarity than younger ages. ...
... In our study, we noticed that touch area was very small and older users struggled to perform actions. Thus, interactive objects should be larger than 8mm, facilitating better user experience and this agrees with previous research [11]. Another important issue which needs greater attention is that, the elderly users find difficult to differentiate between short press and long press on touch screen and they often miss intended targets due to large size of their fingers. ...
Preprint
Full-text available
Usage of smartphones and tablets have been increasing rapidly with multi-touch interaction and powerful configurations. Performing tasks on mobile phones become more complex as people age, thereby increasing their cognitive workload. In this context, we conducted an eye tracking study with 50 participants between the age of 20 to 60 years and above, living in Bangalore, India. This paper focuses on visual nature of interaction with mobile user interfaces. The study aims to investigate how aging affects user experience on mobile phones while performing complex tasks, and estimate cognitive workload using eye tracking metrics. The study consisted of five tasks that were performed on an android mobile phone under naturalistic scenarios using eye tracking glasses. We recorded ocular parameters like fixation rate, saccadic rate, average fixation duration, maximum fixation duration and standard deviation of pupil dilation for left and right eyes respectively for each participant. Results from our study show that aging has a bigger effect on performance of using mobile phones irrespective of any complex task given to them. We noted that, participants aged between 50 to 60+ years had difficulties in completing tasks and showed increased cognitive workload. They took longer fixation duration to complete tasks which involved copy-paste operations. Further, we identifed design implications and provided design recommendations for designers and manufacturers.
... Previous literature has shown that even when humans view an image at a lower resolution, their fixation locations are consistent with the fixation locations measured while viewing the same image at a higher resolution [Judd et al. 2011]. In addition, scanpaths across different sizes of smart phones have also been reported to be similar in literature [Al-Showarah et al. 2013]. This suggests that the scanpaths are more driven by the content rather than the screen sizes. ...
Article
Traditional comics are increasingly being augmented with digital effects, such as recoloring, stereoscopy, and animation. An open question in this endeavor is identifying where in a comic panel the effects should be placed. We propose a fast, semi-automatic technique to identify effects-worthy segments in a comic panel by utilizing gaze locations as a proxy for the importance of a region. We take advantage of the fact that comic artists influence viewer gaze towards narrative important regions. By capturing gaze locations from multiple viewers, we can identify important regions and direct a computer vision segmentation algorithm to extract these segments. The challenge is that these gaze data are noisy and difficult to process. Our key contribution is to leverage a theoretical breakthrough in the computer networks community towards robust and meaningful clustering of gaze locations into semantic regions, without needing the user to specify the number of clusters. We present a method based on the concept of relative eigen quality that takes a scanned comic image and a set of gaze points and produces an image segmentation. We demonstrate a variety of effects such as defocus, recoloring, stereoscopy, and animations. We also investigate the use of artificially generated gaze locations from saliency models in place of actual gaze locations.
... Moreover, they found small button sizes were particularly problematic for the older adults. Al- Showarah et al. [1] conducted study to examine eye movements of elderly and young participants to find dissimilarities in browsing on different smartphone/tablet applications. Their results found that elderly participants have high dissimilarity than younger ages. ...
Conference Paper
Full-text available
The design of user interfaces plays an important role in human computer interaction, especially for smartphones and tablet devices. It is very important to consider the interface design of smartphones for elderly people in order for them to benefit from the variety applications on such devices. The aim of this study is to investigate the effects of user age as well as screen size on smartphone/tablet use. We evaluated the usability of smartphone interfaces for three different age groups: elderly age group (60+ years), middle age group (40-59 years) and younger age group (20-39 years). The evaluation is performed using three different screen sizes of smartphone and tablet devices: 3.2”, 7”, and 10.1” respectively. An eye-tracker device was employed to obtain three metrics: fixation duration, scan-path duration, and saccades amplitude. Two hypothesis were considered. First, elderly users will have both local and global processing diffieculties on smartphone/tablet use than other age groups. Second, all user age groups will be influnced by screen sizes; small screen size will have smaller saccades proportion indicating uneasy interface broswing compared to large screen size. All these results have been statistically evaluated using 2-way ANOVA.
Chapter
The concept of androgynous or gender-neutral fashion is known for its distinctive attribute that blends both conventional masculine and feminine design characteristics. In the history of fashion, the notion of androgynous fashion has been evolving since the 1920s, although it was irregular at times. In the postmodern Western cultures, androgynous aesthetic in fashion is increasingly accepted, encouraging the multiplicity of gender expressions. With significant influencers of the generation identifying themselves as gender-neutral and speaking out on the topic, the concept of being gender fluid is catching a lot of attention recently in the international fashion industry. Androgynous fashion is an emergent trend, which reflects in fashion ramps with models showcasing silhouettes and design elements that breakdown gender stereotypes. With this in mind, the current research aims to study androgynous fashion from both conceptual and user-centric perspectives in the Indian context. Data were collected through primary and secondary sources. Relevant secondary data were gathered from various books, research papers and fashion publications to set the conceptual context of the research. Additionally, to gather primary information about the Indian LGBTQ consumers’ perception of androgynous fashion, a questionnaire was circulated amongst young Indian fashion consumers using convenience and snowball sampling methods. The results and analysis of the study reveal the aspirations behind the gender-neutral design genre. This study also brings out the emotional needs of the Indian LGBTQ community members, who are the primary consumers of androgynous aesthetic.