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  • 401. Whitehouse, Diane
    et al.
    Patrignani, Norberto
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Computers, time and speed: Five slow tech case studies2014Ingår i: ICT and society / [ed] K. Kimppa, D. Whitehouse, T. Kuusela and J. Phahlamohlaka, Berlin/Heidelberg: Springer Berlin/Heidelberg, 2014, s. 122-135Konferensbidrag (Refereegranskat)
    Abstract [en]

    This chapter examines briefly the notions of time and speed. It introduces the notion of Slow Tech:information technology that is good, clean and fair, and places an especial emphasis on technologythat is clean. This chapter does not delve deep into the Slow Tech concept. Rather, it highlights a setof arguments about why speed is not always important or necessary. People are now increasinglybeginning to think about much longer periods and phases that may extend at least as long as theexistence of human beings on the globe. As illustrations, the chapter explores five specific casestudies. Each comes from a different location, yet all describe global implications and challenges.One example is in fact a mathematical model. Two sites, in sympathy with the location of theHuman Choice and Computing 11 (HCC11) conference, are from Scandinavia – one from Onkalo,Finland, and a second from Svalbard, a northern Norwegian island. A further two cases are from theUnited States of America. The logic behind these five case studies strengthens the arguments aboutwhy − with the support of the Slow Tech concept − it is increasingly important for society and itsmany stakeholders to question the current information and communication technology (ICT)obsession with speed and rethink the relationships between society and technology.

  • 402. Whitehouse, Diane
    et al.
    Patrignani, Norberto
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    From slow food to slow tech: A reflection paper2013Ingår i: ICT, society and human beings / [ed] P. Kommers and C. Gauzente, Prague: IADIS Press, 2013, s. 141-145Konferensbidrag (Refereegranskat)
    Abstract [en]

    Increasing challenges are facing the information society, particularly in terms of its sustainability and continuity. Humanbeings are finding it more and more difficult to cope with the accelerating speed of information and communicationtechnologies (ICT). Society has been seduced by a rapid pace of development of ICT, progressively celebrated year onyear for its growing speed and power. This reflection paper proposes a new way of thinking about ICT in the future: aslower, more careful, more considered, and more ethical manner (a slow tech approach). It concentrates on the need forslow tech: ICT that is good, clean, and fair. It then provides some additional reflections on how such an approach couldbe developed further.

  • 403.
    Wood, Gavin
    et al.
    Northumbria Univ, Newcastle Upon Tyne, Tyne & Wear, England.
    Back, Jon
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Choi, Jaz Hee-jeong
    RMIT Univ, Melbourne, Vic, Australia.
    Dylan, Thomas
    Northumbria Univ, Newcastle Upon Tyne, Tyne & Wear, England.
    Louw, Marti
    Carnegie Mellon Univ, Human Comp Interact Inst, Pittsburgh, PA 15213 USA.
    Designing for Outdoor Play2019Ingår i: CHI EA '19 EXTENDED ABSTRACTS: EXTENDED ABSTRACTS OF THE 2019 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS, ASSOC COMPUTING MACHINERY , 2019, artikel-id W18Konferensbidrag (Refereegranskat)
    Abstract [en]

    There is widespread societal concern regarding the reduction in the amount of time that we all spend playing outdoors. Outdoor play can be important for our social and physical well-being and moreover helps us to connect to space, place and environment. Of course, the CHI community continues to explore play across many contexts; however, specifically designing for outdoor play remains underexplored. This workshop aims to bring together those who are interested in technological, social and design aspects of outdoor play for all ages. We will use participants' insights, energies and expertise to explore the challenges and focus on how we can build a community to share innovative designs, generate knowledge and make actionable research in this context.

  • 404.
    Yeh, Alexander
    et al.
    Chalmers University of Technology, Gothenburg, Sweden.
    Ratsamee, Photchara
    Osaka University, Osaka, Japan.
    Kiyokawa, Kiyoshi
    Nara Institute of Science and Technology (NAIST), Nara, Japan.
    Uranishi, Yuki
    Osaka University, Osaka, Japan.
    Mashita, Tomohiro
    Osaka University, Osaka, Japan.
    Takemura, Haruo
    Osaka University, Osaka, Japan.
    Fjeld, Morten
    Chalmers University of Technology, Gothenburg, Sweden.
    Obaid, Mohammad
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Exploring proxemics for human-drone interaction2017Ingår i: Proc. 5th International Conference on Human Agent Interaction, New York: ACM Press, 2017, s. 81-88Konferensbidrag (Refereegranskat)
    Abstract [en]

    We present a human-centered designed social drone aiming to be used in a human crowd environment. Based on design studies and focus groups, we created a prototype of a social drone with a social shape, face and voice for human interaction. We used the prototype for a proxemic study, comparing the required distance from the drone humans could comfortably accept compared with what they would require for a nonsocial drone. The social shaped design with greeting voice added decreased the acceptable distance markedly, as did present or previous pet ownership, and maleness. We also explored the proximity sphere around humans with a social shaped drone based on a validation study with variation of lateral distance and heights. Both lateral distance and the higher height of 1.8 m compared to the lower height of 1.2 m decreased the required comfortable distance as it approached.

  • 405.
    Zabramski, Stanislaw
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    A Hindrance or an Aid?: The Impact of User Interface on Ideation in Computer-Mediated Drawing2014Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Users’ performance in ideation during computer-mediated creative drawing can be affected by the design of a computer’s User Interface (UI). This paper presents results from a series of empirical comparative studies in which participants were presented with a creative drawing task and their ideation performance was measured in terms of the number and quality of ideas created with the use of three different input methods (mouse, stylus-, and touch-input), or two graphical UIs (GUIs). The results showed no significant differences between the different computer input methods, or between the simple and more complex GUI. However, when present in combination, these test conditions can be expected to create cumulative effects, which might explain the substantial differences observed in previous research on computerized creative drawing tasks. Quality-quantity trade-off and a new form of operational bias were observed and their effects on user satisfaction and ideation performance are discussed.

  • 406.
    Zabramski, Stanislaw
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Careless touch: a comparative evaluation of mouse, pen, and touch input in shape tracing task2011Ingår i: Proceedings of the 23rd Australian Computer-Human Interaction Conference (OzCHI '11) / [ed] Cécile Paris, Nathalie Colineau, Vivienne Farrell, Graham Farrell and Weidong Huang, New York, NY, USA: ACM Press, 2011, s. 329-332Konferensbidrag (Refereegranskat)
    Abstract [en]

    This short paper is a work-in-progress report on an experimental, exploratory comparison and evaluation of three input methods (mouse, pen, and touch-input) in a line-tracing task. A method to compare the original shape and user-generated version is presented. Measurements of user efficiency and accuracy showed that participants replicating a particular shape using touch-input performed the worst in terms of accuracy but were the fastest in comparison to the remaining input methods. No effect of controlled visual feedback was observed. Additionally, subjective operational biases were observed that, together with input method and expected shape related issues, might strongly affect the results.

  • 407.
    Zabramski, Stanislaw
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Creating Digital Traces of Ideas: Evaluation of Computer Input Methods in Creative and Non-Creative Drawing2014Doktorsavhandling, sammanläggning (Övrigt vetenskapligt)
    Abstract [en]

    Ideas are formed in a process of idea generation that includes creation, development, and communication of new ideas. Drawing has been used as a support for ideation for centuries. Today, computerized tools are commonly used for drawing. Such tools form a user interface between the human and the resulting drawing presented on the screen. The interface may come between the user and the drawing in a disruptive way also affecting the ideation process.

    Using controlled laboratory studies, this thesis investigates the consequences of drawing with different user interfaces in two types of tasks: creative drawing tasks (based on a standardized test of creativity) and non-creative drawing tasks (i.e. shape-tracing tasks where no new idea is created). The goal was to identify and evaluate the consequences of the several issues originating from the use of different input devices, the functionality of the graphical user interfaces, the formulation of the drawing task, and the user’s previous experience.

    The results showed that drawing tasks are oriented toward quality of outcomes and that higher input accuracy led to higher quality of outcomes of both creative and non-creative drawing tasks. This came with a trade-off between the quantity and quality. In ideation, less accurate input devices facilitated significantly more ideas but these were of lower quality. In non-creative tracing, higher speeds caused lower quality of outcomes.

    The users subjectively preferred higher accuracy, also when an inaccurate user interface offered an eraser function. However, using the eraser allowed avoiding reinterpretations of ideas and led to ideation strategies characterized by laborious drawing that negatively affected the quality and quantity of the ideas produced. For non-creative drawing, the more difficult the shapes were, the lower the tracing accuracy.

    In the thesis a new framework for interaction analysis is introduced that improves the theoretical and practical understanding of computerized drawing tasks and the phenomena resulting from different aspects of the user interface design of computerized drawing tools.

    This thesis demonstrates that the inaccuracy of computerized tools cannot only make our drawings less aesthetically pleasing but also negatively affect ideas that are created in the process.

    Delarbeten
    1. Activity or Product?: Drawing and HCI
    Öppna denna publikation i ny flik eller fönster >>Activity or Product?: Drawing and HCI
    2013 (Engelska)Ingår i: Proceedings of MIDI '13: Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation, New York, NY, USA: Association for Computing Machinery (ACM), 2013, s. 29-38Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    Drawing tasks are rarely addressed experimentally by the HCI community, and even then pointing, steering, or gesturing is promoted as an approach towards drawing. We critically analyze the status quo, propose an improved framework for task analysis, and give suggestions on how to perceive drawing task at a meta-level.

    Ort, förlag, år, upplaga, sidor
    New York, NY, USA: Association for Computing Machinery (ACM), 2013
    Nyckelord
    Pointing, steering, gesturing, tracing, drawing, W6
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-207259 (URN)10.1145/2500342.2500346 (DOI)978-1-4503-2303-1 (ISBN)
    Konferens
    International Conference on Multimedia, Interaction, Design and Innovation MIDI '13, 24-25 June, 2013, Warsaw, Poland
    Tillgänglig från: 2013-09-11 Skapad: 2013-09-11 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
    2. Careless touch: a comparative evaluation of mouse, pen, and touch input in shape tracing task
    Öppna denna publikation i ny flik eller fönster >>Careless touch: a comparative evaluation of mouse, pen, and touch input in shape tracing task
    2011 (Engelska)Ingår i: Proceedings of the 23rd Australian Computer-Human Interaction Conference (OzCHI '11) / [ed] Cécile Paris, Nathalie Colineau, Vivienne Farrell, Graham Farrell and Weidong Huang, New York, NY, USA: ACM Press, 2011, s. 329-332Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    This short paper is a work-in-progress report on an experimental, exploratory comparison and evaluation of three input methods (mouse, pen, and touch-input) in a line-tracing task. A method to compare the original shape and user-generated version is presented. Measurements of user efficiency and accuracy showed that participants replicating a particular shape using touch-input performed the worst in terms of accuracy but were the fastest in comparison to the remaining input methods. No effect of controlled visual feedback was observed. Additionally, subjective operational biases were observed that, together with input method and expected shape related issues, might strongly affect the results.

    Ort, förlag, år, upplaga, sidor
    New York, NY, USA: ACM Press, 2011
    Nyckelord
    Shape, tracing, drawing, freehand, mouse, pen, touch, evaluation, comparison, method
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Datavetenskap med inriktning mot människa-datorinteraktion
    Identifikatorer
    urn:nbn:se:uu:diva-163289 (URN)10.1145/2071536.2071588 (DOI)978-1-4503-1090-1 (ISBN)
    Konferens
    OzCHI '11 The Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, Canberra, Australia, November 28 - December 02, 2011
    Anmärkning
    © ACM, 2011. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 23rd Australian Computer-Human Interaction Conference (OzCHI'11). http://dx.doi.org/10.1145/2071536.2071588Tillgänglig från: 2011-12-12 Skapad: 2011-12-09 Senast uppdaterad: 2018-01-12Bibliografiskt granskad
    3. The Effect of Shape Properties on Ad-hoc Shape Replication with Mouse, Pen, and Touch Input
    Öppna denna publikation i ny flik eller fönster >>The Effect of Shape Properties on Ad-hoc Shape Replication with Mouse, Pen, and Touch Input
    2012 (Engelska)Ingår i: MindTrek '12 Proceeding of the 16th International Academic MindTrek Conference / [ed] Artur Lugmayr, New York, NY, USA: ACM Press, 2012, s. 275-278Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    This paper summarizes observations from four empirical studies focusing on shape replication with three input methods. The aim was to identify and assess how the components of several semirandomly generated shapes influence how accurately untrained users can replicate each of these components. We found that the pen is the least and touch the most error-prone method when used for drawing. Additionally, the distribution of errors was analyzed. The results may be used to predict which shape properties make shape replication more difficult. Additionally, the results may be used to design shapes that are easy to replicate.

    Ort, förlag, år, upplaga, sidor
    New York, NY, USA: ACM Press, 2012
    Nyckelord
    Mouse, stylus, pen, touch, shape, replication, tracing, drawing
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-184676 (URN)10.1145/2393132.2393192 (DOI)978-1-4503-1637-8 (ISBN)
    Konferens
    Academic MindTrek 2012 International Conference on Media of the Future, October 03-05, 2012, Tampere, Finland
    Tillgänglig från: 2012-11-12 Skapad: 2012-11-12 Senast uppdaterad: 2018-01-12Bibliografiskt granskad
    4. Easy vs. Tricky: The Shape Effect in Tracing, Selecting, and Steering With Mouse, Stylus, and Touch
    Öppna denna publikation i ny flik eller fönster >>Easy vs. Tricky: The Shape Effect in Tracing, Selecting, and Steering With Mouse, Stylus, and Touch
    2013 (Engelska)Ingår i: Academic MindTrek '13: Proceedings of International Conference on Making Sense of Converging Media / [ed] Artur Lugmayr, New York, NY, USA: Association for Computing Machinery (ACM), 2013, s. 99-103Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    This paper is a work-in-progress report on an experimental comparison and evaluation of users' performance in four line-tracing tasks based on two shapes and performed with three input methods (mouse, stylus, and touch-input). The shapes' properties used in the study created the two classes of shapes: easy and hard to replicate. As expected these two classes had different impact on user's performance in each task tested (tracing, lasso selection, steering through narrow and wide tunnel). The results show that participants replicating the shapes using touch-input were the least accurate but were the fastest in comparison to the remaining input methods. The stylus was the least error-prone method and the mouse was the slowest device in drawing tasks (tracing and selection). The differences in error distances between the input methods were less pronounced in steering tasks but timing data showed that mouse was still the slowest one. While the time of replication did not differ between the two shapes tested, the differences between the errors participants made were significant for all tasks and input devices, and patterns of these differences were consistent between the shapes. These results confirm predictions from a previous study and show which shapes' properties can make their replication more difficult. The results can be used to design shapes that are easy to replicate, e.g., in surface-based gestural interaction.

    Ort, förlag, år, upplaga, sidor
    New York, NY, USA: Association for Computing Machinery (ACM), 2013
    Nyckelord
    Mouse, stylus, pen, touch, shape, tracing, drawing, steering
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-212409 (URN)10.1145/2523429.2523444 (DOI)978-1-4503-1992-8 (ISBN)
    Konferens
    the 17th International Academic MindTrek Conference, Tampere, Finland; October 01 - 04, 2013.
    Tillgänglig från: 2013-12-10 Skapad: 2013-12-10 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
    5. A Hindrance or an Aid?: The Impact of User Interface on Ideation in Computer-Mediated Drawing
    Öppna denna publikation i ny flik eller fönster >>A Hindrance or an Aid?: The Impact of User Interface on Ideation in Computer-Mediated Drawing
    2014 (Engelska)Artikel i tidskrift (Refereegranskat) Submitted
    Abstract [en]

    Users’ performance in ideation during computer-mediated creative drawing can be affected by the design of a computer’s User Interface (UI). This paper presents results from a series of empirical comparative studies in which participants were presented with a creative drawing task and their ideation performance was measured in terms of the number and quality of ideas created with the use of three different input methods (mouse, stylus-, and touch-input), or two graphical UIs (GUIs). The results showed no significant differences between the different computer input methods, or between the simple and more complex GUI. However, when present in combination, these test conditions can be expected to create cumulative effects, which might explain the substantial differences observed in previous research on computerized creative drawing tasks. Quality-quantity trade-off and a new form of operational bias were observed and their effects on user satisfaction and ideation performance are discussed.

    Nyckelord
    idea generation, evaluation, comparison, creativity, TTCT, figural, drawing, quality, quantity, ideas, user interface, mouse, pen, stylus, touch
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-220880 (URN)
    Tillgänglig från: 2014-03-22 Skapad: 2014-03-22 Senast uppdaterad: 2018-01-11
    6. Did We Miss Something? Correspondence Analysis of Usability Data
    Öppna denna publikation i ny flik eller fönster >>Did We Miss Something? Correspondence Analysis of Usability Data
    2013 (Engelska)Ingår i: Human-Computer Interaction – INTERACT 2013: 14th IFIP TC 13 International Conference, Cape Town, South Africa, September 2-6, 2013, Proceedings, Part IV / [ed] Paula Kotzé, Gary Marsden, Gitte Lindgaard, Janet Wesson, Marco Winckler, Berlin/Heidelberg: Springer Berlin/Heidelberg, 2013, s. 272-279Konferensbidrag, Publicerat paper (Refereegranskat)
    Abstract [en]

    We have applied a multivariate exploratory technique called Correspondence Analysis (CA) to create and analyze a model of the dataset of experiment results. The dataset originates from a comparative usability study of tracing with the use of mouse, pen, and touch input and contains both categorical and continuous data – i.e. results of questionnaires and task measurements. CA allowed to visually and numerically assess the main variables in the dataset and how they interact with each other. In our study, pen input had the best measured performance and was preferred by the users. Touch input was the least accurate of all input methods tested but it was preferred by users over mouse especially in the conditions lacking of visual feedback of drawing. CA helped to detect that secondary effect even though it cannot be explained by the performance results alone. The importance of the influence of user’s previous experience is also noted. We conclude that CA helped to identify all major phenomena known from previous studies but also was sensitive to minor and secondary effects, what makes it a well suited method to quickly evaluate usability data.

    Ort, förlag, år, upplaga, sidor
    Berlin/Heidelberg: Springer Berlin/Heidelberg, 2013
    Serie
    Lecture Notes in Computer Science, ISSN 0302-9743 ; 8120
    Nyckelord
    shape, freehand, tracing, drawing, mouse, pen, stylus, touch, evaluation, comparison, error, measurement, subjective
    Nationell ämneskategori
    Människa-datorinteraktion (interaktionsdesign)
    Forskningsämne
    Människa-dator interaktion
    Identifikatorer
    urn:nbn:se:uu:diva-207264 (URN)10.1007/978-3-642-40498-6_20 (DOI)000345125400020 ()978-3-642-40497-9 (ISBN)978-3-642-40498-6 (ISBN)
    Konferens
    14th IFIP TC 13 International Conference on Designing for Diversity, September 2-6, 2013, Cape Town, South Africa
    Tillgänglig från: 2013-09-11 Skapad: 2013-09-11 Senast uppdaterad: 2018-01-11Bibliografiskt granskad
  • 408.
    Zabramski, Stanislaw
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Creative drawing with computers2012Ingår i: CHI EA '12: Proceedings of the 2012 ACM annual conference extended abstracts on Human Factors in Computing Systems - Extended Abstracts, 2012, s. 963-966Konferensbidrag (Refereegranskat)
    Abstract [en]

    The output of creative drawing is negatively influenced by any constrains imposed on the artist. That may be the case especially in computer-based environments. In my research I focus on the identification and assessment of the influence computer input methods (i.e. mouse, stylus-, and touch-input) might have on the results of free-hand drawing tasks in terms of user's creativity and drawing performance.

  • 409.
    Zabramski, Stanislaw
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Quickly touched: Shape replication with use of mouse, pen- and touch-input2011Ingår i: User Interface - Kansei in practice 2011: Interfejs użytkownika - Kansei w praktyce 2011 / [ed] Leonard Bolc, Warsaw, Poland: Wydawnictwo Polsko‐Japońskiej Wyższej Szkoły Technik Komputerowych , 2011, s. 134-141Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents results of an experimental study of unconstrained line-tracing task with use of mouse, pen- and touch-input. Our results show that participants using touch input performed as good as with use of mouse in terms of similarity of reproduced shape with pen-input as the best tool for drawing. Touch-input users were also the fastest in comparison to the remaining input methods. Additionally, we have observed subjective operational biases that together with shape-related issues might have an influence on the final scores.

  • 410.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Gkouskos, Dimitrios
    Lind, Mats
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    A comparative evaluation of mouse, pen- and touch-input in computerized version of the Torrance tests of creative thinking2011Ingår i: Proceedings of the DESIRE'11 Conference - Creativity and Innovation in Design / [ed] Clare J. Hooper, Jean-Bernard Martens, Panos Markopoulos, New York, USA: The Association for Computing Machinery , 2011, s. 383-386Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents the results of an experiment comparing mouse, pen- and touch-inputs in computerized figural creativity test. The results show no statistically significant differences in creativity scores obtained by participants using mentioned devices as computer input methods. The results indicate that creativity testing can be introduced to a variety of modern computer devices with insignificant influence of the three most popular input devices tested. That also shows that the differences between the computerized and paper-based TTCT noticed in a previous research might be the result of User Interface artifacts used.

  • 411.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Gkouskos, Dimitrios
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Lind, Mats
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    A comparative evaluation of mouse, stylus and finger input in shape tracing2011Ingår i: Proceedings of the 1st European Workshop on HCI Design and Evaluation: The inuence of domain on Human Computer Interaction design and evaluation / [ed] Georgios Christou, Panayiotis Zaphiris, Ee Lai-Chong Law, Toulouse, France: IRIT Press , 2011, s. 57-61Konferensbidrag (Refereegranskat)
    Abstract [en]

    A comparison of the aggregated performance measurements for three input methods in a line-tracing task is presented. Results indicate that users perform best using touch input, both in tasks with and without visual feedback, therefore we recommend touch input as the preferred input method for simple drawing tasks.

  • 412.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Ivanova, Vita
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Yang, Guo
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Gadima, Nur
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Leepraphantkul, Rathakan
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    The Effects of GUI on Users’ Creative Performance in Computerized Drawing2013Ingår i: Proceedings of MIDI '13: Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation, New York, NY, USA: Association for Computing Machinery (ACM), 2013, s. 142-151Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper presents the results of an empirical comparative study investigating how the outcomes of a computerized figural creativity test are affected when the participants use two different versions of the Graphical User Interface (GUI) on a mouse-operated desktop PC. The results show that participants get insignificantly lower creativity scores with the elaborated GUI, contrary to the GUI that has no visual artifacts available and offers more similar user experience to pen and paper, even though they spend significantly more time on drawing with the elaborated one. That phenomenon is expected to contribute to the cumulative effect of GUI and input method noticed by previous research. That implies that creative drawing and testing should be carefully introduced into computer-based environments.

  • 413.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Neelakannan, Sarathkumar
    Paper equals screen: A comparison of a pen-based figural creativity test in computerized and paper form2011Ingår i: Proceedings of the DESIRE'11 Conference - Creativity and Innovation in Design / [ed] Clare J. Hooper, Jean-Bernard Martens, Panos Markopoulos, New York, USA: The Association for Computing Machinery , 2011, s. 47-50Konferensbidrag (Refereegranskat)
    Abstract [en]

    In this paper, we present the results of an experiment investigating how the results of a figural creativity test are affected when paper and pen or tablet PC and stylus are used to test participants. The results show no effect of the testing method on creativity scores obtained by participants. The results indicate that the differences between computerized and paper-based figural creativity tests noticed by previous research might be limited to the influence of User Interface artifacts used. That implies that creativity testing can be introduced to a variety of stylus based computer devices with insignificant influence of the transition from regular pen and paper to screen and stylus as a computer input device.

  • 414.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Shrestha, Suman
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    Easy vs. Tricky: The Shape Effect in Tracing, Selecting, and Steering With Mouse, Stylus, and Touch2013Ingår i: Academic MindTrek '13: Proceedings of International Conference on Making Sense of Converging Media / [ed] Artur Lugmayr, New York, NY, USA: Association for Computing Machinery (ACM), 2013, s. 99-103Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper is a work-in-progress report on an experimental comparison and evaluation of users' performance in four line-tracing tasks based on two shapes and performed with three input methods (mouse, stylus, and touch-input). The shapes' properties used in the study created the two classes of shapes: easy and hard to replicate. As expected these two classes had different impact on user's performance in each task tested (tracing, lasso selection, steering through narrow and wide tunnel). The results show that participants replicating the shapes using touch-input were the least accurate but were the fastest in comparison to the remaining input methods. The stylus was the least error-prone method and the mouse was the slowest device in drawing tasks (tracing and selection). The differences in error distances between the input methods were less pronounced in steering tasks but timing data showed that mouse was still the slowest one. While the time of replication did not differ between the two shapes tested, the differences between the errors participants made were significant for all tasks and input devices, and patterns of these differences were consistent between the shapes. These results confirm predictions from a previous study and show which shapes' properties can make their replication more difficult. The results can be used to design shapes that are easy to replicate, e.g., in surface-based gestural interaction.

  • 415.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    Activity or Product?: Drawing and HCI2013Ingår i: Proceedings of MIDI '13: Proceedings of the International Conference on Multimedia, Interaction, Design and Innovation, New York, NY, USA: Association for Computing Machinery (ACM), 2013, s. 29-38Konferensbidrag (Refereegranskat)
    Abstract [en]

    Drawing tasks are rarely addressed experimentally by the HCI community, and even then pointing, steering, or gesturing is promoted as an approach towards drawing. We critically analyze the status quo, propose an improved framework for task analysis, and give suggestions on how to perceive drawing task at a meta-level.

  • 416.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    Did We Miss Something? Correspondence Analysis of Usability Data2013Ingår i: Human-Computer Interaction – INTERACT 2013: 14th IFIP TC 13 International Conference, Cape Town, South Africa, September 2-6, 2013, Proceedings, Part IV / [ed] Paula Kotzé, Gary Marsden, Gitte Lindgaard, Janet Wesson, Marco Winckler, Berlin/Heidelberg: Springer Berlin/Heidelberg, 2013, s. 272-279Konferensbidrag (Refereegranskat)
    Abstract [en]

    We have applied a multivariate exploratory technique called Correspondence Analysis (CA) to create and analyze a model of the dataset of experiment results. The dataset originates from a comparative usability study of tracing with the use of mouse, pen, and touch input and contains both categorical and continuous data – i.e. results of questionnaires and task measurements. CA allowed to visually and numerically assess the main variables in the dataset and how they interact with each other. In our study, pen input had the best measured performance and was preferred by the users. Touch input was the least accurate of all input methods tested but it was preferred by users over mouse especially in the conditions lacking of visual feedback of drawing. CA helped to detect that secondary effect even though it cannot be explained by the performance results alone. The importance of the influence of user’s previous experience is also noted. We conclude that CA helped to identify all major phenomena known from previous studies but also was sensitive to minor and secondary effects, what makes it a well suited method to quickly evaluate usability data.

  • 417.
    Zabramski, Stanislaw
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Stuerzlinger, Wolfgang
    York University, Toronto, Canada.
    The Effect of Shape Properties on Ad-hoc Shape Replication with Mouse, Pen, and Touch Input2012Ingår i: MindTrek '12 Proceeding of the 16th International Academic MindTrek Conference / [ed] Artur Lugmayr, New York, NY, USA: ACM Press, 2012, s. 275-278Konferensbidrag (Refereegranskat)
    Abstract [en]

    This paper summarizes observations from four empirical studies focusing on shape replication with three input methods. The aim was to identify and assess how the components of several semirandomly generated shapes influence how accurately untrained users can replicate each of these components. We found that the pen is the least and touch the most error-prone method when used for drawing. Additionally, the distribution of errors was analyzed. The results may be used to predict which shape properties make shape replication more difficult. Additionally, the results may be used to design shapes that are easy to replicate.

  • 418.
    Zhong, Jinyun
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    A Case Study: The Impact on Usability of PRINCE2 Project Management Method2011Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In order to take a look at the relationship between PRINCE2 (one of the most popular project management methods) and the degree of usability of the produced system, a case study was conducted in a company.

    During the case study, participants were recruited for a brainstorming section, during which they brainstormed some issues and features regarding PRINCE2 framework. These ideas were later summarized by the researcher as the preparation of a Card Sorting section. The same participants were invited again for a Card Sorting, during which they sorted the summarized issues and features into different categories labeled with different aspect of PRINCE2. An analysis was then carried out to find the most commonly agreed issues/features in a certain aspect of PRINCE2.

    The result of the study shows some strength that PRINCE2 has such as clear definition of authority and accountability, good support for planning, but there’re some concerns in tailoring/embedding of the method and etc.

  • 419.
    Åberg, Anna Cristina
    et al.
    Uppsala universitet, Medicinska och farmaceutiska vetenskapsområdet, Medicinska fakulteten, Institutionen för folkhälso- och vårdvetenskap, Geriatrik.
    Halvorsen, Kjartan
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för systemteknik. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Reglerteknik.
    From, Ingrid
    Dalarna Univ, Sch Educ Hlth & Social Studies, SE-79188 Falun, Sweden.
    Bergman Bruhn, Åsa
    Dalarna Univ, Sch Educ Hlth & Social Studies, SE-79188 Falun, Sweden.
    Oestreicher, Lars
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion. Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Bildanalys och människa-datorinteraktion.
    Melander-Wikman, Anita
    Lulea Univ Technol, Div Hlth & Rehab, Dept Hlth Sci, SE-97187 Lulea, Sweden.
    A study protocol for applying user participation and co-learning: Lessons learned from the eBalance project2017Ingår i: International Journal of Environmental Research and Public Health, ISSN 1661-7827, E-ISSN 1660-4601, Vol. 14, nr 5, artikel-id 512Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The eBalance project is based on the idea that serious exergames-i.e., computer gaming systems with an interface that requires physical exertion to play-that are well adapted to users, can become a substantial part of a solution to recognized problems of insufficient engagement in fall-prevention exercise and the high levels of fall-related injuries among older people. This project is carried out as a collaboration between eight older people who have an interest in balance training and met the inclusion criteria of independence in personal activities of daily living, access to and basic knowledge of a computer, four staff working with the rehabilitation of older adults, and an interdisciplinary group of six research coordinators covering the areas of geriatric care and rehabilitation, as well as information technology and computer science. This paper describes the study protocol of the project's initial phase which aims to develop a working partnership with potential users of fall-prevention exergames, including its conceptual underpinnings. The qualitative methodology was inspired by an ethnographical approach implying combining methods that allowed the design to evolve through the study based on the participants' reflections. A participatory and appreciative action and reflection (PAAR) approach, accompanied by inquiries inspired by the Normalization Process Theory (NPT) was used in interactive workshops, including exergame testing, and between workshop activities. Data were collected through audio recordings, photos, and different types of written documentation. The findings provide a description of the methodology thus developed and applied. They display a methodology that can be useful for the design and development of care service and innovations for older persons where user participation is in focus.

  • 420.
    Åhman, Henrik
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media.
    Conceptualizing the self: A critical analysis of the self as a discursive trend in Human-Computer Interaction research2017Ingår i: Human Technology, ISSN 1795-6889, E-ISSN 1795-6889, Vol. 13, nr 2, s. 149-179Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    In Human–Computer Interaction (HCI), the human often has been conceptualized as a user. Although this notion has illuminated one aspect of the human–technology relationship, some researchers have argued for the need to explore alternative notions. One such notion becoming increasingly frequent in HCI is the self. In this paper, a study of how the self is described in 88 HCI research publications is presented. Four main aspects of the self are identified: instrumental, communicative, emotional, and playful. These four aspects differ, yet they present the self as stable, coherent, and individual. However, these characteristics have been criticized by several contemporary philosophers. This paper presents arguments from poststructuralist writers as a foundation for advocating the need to develop further these positions within HCI. The theories of Mark C. Taylor, who combines poststructuralism with complexity theory, provide a framework for viewing the self as relational to the extent that interaction becomes an existential process and thus interactive technology constitutes an existential arena.

  • 421.
    Åhman, Henrik
    KTH, Medieteknik och interaktionsdesign, MID.
    Interaction as existential practice: An explorative study of Mark C. Taylor’s philosophical project and its potential consequences for Human-Computer Interaction2016Doktorsavhandling, monografi (Övrigt vetenskapligt)
    Abstract [sv]

    Denna avhandling syftar till att diskutera de möjliga konsekvenserna av att applicera Mark C. Taylors filosofi inom fältet Människa-Datorinteraktion (MDI).

    Den första delen av avhandlingen utgörs av en studie som fokuserar på två diskursiva trender inom MDI, materialitet och självet, och hur dessa diskurser beskriver interaktion. Genom en kvalitativ, induktiv innehållsanalys av 171 forskningsartiklar inom MDI-fältet identifieras ett antal teman som kan sägas utgöra dominerande perspektiv i framställningen av de tre fokusområdena. Studien identifierar också exempel på alternativa perspektiv som kontrasterar mot den vedertagna bilden av materialitet, självet samt interaktion inom MDI.

    Den andra delen av avhandlingen utgörs av en analys där Mark C. Taylors filosofiska projekt utforskas med syfte att identifiera filosofiska positioner som kan fungera som teoretiska resurser för en fördjupad förståelse av de tre fokusområdena. Genom en jämförelse mellan dessa positioner och filosofiska teman hos Friedrich Nietzsche framträder en bild där Taylors positioner kan sägas utgöra variationer och omläsningar av Nietzsches texter i relation till mer sentida teoretiska ansatser. Analysen syftar till att påvisa att Taylors projekt, som vid första anblicken kan tyckas utgöras av en rad skiftande och ibland motsägelsefulla filosofiska framställningar utan inre sammanhang, i själva verket kan förstås som en mer sammanhängande teoretisk position om den läses i relation till Nietzsches filosofi.

    Med utgångspunkt i de två litteraturstudierna diskuteras slutligen möjliga konsekvenser av att använda Taylors filosofi som teoretiskt ramverk inom MDI och följande slutsatser presenteras: att Taylors filosofi erbjuder ett perspektiv på interaktionen mellan människor och datorer som betonar interaktion som en identitetsskapande, existentiell process vilket skiljer sig från det dominerande perspektivet inom MDI; att Taylors filosofi kan relateras till och utgöra ett teoretiskt fundament för de alternativa MDI-diskurser som tidigare identifierats, samt att en sådan process kan bidra till en vidareutveckling av teoribildningen inom MDI.

  • 422.
    Åhman, Henrik
    KTH, Medieteknik och interaktionsdesign, MID.
    The aesthetic turn: Exploring the religious dimensions of digital technology2016Ingår i: Approaching Religion, ISSN 1799-3121, E-ISSN 1799-3121, Vol. 6, nr 2, s. 156-163Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    The arena for developing digital technology has undergone an aesthetic turn, broadening the focus from a functionalist approach producing centralized systems in the 1970s and 1980s to an increased awareness of the aesthetic aspects of the individual user’s interaction with technology in the 1990s and 2000s. Within the academic research fields studying digital technology (e.g. Human-Computer Interaction and Interaction Design) the aesthetic turn has resulted in a shift from a strong emphasis on user behaviour to an increased interest in aesthetic perspectives on the role of the designer, the design process, and the design material. Within these fields, aesthetics has often been interpreted as belonging to the realm of the individual; personal experiences such as pleasure, engagement, and emotions have been emphasized in both technology development and technology research. Aesthetics is not, however, only an individual phenomenon but also has relational and structural components that need to be acknowledged. Structural aspects of aesthetics condition the possibilities for individuals interacting with digital technology. Thus, the tension between individual and relational aspects of aesthetics in digital technology also reflects a tension between freedom and limitation; between change and permanence; between destabilizing and stabilizing forces. Such a broadened understanding of aesthetics offers a model of digital technology that roughly corresponds to Mark C. Taylor’s definition of religion. Taylor argues that religion is constituted by, on the one hand, a figuring moment characterized by structural stability and universality, and, on the other hand, a disfiguring moment characterized by disruption, particularity, and change. The purpose of this paper is to discuss the aesthetic turn and Taylor’s definition of religion to illustrate similarities between the two, suggesting possible religious dimensions of digital technology and how that can inform our understanding of people’s interaction with digital technology.

  • 423.
    Åhman, Henrik
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Samhällsvetenskapliga fakulteten, Institutionen för informatik och media, Människa-datorinteraktion.
    Hedman, Anders
    KTH Royal Institute of Technology.
    Frameworks for studying social media interaction: A discussion on phenomenology and poststructuralism2019Ingår i: Human-Computer Interaction – INTERACT 2019 / [ed] David Lamas, Fernando Loizides, Lennart Nacke, Helen Petrie, Marco Winckler, Panayiotis Zaphiris, Cham, Switzerland, 2019, Vol. 3, s. 701-718Konferensbidrag (Refereegranskat)
    Abstract [en]

    During the past decade or so, much HCI research has, according to many researchers, become increasingly phenomenologically oriented. Some have gone so far as to argue that HCI is now in a phenomenological paradigm. But how does such a paradigmatic view work for understanding interaction in the ever growing sphere of social media? Prima facie it may look as it would work only well since social media has become increasingly richer in terms of the sheer range of phenomenologically possible user experiences provided by new and emerging interaction technologies. However, through a critical reading of three major phenomenological works in HCI, we argue that phenomenology as traditionally applied in HCI points indirectly to alternative approaches for engaging in much of contemporary social media research due to its associated semiotic and relationally oriented contents. One possible family of approaches for analyzing such content can be found, as we will argue, in poststructuralist theory. We propose an increased engagement with poststructuralist semiotics grounded in Jacques Derrida’s philosophy and exemplify how this could contribute to the study of social media in the context of HCI.

  • 424.
    Öfverstedt, Linn
    Uppsala universitet, Teknisk-naturvetenskapliga vetenskapsområdet, Matematisk-datavetenskapliga sektionen, Institutionen för informationsteknologi, Avdelningen för visuell information och interaktion.
    Why go headless – a comperative study between traditional CMS and the emerging headless trend2018Självständigt arbete på avancerad nivå (yrkesexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    There has been an exponential increase in the number of websites, digital channels and consequently digital content in the last years. Not only are the number of websites increasing but they are also becoming more complex, therefore it is no longer feasible to handle content and code with the same tools. Content Management Systems (CMS) are the solution to this problem and offers a way of managing content. The market today offers a broad variety of solutions that each have their own advantages, one of the more common being WYSWYG-functionality which often means that the functionality and the presentation of the content are tightly coupled. "Headless" CMS are a new way of doing things and offers the user a way of managing content without presenting them with a way of displaying the content. The different types of CMS present advantages and disadvantages from a user centred point of view as well as from a technical one. The thesis aims to explore these perspectives and form a hypothesis based on the studied cases. The study presents a set of aspects that based on the context in which the CMS is used and implemented can be perceived as either advantages or disadvantages. "Headless" CMS however shows a tendency to be the preferable choice where the editors have a technical background and the developing part values an agnostic approach when implementing a CMS, whereas a traditional CMS with WYSIWYG functionality tends to be more favourable where stability and editorial freedom are valued.

  • 425.
    Öquist, Gustav
    et al.
    Uppsala universitet, Humanistisk-samhällsvetenskapliga vetenskapsområdet, Språkvetenskapliga fakulteten, Institutionen för lingvistik och filologi.
    Goldstein, Mikael
    Towards an improved readability on mobile devices: evaluating adaptive rapid serial visual presentation2003Ingår i: Interacting with computers, ISSN 0953-5438, E-ISSN 1873-7951, Vol. 15, nr 1, s. 539-558Artikel i tidskrift (Refereegranskat)
    Abstract [en]

    Can readability on small screens be improved by using adaptive Rapid Serial Visual Presentation (RSVP) that adapts the presentation speed to the characteristics of the text instead of keeping it fixed? In this paper we introduce Adaptive RSVP, describe the design of a prototype on a mobile device, and report findings from a usability evaluation where the ability to read long and short texts was assessed. In a latin-square balanced repeated-measurement experiment, employing 16 subjects, two variants of Adaptive RSVP were benchmarked against Fixed RSVP and traditional text presentation. For short texts, all RSVP formats increased reading speed by 33% with no significant differences in comprehension or task load. For long texts, no differences were found in reading speed or comprehension, but all RSVP formats increased task load significantly. Nevertheless, Adaptive RSVP decreased task load ratings for most factors compared to Fixed RSVP. Causes, implications, and effects of these findings are discussed.

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