基于用户体验设计的手势交流:手臂摆动输入设备的日常生活体验

Nuanphan Kaewpanukrangsi, Chutisant Kerdvibulvech
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引用次数: 1

摘要

摆臂是一项在整个亚洲都很有名的运动。定期锻炼的好处会影响一个人的步态、肩部功能以及头部和身体力量。本文提出了一项新的基于手势的通信研究,将手臂摆动作为手势输入命令,应用于21-50岁人群在工作日使用的任何数字设备。在五种不同的职业中,即学生、讲师、办公室工作人员、设计师和工业工人,研究了不同的日常任务。抽样包括30名参与者,每个职业有6人。数据是通过重点小组收集的。本研究的目的是提供将面向手臂摆动输入设备的基于手势的通信的适当用户体验与参与者的日常活动相结合的可能性。据信,这项研究可以对人类日常生活质量产生重大影响。用户体验方法论的一部分,就像实地实验一样,被用来促使参与者根据具体情况遵循正确的顺序。本文采用了用户体验测量的定性研究方法。当人们了解手势输入如何影响力量和弱点时,就会产生适当的用户体验。输入手势、反馈、系统和输出可以一起映射到一个人日常生活的完整场景中。鼓励每个参与者就他/她如何获取技术而不是技术如何允许他们获取信息提出各种想法。基于实验结果,本文将讨论在整合手臂摆动输入手势的五种职业中可能执行的任务。这种集成到参与者日常活动中的影响证实了所有焦点群体都有一种优选的可穿戴输入设备。这种可穿戴输入设备可以集成到活动中,而不会干扰人的主要动作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gesture-Based Communication via User Experience Design: Integrating Experience into Daily Life for an Arm-Swing Input Device

Arm swing is a well-known exercise practiced throughout Asia. The benefits of regular exercise affect a person’s gait, shoulder function as well as head and body strength. This paper presents a new study of gesture-based communication by using arm swing as a gestural input command applied to any digital device used by persons aged 21–50 years of age during their workday. In five difference occupations, i.e., student, lecturer, office workers, designer and industrial worker, with different routine tasks were studied. The sampling comprised 30 participants, 6 persons representing each occupation. Data were collected through focus groups. The objective of this study is to provide possibilities to integrate proper user experience of gesture-based communication toward an arm-swing input device onto participants’ routine activities. It is believed this research can have a significant impact on quality on human daily lives. A part of user experience methodology, like a field experiment, is applied to provoke participants to follow the correct sequence case by case. This paper adopts user experience measurement for this qualitative research approach. A proper user experience occurs when one understands how strength and weakness are affected by gestural input. An input gesture, feedback, system and output can then be mapped together into a complete scenario of a person’s daily life. Each participant is encouraged to raise various ideas on how he/she accesses technology rather than on how technologies allow them to access information. Based on the experimental results, this paper will then discuss the possible tasks performed in the five occupations in which an arm-swing input gesture is integrated. The influence of this integration into the participants’ daily activities presents confirmation of a preferable wearable input device for all focus groups. This wearable input device can then be integrated into activities without any interruption in a person’s main actions.

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