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Hand Geometry Training Video
Nicholas Lackner, Sean Akridge, Mike Tuccori, Michael Brockly, Stephen Elliott
The purpose of this research is to address the issue of non-habituated users and the time it takes them to interact
with the hand geometry machine. Having an aid for these users will improve performance consistency as well as
reduce throughput time. This video aid walks the user through the entire login process as a form of a training
mechanism. Financially, it would also reduce the amount of training personnel and resources required on behalf
of employers using the hand geometry machine.
Post Experiment Survey
Overview
Analysis of Common Usage Problems
Ease of Use and Accessibility
Experiment Setup
• iPhone video placed where viewing is optimal
• Dual camera placements to monitor user interactions
with the device and user scores
• Speed of operation metrics are recorded
• Surveys distributed to record final user feedback
• Text cues for the hearing impaired
• Sound cues for ease of use
• Visual aid for hand placement
Based on data gathered from a questionnaire distributed to
non-habituated users, we have formed a list of common
recommendations for the hand geometry machine:
• More instructions
• Better verification of proper hand placement (pin
knowledge)
• Audio cues
• Touchscreen
• Changes in screen (size, quality, information displayed)
3
*Data based on survey results from 36 non-habituated users. (votes, %)
• Upon sight of the machine, rate on a scale of 0 to 10
your initial thought on the purpose of this machine.
• How would you rate the usability of the hand geometry
machine?
• Did the video help you to use the hand geometry
machine?
• How did the video help you to use the hand geometry
machine?
• What did you find difficult?
• What do you think would help make using the hand
geometry machine easier?
Future Work
The next steps involve data collection from a larger sample
size in two step: using the hand geometry alone, and then
using it again with the training video. This research will
analyze the interaction time as well as the score.

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(Spring 2012) Hand Geometry Training Video

  • 1. Hand Geometry Training Video Nicholas Lackner, Sean Akridge, Mike Tuccori, Michael Brockly, Stephen Elliott The purpose of this research is to address the issue of non-habituated users and the time it takes them to interact with the hand geometry machine. Having an aid for these users will improve performance consistency as well as reduce throughput time. This video aid walks the user through the entire login process as a form of a training mechanism. Financially, it would also reduce the amount of training personnel and resources required on behalf of employers using the hand geometry machine. Post Experiment Survey Overview Analysis of Common Usage Problems Ease of Use and Accessibility Experiment Setup • iPhone video placed where viewing is optimal • Dual camera placements to monitor user interactions with the device and user scores • Speed of operation metrics are recorded • Surveys distributed to record final user feedback • Text cues for the hearing impaired • Sound cues for ease of use • Visual aid for hand placement Based on data gathered from a questionnaire distributed to non-habituated users, we have formed a list of common recommendations for the hand geometry machine: • More instructions • Better verification of proper hand placement (pin knowledge) • Audio cues • Touchscreen • Changes in screen (size, quality, information displayed) 3 *Data based on survey results from 36 non-habituated users. (votes, %) • Upon sight of the machine, rate on a scale of 0 to 10 your initial thought on the purpose of this machine. • How would you rate the usability of the hand geometry machine? • Did the video help you to use the hand geometry machine? • How did the video help you to use the hand geometry machine? • What did you find difficult? • What do you think would help make using the hand geometry machine easier? Future Work The next steps involve data collection from a larger sample size in two step: using the hand geometry alone, and then using it again with the training video. This research will analyze the interaction time as well as the score.