Adult And Child Mental Models Spherical Displays-Soni
#notesFromPaper
Year : Tags : #HCI
physicality Authors: Soni Gleaves Neff Morrison-Smith Esmaeili
mental models of how users interacted with spherical displays are completely different, users model are more akin to physical objects
so far, these have been designer driven, which leads to overly complex gestures. Designers use abstract mappings, whereas end users models are based on the physical world and prior experience.
legacy bias affects rectangular displays
involved user defined gestures
another study enabled cross-sphere collaboration, including peeking to allow users to see the other side
users are more likely to use whole hand gestures / multi finger gestures
children had trouble with the think aloud protocol, so they did a think aloud pilot first where they showed them how to think aloud.
they avoided legacy bias by asking participants to perform three gestures (two one handed, one two handed) and asked them to explain the gesture creation process. Also asked them to rate their gesture for goodness and ease.
Used inductive thematic analysis to analyze data
similarly to prior interfaces, participants thought of X buttons, or swipe away backspace / undo buttons. They also talked about control panels
dichotomous tasks usually had reversible gestures. Making big and making small are dichotomous, and the gesture was pan out, pan in, which is reversible
users often thought about areas beyond interactability, such as flicking something off into the void
users used above the screen gestures
users thought about physics, such as momentum and friction
thought of object like a physical object
users thought about things in relation to themselves, up down, left, right, etc.
users thought about pushing through the sphere, or generally thought of the sphere as 3D instead of 2D
adults cared about social boundaries (I don’t want to send this image to someone else’s space). Children did not
adults thought about physics, children thought about objects. Adults thought about prior experience
authors recommend that people push the affordances of a spherical display, enable circular reversible gestures, in-air gestures, and to use a physics engine
some users prefer gestures, some prefer finer and more concrete control systems. Norman argues that gesture systems ain’t that great