The complex acoustic environment of car interiors lowers the performance of speech recognition of navigation systems. Interaction designers are challenged with the difficult task of creating clever ways to recover from errors. How do these affect the overall user experience? To answer the question, a benchmark study was conducted on 3 commercially available navigation devices. The result is a set of recommendations for speech interface design of navigation devices.
This research explores the potential of tangible tabletop technology for motor skills training of children with Cerebral Palsy. Therapists have emphasized the importance of customization of therapy programs to the needs of each patient. Five customizable games for the TagTiles tangible interactive gaming board are presented. These games have been developed based on feedback from 11 therapists from two clinics in the Netherlands, 9 children with Cerebral Palsy as well as 14 healthy children. The design process and the potential of this solution are briefly outlined.
There has been extensive discussion and research surrounding fidelity or refinement of prototypes in paper and software form, especially focusing on how the nature of prototypes influences the feedback that this prototype can help elicit during user testing. We extend this debate to the domain of video prototypes, where use scenarios are acted out on video. This study examines how the visual refinement (a.k.a. visual fidelity) of design representations presented in such videos impacts user feedback. An experiment was performed where two video prototypes were compared, one where the product is portrayed with high visual refinement and the other looking rough and sketchy. Our results could not identify any significant effects upon the number or type of comments returned by users. This finding contrasts widely held contentions relating to fidelity of software and paper prototypes, though it agrees with similar experiments done with non video prototypes. In practice our results support the validity of testing with low fidelity videos and suggest that the choice of visual fidelity in video prototypes should be based on pragmatic project concerns, e.g., whether the video should be used also for communication and the resources that are available for prototyping.
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