自动调整系统节奏以适应用户节奏 - 经验研究

IF 5.3 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS
Andy Cockburn , Alix Goguey , Carl Gutwin , Zhe Chen , Pang Suwanaposee , Stewart Dowding
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引用次数: 0

摘要

交互式应用程序的整体交互节奏是用户节奏和系统节奏的组合,如果系统节奏与用户节奏不匹配(例如,超时或动画对用户来说过快或过慢),可用性和用户体验就会受到影响。通过四项系列研究,我们调查了用户是否更喜欢系统的节奏与自己的节奏更匹配的系统。所有研究都使用了常见的拖放与分层文件夹部件的交互方式,其中当光标悬停在文件夹上一段时间后,文件夹就会展开。如果这些交互中的系统节奏太快(即超时时间太短),那么用户的性能和主观体验很可能会因为意外扩展而受损;如果系统节奏太慢(即超时时间太长),那么性能和体验可能会因为文件夹扩展前不必要的延迟而受损。第一个实验旨在验证快节奏用户更喜欢快系统节奏而不是慢系统节奏(慢节奏用户则相反)的前提,实验结果证实了这一前提。第二项研究利用第一项实验的数据,寻找能够自动适应系统节奏的用户节奏测量方法,同时还考察了参与者是否会根据系统节奏调整自己的节奏。这项研究发现了可靠的用户步调测量方法,并表明参与者确实会根据系统的步调进行调整。第三项和第四项研究考察了用户是否更喜欢根据用户调整节奏的系统,而不是使用静态基准节奏的系统。结果表明,大多数快节奏用户更喜欢自适应界面,但慢节奏用户一般更喜欢静态基线界面。我们讨论了几种设计含义,包括系统通过自动调整系统节奏以适应用户节奏来改善快节奏用户体验的机会。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Automatically adapting system pace towards user pace — Empirical studies

An interactive application’s overall pace of interaction is a combination of the user’s pace and the system’s pace, and if the system’s pace is mismatched to the user’s pace (e.g., timeouts or animations are too fast or slow for the user), usability and user experience can be impaired. Through a series of four studies, we investigated whether users prefer systems where the system’s pace better matches their own pace. All of the studies used common drag-and-drop interactions with hierarchical folder widgets, in which a folder would expand when the cursor hovered over it for a timeout period. If the system pace in these interactions is too fast (i.e., the timeout is too short), then the user’s performance and subjective experience is likely to be impaired because of unintended expansions; and if the system pace is too slow (i.e., the timeout is too long), then performance and experience could be impaired by unnecessary delay before folders expand. The first experiment was designed to validate the premise that fast-paced users prefer a fast system pace to a slow one (and the inverse for slow-paced users), and results confirmed this premise. The second study used the first experiment’s data to look for measures of user pace that could enable automatic adaptation of system pace, and also examined whether participants adjusted their pace towards that of the system. The study found reliable measures of user pace and showed that participants do entrain to the system’s pace. The third and fourth studies examined whether users would prefer a system that adapted its pace to the user over a system that used a static baseline pace. Results indicated that a majority of fast-paced users preferred the adaptive interface, but that slow-paced users generally preferred the static baseline interface. We discuss several design implications, including opportunities for systems to improve user experience for fast users by automatically adapting system pace to user pace.

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来源期刊
International Journal of Human-Computer Studies
International Journal of Human-Computer Studies 工程技术-计算机:控制论
CiteScore
11.50
自引率
5.60%
发文量
108
审稿时长
3 months
期刊介绍: The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities. Research areas relevant to the journal include, but are not limited to: • Innovative interaction techniques • Multimodal interaction • Speech interaction • Graphic interaction • Natural language interaction • Interaction in mobile and embedded systems • Interface design and evaluation methodologies • Design and evaluation of innovative interactive systems • User interface prototyping and management systems • Ubiquitous computing • Wearable computers • Pervasive computing • Affective computing • Empirical studies of user behaviour • Empirical studies of programming and software engineering • Computer supported cooperative work • Computer mediated communication • Virtual reality • Mixed and augmented Reality • Intelligent user interfaces • Presence ...
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