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Wayfinding without Visual Cues:
Evaluation of an Interactive Audio Map System
Kyung Jin Hong
Introduction
• Audio map
– For blind and partially sighted users
To explore the city before going outside
– Enable users to focus on locomotion and potential
hazards
– Help users acquire spatial knowledge
Introduction
• Evaluation
– To find the most effective map
– Estimate the components of the map
• Simulated 3D sound, synthetic speech and sounds to
represent steps, turns, collisions etc
– Wayfinding challenges
• The core function and the purpose of the map
Previous Work and its Influence
• Spatial knowledge and wayfinding
– Wayfinding
• Goal-centered (requires destination)
• Requires cognitive problem solving in distal space
 main purpose of map, keeping users on track
– Spatial knowledge
• Spatial sematic hierarchy (Kuipers)
– Good descriptions are short
• Informations should be trimmed according to landmarks, decision
points, and change points
Previous Work and its Influence
• Auditory displays
– Techniques
• Sonification(auditory icons, earcons, percussive)
& Speech(spearcons)
• Auditory icons: naturally occurring sounds
• Earcons: musical motives (rhythmicized sequence of pitches)
that can be grouped
• Synthetic speech
 Needs precise balance between three
Previous Work and its Influence
• Auditory displays
– Auditory map system
• The number of potential participants should be maximized
• Supervision should not be required
• Web distribution should be possible
• Maps should be prepared before evaluations
Design
• System design
– Spatial knowledge and wayfinding
• Audible feedback is given by slight changes through steps
• Cardinal directions are used
• Users can know where they are and can get the overview of
the route by pressing space and return
• Certain sound sources can be filtered
• Designed as easy to learn as possible
• Allows the user to explore any location of the planet
Design
• System design
– Auditory display
• Mixing three sound effects
– Auditory icons fade out when voice begin to speak
– Auditory icons and earcons have completely different functions
– Earcons occupy a very narrow band of frequency spectrum
• Auditory icons
– Articulatory directness
• Earcons
– Offer feedback
– Convey information about the options
Design
• Evaluation design
• Wayfinding success
– Keeping on track
• Game aspect
– With and with out 3D audio
– Feedback from participants
• Impact of auditory clues
– Sonification index
• Players’s experience of navigating the map
– Wayfinding index
 Two items are inversely proportionate on intrinsic grounds
Design
• Database design
– Database is transmitted into tables
• 10 columns enough recreate the journey
– User, level, mode, step number, x, y, bearing, date and time, location,
action
• More columns of user’s feed back
– Map doodles, route description, likert responses etc
– All actual movements and most actions is visualized
in color coding
• Each colors of discs convey direction and speed of travel
Evaluation
• Hypothesis
– Based on the premise that ambient sounds can
reduce cognitive processing cost
improve performance in wayfinding
• Not all data were fit to contribute to the formal
evaluation
Results
• Quantitative analysis
– Wayfinding index
• Reflected the player’s experience of navigating the map
– Sonification index
• Concerned the impact of auditory cues
– Ambient sounds
• Improved the users’ subjective wayfinding experience and
sonification experience
• Helped players to achieve higher coin scores and lower
wrong turn scores
Results
• Qualitative analysis
– Doodles and routes drawn by participants
 demonstrate that they have acquired detailed route and
survey knowledge
– Example of two participants
• Fully sighted and blind
Conclusion
• Ambient 3D audio improves the chances of acquiring
detailed spatial knowledge in absence of visual cues
• Audio maps built from open source tools and community-
created resources have potential to convey complex city
maps
 blind and partially sighted people can look up routes and
maps online before they go outside just like sighted people do
• The demographic data of the participants would ensure
the result of the research
– But they couldn’t collect the data
Critique
• Astonished by the idea of making a map for blind people
– Map was a visual thing that blind people couldn’t use
• I think it was a good idea to set the comparison group
with full-sighted people
– Shows how the map works well for the blinds
THANK YOU 

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Wayfinding without visual cues

  • 1. Wayfinding without Visual Cues: Evaluation of an Interactive Audio Map System Kyung Jin Hong
  • 2. Introduction • Audio map – For blind and partially sighted users To explore the city before going outside – Enable users to focus on locomotion and potential hazards – Help users acquire spatial knowledge
  • 3. Introduction • Evaluation – To find the most effective map – Estimate the components of the map • Simulated 3D sound, synthetic speech and sounds to represent steps, turns, collisions etc – Wayfinding challenges • The core function and the purpose of the map
  • 4. Previous Work and its Influence • Spatial knowledge and wayfinding – Wayfinding • Goal-centered (requires destination) • Requires cognitive problem solving in distal space  main purpose of map, keeping users on track – Spatial knowledge • Spatial sematic hierarchy (Kuipers) – Good descriptions are short • Informations should be trimmed according to landmarks, decision points, and change points
  • 5. Previous Work and its Influence • Auditory displays – Techniques • Sonification(auditory icons, earcons, percussive) & Speech(spearcons) • Auditory icons: naturally occurring sounds • Earcons: musical motives (rhythmicized sequence of pitches) that can be grouped • Synthetic speech  Needs precise balance between three
  • 6. Previous Work and its Influence • Auditory displays – Auditory map system • The number of potential participants should be maximized • Supervision should not be required • Web distribution should be possible • Maps should be prepared before evaluations
  • 7. Design • System design – Spatial knowledge and wayfinding • Audible feedback is given by slight changes through steps • Cardinal directions are used • Users can know where they are and can get the overview of the route by pressing space and return • Certain sound sources can be filtered • Designed as easy to learn as possible • Allows the user to explore any location of the planet
  • 8. Design • System design – Auditory display • Mixing three sound effects – Auditory icons fade out when voice begin to speak – Auditory icons and earcons have completely different functions – Earcons occupy a very narrow band of frequency spectrum • Auditory icons – Articulatory directness • Earcons – Offer feedback – Convey information about the options
  • 9. Design • Evaluation design • Wayfinding success – Keeping on track • Game aspect – With and with out 3D audio – Feedback from participants • Impact of auditory clues – Sonification index • Players’s experience of navigating the map – Wayfinding index  Two items are inversely proportionate on intrinsic grounds
  • 10. Design • Database design – Database is transmitted into tables • 10 columns enough recreate the journey – User, level, mode, step number, x, y, bearing, date and time, location, action • More columns of user’s feed back – Map doodles, route description, likert responses etc – All actual movements and most actions is visualized in color coding • Each colors of discs convey direction and speed of travel
  • 11. Evaluation • Hypothesis – Based on the premise that ambient sounds can reduce cognitive processing cost improve performance in wayfinding • Not all data were fit to contribute to the formal evaluation
  • 12. Results • Quantitative analysis – Wayfinding index • Reflected the player’s experience of navigating the map – Sonification index • Concerned the impact of auditory cues – Ambient sounds • Improved the users’ subjective wayfinding experience and sonification experience • Helped players to achieve higher coin scores and lower wrong turn scores
  • 13. Results • Qualitative analysis – Doodles and routes drawn by participants  demonstrate that they have acquired detailed route and survey knowledge – Example of two participants • Fully sighted and blind
  • 14. Conclusion • Ambient 3D audio improves the chances of acquiring detailed spatial knowledge in absence of visual cues • Audio maps built from open source tools and community- created resources have potential to convey complex city maps  blind and partially sighted people can look up routes and maps online before they go outside just like sighted people do • The demographic data of the participants would ensure the result of the research – But they couldn’t collect the data
  • 15. Critique • Astonished by the idea of making a map for blind people – Map was a visual thing that blind people couldn’t use • I think it was a good idea to set the comparison group with full-sighted people – Shows how the map works well for the blinds