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Using Gaze Input to Navigate
a Virtual Geospatial
Environment
Mark Hazlewood
Committee
Anne Haake (chair)
Reynold Bailey
Defense Outline
• Capstone project details
• Prior work
• Software and user interface design
• User testing details and results
• Conclusions and future work
Project Details

Prior Work

Software Design

Project Details
Capstone project objectives and timeline

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

Objectives
• Primary objective
• Develop a software application allowing users to navigate in a virtual
geospatial environment using their gaze as input

• Secondary objectives
• Attempt using the Kinect sensor as a remote eye tracker
• Conduct preliminary user evaluations of the developed application
Project Details

Prior Work

Software Design

User Testing

Future Work

Planned Timeline

Week 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Activity
Development
Integration+Test
Participant Recruitment
User Testing
Analysis, documentation, writeup
Project Details

Prior Work

Software Design

User Testing

Future Work

Planned Timeline
Phase 4

Phase 3
Phase 2
Phase 1
Week 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
Activity
Development
Integration+Test
Participant Recruitment
User Testing
Analysis, documentation, writeup

Phase 1 – Exploratory Development with Kinect
Phase 2 – Selection of an Eye Tracking System
Phase 3 – Development of Geospatial Application
Phase 4 – User Testing
Project Details

Prior Work

Software Design

Prior Work
Primary References and Inspiration

User Testing

Future Work
Project Details

Prior Work

Software Design

Stellmach, et al
• Designing Gaze-based User Interfaces
for Steering in Virtual Environments
(ETRA ‘12)
• Evaluated several techniques in gazebased navigation
• Proposed a taxonomy of gaze-based UI
activation methods for navigation
• Environment was a 3D virtual “maze”
• My project built on some of the general
goals of Stellmach’s research, but
specifically applied to a geospatial
context

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

Stellmach, et al
• Stellmach’s proposed taxonomy:
Input Technique

x

Activation Speed

Description

Discrete

x

Constant

(DC) Input activated through fixed UI regions at a
constant view change rate. Once activated, a particular
movement action remains active until toggled.

Continuous

x

Gradient-based

(CG) Input activated through fixed UI regions at a variable
view change rate. Movement actions are only active
when gaze is within the UI element.
Project Details

Prior Work

Stellmach, et al

Software Design

User Testing

Future Work
Project Details

Prior Work

Software Design

Adams, et al
• The Inspection of Very Large Images by
Eye-gaze Control (AVI ‘08)
• Proposed multiple methods for gazebased zooming
• Maintained fixed method for gaze-based
panning
• Used geospatial application as a test-bed,
but research focus was on image viewing
• My project referenced Adams’ work for
the “edge-of-screen” panning UI

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

Adams, et al
• Adams’ zooming techniques:
Technique

Description

Stare-to-Zoom (STZ)

Sustained gaze in the central region of the display
causes image to zoom inwards. Requires extended
stationary gaze > 420 ms. Zooming continues while
gaze remains stationary.

Head-to-Zoom (HTZ)

Zooming is initiated by movements of the users head
(calculated by eye to screen distance). Leaning
forward a small amount (~40 mm) initiates zooming
in. Leaning backward the same amount zooms out.

Dual-to-Zoom (DTZ)

Zooming is initiated using the mouse. Left mouse
button zooms in, right button zooms out. Panning is
still done through gaze.

Mouse-to-Zoom (MTZ)

Used as a baseline for comparison with other
techniques. Both zoom and pan is accomplished using
the mouse.
Project Details

Prior Work

Software Design

Software Design
Design of the geospatial user interface and software

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

User Interface Design
• Hypothesis
• When navigating large geospatial areas, current zoom level can be used as an
indicator of the level of detailed information a user wishes to view
• Zoomed out  Assume user is interested in navigating over large geographic
areas, from one broad region to another
• Zoomed in  Assume user is interested in “fine searching” among smaller
geographic landmarks

• Design Goal
• Provide an adaptive UI that supports multiple user levels of interest
Project Details

Prior Work

Software Design

User Interface Design

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

User Interface Design

Zoom In
Pan

Zoom Out
Project Details

Prior Work

Software Design

User Interface Design

User Testing

Future Work
Project Details

Prior Work

Software Design

User Interface Design

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

User Interface Design
Edge Pan

Zoom In

Zoom Out
Project Details

Prior Work

Software Design

User Interface Design

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

User Interface Design

Center Pan

Zoom In

Zoom Out
Project Details

Prior Work

Software Design

User Interface Design

User Testing

Future Work
Project Details

Prior Work

Software Design

User Interface Design

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

User Interface Design
• Gaze cursor
• Displays current (filtered) gaze point to the user
• Helpful in maintaining orientation when navigating the UI

Future Work
Project Details

Prior Work

Software Design

Software Design Details

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

Gaze Point Filter
• Problem
• Even calibrated, raw output from eye tracker is noisy
• Brief (but valid) fixations contribute to the noisiness
• Makes UI activation difficult and gaze cursor is very distracting

Future Work
Project Details

Prior Work

Software Design

Gaze Point Filter
• Unfiltered output

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

Gaze Point Filter
• Solution
• Filter the tracker’s output prior to processing by the client application
Project Details

Prior Work

Software Design

Gaze Point Filter
• Moving Average Filter
• As 2D points are received by the
tracker, samples are added to a
queue (“window”)
• Average of all samples currently in
the window is returned
• Window size is configurable –
optimal found to be 15-20 samples
• After initial charging, resulting
output is greatly improved

User Testing

Future Work
Project Details

Prior Work

Software Design

Gaze Point Filter
• Moving Average Filter - charging

User Testing

Future Work
Project Details

Prior Work

Software Design

Gaze Point Filter
• Moving Average Filter - charging

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

Gaze Point Filter
• Moving Average Filter – output at window size = 10

Future Work
Project Details

Prior Work

Software Design

User Testing

Gaze Point Filter
• Moving Average Filter – output at window size = 25

Future Work
Project Details

Prior Work

Software Design

User Testing

Detailed Design
EyeTrackerAPI

WorldWindGazeInput

Swing

WorldWind

Future Work
Project Details

Prior Work

Software Design

User Testing

Detailed Design - EyeTrackerAPI

Future Work
Project Details

Prior Work

Software Design

User Testing

Detailed Design - EyeTrackerAPI

Future Work
Project Details

Prior Work

Software Design

User Testing

Detailed Design - EyeTrackerAPI

Future Work
Project Details

Prior Work

Software Design

User Testing

Detailed Design - EyeTrackerAPI

Future Work
Project Details

Prior Work

Software Design

User Testing

Detailed Design - EyeTrackerAPI

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

Detailed Design - WorldWindGazeInput
Project Details

Prior Work

Software Design

User Testing

Future Work

Detailed Design - WorldWindGazeInput
Project Details

Prior Work

Software Design

User Testing

Future Work

Detailed Design - WorldWindGazeInput
Project Details

Prior Work

Software Design

User Testing

Future Work

Detailed Design - WorldWindGazeInput
Project Details

Prior Work

Software Design

User Testing

User Testing
Preliminary user evaluations of gaze input application

Future Work
Project Details

Prior Work

Software Design

User Testing

User Testing
• Goals
• Evaluate the effectiveness of proposed designs

• Quantitative
• Are participants able to use the UI?
• How effective are they in navigating to geographic regions?

• Qualitative
• How natural or intuitive is the experience?
• Do participants feel like the system responds to their intent?

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

Participants & Recruiting
• Planned goal was 5-10 test participants
• Recruited via online posts (graduate forum) and email solicitation
• Prospective participants completed an online screener
• Ended up with eight (8) participants
Project Details

Prior Work

Software Design

Participants & Recruiting

User Testing

Future Work
Project Details

Prior Work

Software Design

Participants & Recruiting

User Testing

Future Work
Project Details

Prior Work

Software Design

Participants & Recruiting

User Testing

Future Work
Project Details

Prior Work

Software Design

Participants & Recruiting

User Testing

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

Test Procedures
1. Background questionnaire
2. Introduced to eye tracking system, calibration procedure, and tasks
3. Initial calibration
• 9-point automatic, using iViewX Experiment Center

4. Introduced to geospatial application and user interface

5. Navigation to practice point (with moderator support)
6. Sequential navigation to test regions (A, B, C, D)
1.
2.
3.
4.

Pan to general area of region
Zoom to region
Activate sub-points in the region
Zoom out to furthest level
Project Details

Prior Work

Software Design

User Testing

Test Procedures – Test regions

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

Test Procedures – Test regions (subpoints)
Project Details

Prior Work

Software Design

User Testing

Future Work

Test Procedures – Initial calibration
• Targeted a < 1° angular error (X and Y)
Project Details

Prior Work

Software Design

User Testing

Test Procedures – Task ordering
Participant
1
2
3
4
5
6
7
8

Region Sequence
A B C D
B C D A
C D A B
D A B C
A B C D
B C D A
C D A B
D A B C

Future Work
Project Details

Prior Work

Software Design

User Testing

Test Results - Quantitative

Region Label

Average task time (seconds)

A

138.41

B

141.43

C

153.21

D

151.13

Overall Average

146.05

Future Work
Project Details

Prior Work

Software Design

User Testing

Test Results - Quantitative

Task Number

Average task time (seconds)

1

179.48

2

146.93

3

135.52

4

122.23

Overall Average

146.05

Future Work
Project Details

Prior Work

Software Design

User Testing

Test Results - Qualitative
• Participants given two surveys after tasks completion
• Qualitative gaze input survey
• System Usability Scale (SUS)

• Then debriefed with directed questions from moderator

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

Test Results – Gaze input survey results
Project Details

Prior Work

Software Design

User Testing

Test Results – SUS results

Future Work
Project Details

Prior Work

Software Design

User Testing

Test Results – SUS results

Participant
1
2

SUS Score

3

62.5
67.5
92.5

4
5
6
7
8
Average

65.0
62.5
77.5
75.0
55.0
69.7

Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

Conclusions and Future Work
Project Details

Prior Work

Software Design

User Testing

Future Work

User Testing Observations
• Response to adaptive pan UI
• Initially somewhat disruptive
• Edge pan provided larger target surface
• Preferred when calibration had large angular error

• Central pan provided finer control and better view of map
• Generally preferred, except when calibration made activation difficult

• Expectation of dwell-based operation
• Before initial exposure to UI, participants expected a dwell-based solution
• Expected map to pan/zoom to where they were looking
Project Details

Prior Work

Software Design

User Testing

Future Work

User Testing Observations
• “Opposite Pan Problem”
• Many users had a tendency to pan in the exact opposite direction
• Error was relatively frequent and consistent between participants
• Debriefing revealed an opposite expectation of pan behavior
Project Details

Prior Work

Software Design

User Testing

Future Work

User Testing Observations
• “Opposite Pan Problem”
• Many users had a tendency to pan in the exact opposite direction
• Error was relatively frequent and consistent between participants
• Debriefing revealed an opposite expectation of pan behavior

Pan Target
Project Details

Prior Work

Software Design

User Testing

Future Work

User Testing Observations
• “Opposite Pan Problem”
• Many users had a tendency to pan in the exact opposite direction
• Error was relatively frequent and consistent between participants
• Debriefing revealed an opposite expectation of pan behavior

Observed
Error

Correct Pan
Pan Target
Project Details

Prior Work

Software Design

User Testing

Future Work

Ideas for Future Work
• More expansive and rigorous user testing
• Large variation in qualitative survey responses
• Larger sample size could yield more concrete significant results

• Comparative study of effectiveness of various design alternatives
• Fixed vs. adaptive pan UI
• Dwell-based activation vs. UI-based
• Implementation of Adams’ zoom techniques with adaptive pan UI

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Using gaze input to navigate a virtual geospatial environment

  • 1. Using Gaze Input to Navigate a Virtual Geospatial Environment Mark Hazlewood Committee Anne Haake (chair) Reynold Bailey
  • 2. Defense Outline • Capstone project details • Prior work • Software and user interface design • User testing details and results • Conclusions and future work
  • 3. Project Details Prior Work Software Design Project Details Capstone project objectives and timeline User Testing Future Work
  • 4. Project Details Prior Work Software Design User Testing Future Work Objectives • Primary objective • Develop a software application allowing users to navigate in a virtual geospatial environment using their gaze as input • Secondary objectives • Attempt using the Kinect sensor as a remote eye tracker • Conduct preliminary user evaluations of the developed application
  • 5. Project Details Prior Work Software Design User Testing Future Work Planned Timeline Week 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Activity Development Integration+Test Participant Recruitment User Testing Analysis, documentation, writeup
  • 6. Project Details Prior Work Software Design User Testing Future Work Planned Timeline Phase 4 Phase 3 Phase 2 Phase 1 Week 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Activity Development Integration+Test Participant Recruitment User Testing Analysis, documentation, writeup Phase 1 – Exploratory Development with Kinect Phase 2 – Selection of an Eye Tracking System Phase 3 – Development of Geospatial Application Phase 4 – User Testing
  • 7. Project Details Prior Work Software Design Prior Work Primary References and Inspiration User Testing Future Work
  • 8. Project Details Prior Work Software Design Stellmach, et al • Designing Gaze-based User Interfaces for Steering in Virtual Environments (ETRA ‘12) • Evaluated several techniques in gazebased navigation • Proposed a taxonomy of gaze-based UI activation methods for navigation • Environment was a 3D virtual “maze” • My project built on some of the general goals of Stellmach’s research, but specifically applied to a geospatial context User Testing Future Work
  • 9. Project Details Prior Work Software Design User Testing Future Work Stellmach, et al • Stellmach’s proposed taxonomy: Input Technique x Activation Speed Description Discrete x Constant (DC) Input activated through fixed UI regions at a constant view change rate. Once activated, a particular movement action remains active until toggled. Continuous x Gradient-based (CG) Input activated through fixed UI regions at a variable view change rate. Movement actions are only active when gaze is within the UI element.
  • 10. Project Details Prior Work Stellmach, et al Software Design User Testing Future Work
  • 11. Project Details Prior Work Software Design Adams, et al • The Inspection of Very Large Images by Eye-gaze Control (AVI ‘08) • Proposed multiple methods for gazebased zooming • Maintained fixed method for gaze-based panning • Used geospatial application as a test-bed, but research focus was on image viewing • My project referenced Adams’ work for the “edge-of-screen” panning UI User Testing Future Work
  • 12. Project Details Prior Work Software Design User Testing Future Work Adams, et al • Adams’ zooming techniques: Technique Description Stare-to-Zoom (STZ) Sustained gaze in the central region of the display causes image to zoom inwards. Requires extended stationary gaze > 420 ms. Zooming continues while gaze remains stationary. Head-to-Zoom (HTZ) Zooming is initiated by movements of the users head (calculated by eye to screen distance). Leaning forward a small amount (~40 mm) initiates zooming in. Leaning backward the same amount zooms out. Dual-to-Zoom (DTZ) Zooming is initiated using the mouse. Left mouse button zooms in, right button zooms out. Panning is still done through gaze. Mouse-to-Zoom (MTZ) Used as a baseline for comparison with other techniques. Both zoom and pan is accomplished using the mouse.
  • 13. Project Details Prior Work Software Design Software Design Design of the geospatial user interface and software User Testing Future Work
  • 14. Project Details Prior Work Software Design User Testing Future Work User Interface Design • Hypothesis • When navigating large geospatial areas, current zoom level can be used as an indicator of the level of detailed information a user wishes to view • Zoomed out  Assume user is interested in navigating over large geographic areas, from one broad region to another • Zoomed in  Assume user is interested in “fine searching” among smaller geographic landmarks • Design Goal • Provide an adaptive UI that supports multiple user levels of interest
  • 15. Project Details Prior Work Software Design User Interface Design User Testing Future Work
  • 16. Project Details Prior Work Software Design User Testing Future Work User Interface Design Zoom In Pan Zoom Out
  • 17. Project Details Prior Work Software Design User Interface Design User Testing Future Work
  • 18. Project Details Prior Work Software Design User Interface Design User Testing Future Work
  • 19. Project Details Prior Work Software Design User Testing Future Work User Interface Design Edge Pan Zoom In Zoom Out
  • 20. Project Details Prior Work Software Design User Interface Design User Testing Future Work
  • 21. Project Details Prior Work Software Design User Testing Future Work User Interface Design Center Pan Zoom In Zoom Out
  • 22. Project Details Prior Work Software Design User Interface Design User Testing Future Work
  • 23. Project Details Prior Work Software Design User Interface Design User Testing Future Work
  • 24. Project Details Prior Work Software Design User Testing User Interface Design • Gaze cursor • Displays current (filtered) gaze point to the user • Helpful in maintaining orientation when navigating the UI Future Work
  • 25. Project Details Prior Work Software Design Software Design Details User Testing Future Work
  • 26. Project Details Prior Work Software Design User Testing Gaze Point Filter • Problem • Even calibrated, raw output from eye tracker is noisy • Brief (but valid) fixations contribute to the noisiness • Makes UI activation difficult and gaze cursor is very distracting Future Work
  • 27. Project Details Prior Work Software Design Gaze Point Filter • Unfiltered output User Testing Future Work
  • 28. Project Details Prior Work Software Design User Testing Future Work Gaze Point Filter • Solution • Filter the tracker’s output prior to processing by the client application
  • 29. Project Details Prior Work Software Design Gaze Point Filter • Moving Average Filter • As 2D points are received by the tracker, samples are added to a queue (“window”) • Average of all samples currently in the window is returned • Window size is configurable – optimal found to be 15-20 samples • After initial charging, resulting output is greatly improved User Testing Future Work
  • 30. Project Details Prior Work Software Design Gaze Point Filter • Moving Average Filter - charging User Testing Future Work
  • 31. Project Details Prior Work Software Design Gaze Point Filter • Moving Average Filter - charging User Testing Future Work
  • 32. Project Details Prior Work Software Design User Testing Gaze Point Filter • Moving Average Filter – output at window size = 10 Future Work
  • 33. Project Details Prior Work Software Design User Testing Gaze Point Filter • Moving Average Filter – output at window size = 25 Future Work
  • 34. Project Details Prior Work Software Design User Testing Detailed Design EyeTrackerAPI WorldWindGazeInput Swing WorldWind Future Work
  • 35. Project Details Prior Work Software Design User Testing Detailed Design - EyeTrackerAPI Future Work
  • 36. Project Details Prior Work Software Design User Testing Detailed Design - EyeTrackerAPI Future Work
  • 37. Project Details Prior Work Software Design User Testing Detailed Design - EyeTrackerAPI Future Work
  • 38. Project Details Prior Work Software Design User Testing Detailed Design - EyeTrackerAPI Future Work
  • 39. Project Details Prior Work Software Design User Testing Detailed Design - EyeTrackerAPI Future Work
  • 40. Project Details Prior Work Software Design User Testing Future Work Detailed Design - WorldWindGazeInput
  • 41. Project Details Prior Work Software Design User Testing Future Work Detailed Design - WorldWindGazeInput
  • 42. Project Details Prior Work Software Design User Testing Future Work Detailed Design - WorldWindGazeInput
  • 43. Project Details Prior Work Software Design User Testing Future Work Detailed Design - WorldWindGazeInput
  • 44. Project Details Prior Work Software Design User Testing User Testing Preliminary user evaluations of gaze input application Future Work
  • 45. Project Details Prior Work Software Design User Testing User Testing • Goals • Evaluate the effectiveness of proposed designs • Quantitative • Are participants able to use the UI? • How effective are they in navigating to geographic regions? • Qualitative • How natural or intuitive is the experience? • Do participants feel like the system responds to their intent? Future Work
  • 46. Project Details Prior Work Software Design User Testing Future Work Participants & Recruiting • Planned goal was 5-10 test participants • Recruited via online posts (graduate forum) and email solicitation • Prospective participants completed an online screener • Ended up with eight (8) participants
  • 47. Project Details Prior Work Software Design Participants & Recruiting User Testing Future Work
  • 48. Project Details Prior Work Software Design Participants & Recruiting User Testing Future Work
  • 49. Project Details Prior Work Software Design Participants & Recruiting User Testing Future Work
  • 50. Project Details Prior Work Software Design Participants & Recruiting User Testing Future Work
  • 51. Project Details Prior Work Software Design User Testing Future Work Test Procedures 1. Background questionnaire 2. Introduced to eye tracking system, calibration procedure, and tasks 3. Initial calibration • 9-point automatic, using iViewX Experiment Center 4. Introduced to geospatial application and user interface 5. Navigation to practice point (with moderator support) 6. Sequential navigation to test regions (A, B, C, D) 1. 2. 3. 4. Pan to general area of region Zoom to region Activate sub-points in the region Zoom out to furthest level
  • 52. Project Details Prior Work Software Design User Testing Test Procedures – Test regions Future Work
  • 53. Project Details Prior Work Software Design User Testing Future Work Test Procedures – Test regions (subpoints)
  • 54. Project Details Prior Work Software Design User Testing Future Work Test Procedures – Initial calibration • Targeted a < 1° angular error (X and Y)
  • 55. Project Details Prior Work Software Design User Testing Test Procedures – Task ordering Participant 1 2 3 4 5 6 7 8 Region Sequence A B C D B C D A C D A B D A B C A B C D B C D A C D A B D A B C Future Work
  • 56. Project Details Prior Work Software Design User Testing Test Results - Quantitative Region Label Average task time (seconds) A 138.41 B 141.43 C 153.21 D 151.13 Overall Average 146.05 Future Work
  • 57. Project Details Prior Work Software Design User Testing Test Results - Quantitative Task Number Average task time (seconds) 1 179.48 2 146.93 3 135.52 4 122.23 Overall Average 146.05 Future Work
  • 58. Project Details Prior Work Software Design User Testing Test Results - Qualitative • Participants given two surveys after tasks completion • Qualitative gaze input survey • System Usability Scale (SUS) • Then debriefed with directed questions from moderator Future Work
  • 59. Project Details Prior Work Software Design User Testing Future Work Test Results – Gaze input survey results
  • 60. Project Details Prior Work Software Design User Testing Test Results – SUS results Future Work
  • 61. Project Details Prior Work Software Design User Testing Test Results – SUS results Participant 1 2 SUS Score 3 62.5 67.5 92.5 4 5 6 7 8 Average 65.0 62.5 77.5 75.0 55.0 69.7 Future Work
  • 62. Project Details Prior Work Software Design User Testing Future Work Conclusions and Future Work
  • 63. Project Details Prior Work Software Design User Testing Future Work User Testing Observations • Response to adaptive pan UI • Initially somewhat disruptive • Edge pan provided larger target surface • Preferred when calibration had large angular error • Central pan provided finer control and better view of map • Generally preferred, except when calibration made activation difficult • Expectation of dwell-based operation • Before initial exposure to UI, participants expected a dwell-based solution • Expected map to pan/zoom to where they were looking
  • 64. Project Details Prior Work Software Design User Testing Future Work User Testing Observations • “Opposite Pan Problem” • Many users had a tendency to pan in the exact opposite direction • Error was relatively frequent and consistent between participants • Debriefing revealed an opposite expectation of pan behavior
  • 65. Project Details Prior Work Software Design User Testing Future Work User Testing Observations • “Opposite Pan Problem” • Many users had a tendency to pan in the exact opposite direction • Error was relatively frequent and consistent between participants • Debriefing revealed an opposite expectation of pan behavior Pan Target
  • 66. Project Details Prior Work Software Design User Testing Future Work User Testing Observations • “Opposite Pan Problem” • Many users had a tendency to pan in the exact opposite direction • Error was relatively frequent and consistent between participants • Debriefing revealed an opposite expectation of pan behavior Observed Error Correct Pan Pan Target
  • 67. Project Details Prior Work Software Design User Testing Future Work Ideas for Future Work • More expansive and rigorous user testing • Large variation in qualitative survey responses • Larger sample size could yield more concrete significant results • Comparative study of effectiveness of various design alternatives • Fixed vs. adaptive pan UI • Dwell-based activation vs. UI-based • Implementation of Adams’ zoom techniques with adaptive pan UI

Editor's Notes

  1. Calendar time, not man-time