[1]
A Comparative Analysis of Usability Evaluation Methods on Their Versatility
in the Face of Diversified User Input Methods
Design and Evaluation Methods, Techniques and Tools
/
Ishikawa, Daiju
/
Kato, Takashi
/
Kita, Chigusa
HCI International 2015: 17th International Conference on HCI: Posters'
Extended Abstracts, Part I
2015-08-02
v.4
p.32-37
Keywords: Usability evaluation method; Qualitative method; Touch-based interaction;
Mouse-based interaction
© Copyright 2015 Springer International Publishing Switzerland
Summary: Every command consists of an action and an object, suggesting that a
usability problem can occur whenever the user is unable to identify an
appropriate action and/or the object associated with his/her current goal. The
recent shift from mouse-based to touch-based interaction demands that any
usability evaluation method be sensitive to not only object-related but also
action-related usability problems. This study involved a total of 32
participants, four kinds of tasks differing in the difficulty of identifying
objects and executing actions, and four qualitative methods of usability
evaluation. Analyses of sets of observation data with concurrent and
retrospective protocol by the same participant and interpretive protocol by a
new participant indicate that while the oral instruction method seems least
appropriate, the newly-devised narration method seems to have better prospects
than the observation and the think aloud method for the usability evaluation of
touch-based interaction.
[2]
Proposal of Advance Care Planning Support System
Service Design and Management
/
Yamamoto, Satomi
/
Yoshino, Takashi
/
Kita, Chigusa
/
Takeshima, Misa
/
Kato, Takashi
HIMI 2015: 17th International Conference on Human Interface and the
Management of Information, Symposium on Human Interface, Part I: Information
and Knowledge Design
2015-08-02
v.1
p.560-568
Keywords: Terminal care; Advance care planning; Quality of death
© Copyright 2015 Springer International Publishing Switzerland
Summary: In terminal care, patients may not receive the treatment they want because
they cannot express their will. We found that the "Advance Directive" and the
"Living Will" are useful for determining the treatment in terminal care.
However, patients being unable to respond to changes due to self-choices and
share these self-choices when using a conventional format are some problems
that remain. We propose an advance care planning support system that enhances
the possibility of performing self-choices, collecting data about end-of-life
care, confirming self-choices, and sharing the information with others using
social networks.
[3]
Hey Peratama: a breeding game with spoken dialogue interface
/
Xu, Xin
/
Wu, Jianming
/
Fujita, Kengo
/
Kato, Tsuneo
/
Sugaya, Fumiaki
Proceedings of the 2014 International Conference on Mobile and Ubiquitous
Multimedia
2014-11-25
p.266-267
© Copyright 2014 ACM
Summary: In this paper, we designed a breeding game application for smartphone with a
spoken dialogue interface. Though there are some public deployments of speech
interface on mobile devices, the habitual and continual use still remains a
difficult issue. We propose a novel design concept of breeding a dialogue
agent, an animated character, through taking care and having dialogues, to
establish intelligent and useful conversations. Setting the 20s-40s females as
the initial target users, a new spoken dialogue application in the form of
breeding game was designed by means of Human-Centered Design. The game scenario
was efficiently developed from the proposed concept according to the target
users' experiences of using smartphones and playing mobile games.
Scenario-based acceptability evaluation verified that the game scenario is
highly accepted by the target users. We released the game on Google Play
recently. The real-world log data proved the novelty of our design, in which
over 23.3% users were keeping speaking in the game continually.
[4]
Evaluation of Stability and Effect of Gripping Method on a Laser-Induced
Liquid Jet Hand Applicator for Usability Improvement
Product Design: PD1 -- Physical Interfaces
/
Kato, Takashi
/
Arafune, Tatsuhiko
/
Washio, Toshikatsu
/
Yamauchi, Yasushi
/
Nakagawa, Atsuhiro
/
Ogawa, Yoshikazu
/
Tominaga, Teiji
/
Sakuma, Ichiro
/
Kobayashi, Etsuko
Proceedings of the Human Factors and Ergonomics Society 2014 Annual Meeting
2014-10-27
p.1786-1789
doi 10.1177/1541931214581372
© Copyright 2014 HFES
Summary: We developed a pulsed laser-induced liquid jet (LILJ) system to dissect
tumor tissues while preserving fine blood vessels within deep and narrow
working spaces and evaluated its utility and safety. However, the hand
applicator of LILJ is heavy for the operator because of the torque generated by
some of the accessories. Consequently, the operator cannot work with precision.
To overcome this problem, we ergonomically redesigned the hand applicator of
LILJ. Here, we report an assessment of the redesigned hand applicator's
usability and stability that were evaluated by using the torque generated
around the center of gravity of the hand applicator and the hit probability. We
considered the load on the hand by force measured using a force-sensitive
sensor attached to the hand applicator. We showed that three out of five
subjects were able to generate enough force equally to stabilize the position
of the proposed hand applicator after a disturbance was generated and were able
to reduce the force enough to control the disturbance.
[5]
Probabilistic touchscreen keyboard incorporating gaze point information
Gesture & text-entry
/
Hagiya, Toshiyuki
/
Kato, Tsuneo
Proceedings of 2014 Conference on Human-Computer Interaction with Mobile
Devices and Services
2014-09-23
p.329-333
© Copyright 2014 ACM
Summary: We propose a novel probabilistic keyboard that takes into account the
distance between a gaze point and a touch position in order to improve typing
efficiency. The proposed keyboard dynamically changes the size of the search
space for predicting candidate words based on a model that estimates the
magnitude of touch position errors according to the distance between the gaze
point and the touch position. This makes it possible for users to type intended
words even when they glance at different areas on the screen. Performance was
evaluated in terms of input accuracy in total error rate (TER) and of typing
speed in words per minute (WPM). The results showed that the proposed keyboard
successfully reduced the TER by 18.2% and increased WPM by 12.7% compared to
the conventional keyboard.
[6]
Easy Handheld Training: Interactive Self-learning App for Elderly Smartphone
Novices
Design for Aging
/
Toyota, Yosuke
/
Sato, Daisuke
/
Kato, Tsuneo
/
Takagi, Hironobu
UAHCI 2014: 8th International Conference on Universal Access in
Human-Computer Interaction, Part III: Aging and Assistive Environments
2014-06-22
v.3
p.203-214
Keywords: Interactive self-learning app; real videos; elderly people; user interfaces;
smartphones
© Copyright 2014 Springer International Publishing
Summary: Smartphones have great potential for elderly people to enrich their lives.
Elderly people, however, hesitate to use smartphones compared to younger people
due to several factors such as anxieties about the difficulties of unfamiliar
devices and the lack of daily assistance. Moreover, a conventional research
reported that elderly IT novices struggled with basic operations in the first
stage. Hence, we tried to find the common issues faced by the elderly with no
previous smartphone experience and then created an interactive self-learning
application (app) of the basic smartphone operations. Our demonstration app was
designed to give "hands-on" experience by using integrated real videos. Results
of usability testing showed that the subjects easily learned by themselves how
to operate the smartphones without background information. The subjective
evaluation results showed that the app engaged the interest of the subjects and
also gave them confidence about acquiring operational skills by themselves.
[7]
Quality Function Deployment Using Improved Interpretive Structural Modeling
Knowledge Management
/
Kato, Takeo
/
Matsuoka, Yoshiyuki
HIMI 2014: 16th International Conference on Human Interface and the
Management of Information, Symposium on Human Interface, Part I: Information
and Knowledge Design and Evaluation
2014-06-22
v.1
p.352-363
Keywords: Design Methodology; QFD; ISM; Structural Modeling
© Copyright 2014 Springer International Publishing
Summary: Due to the product diversification and complication, sharing the product
information between the product development members has been important in the
product development process. Quality Function Deployment (QFD) is one of the
effective methods to share the information of the product using the quality
matrices that describes the relationship between design elements needed to be
considered. This paper improves QFD by applying the Interpretive structural
modeling (ISM). The ISM visually expresses the complex relationship between
design elements by using matrix operation. This paper also improves the ISM in
order to evaluate not only the relationships between the same type of design
elements but also that between in different type. The proposed QFD is applied
to a disc brake design problem, and their applicability is confirmed.
[8]
Analysis of Customer Preference through Unforced Natural Passive Observation
HCI for Business and Innovation
/
Tajima, Terumasa
/
Iida, Yusuke
/
Kato, Toshikazu
HCI International 2013: 15th International Conference on HCI, Part III:
Applications and Services
2013-07-21
v.3
p.466-474
Keywords: Passive and active observation; Recommendation system; Machine classifier;
Digital signage; Decision making support
© Copyright 2013 Springer-Verlag
Summary: In our former research, customer's preference has been estimated by passive
observation of shopping behavior, e.g. customer's "look" and "touch". It takes
much time to understand their preferences form the log. We need quickly to
build up the preference model to perform suitable recommendation for a new
customer. For this reason, we will propose an active observation mechanism that
detects customer's unforced natural behavior to information through ambient
devices such as speakers and electric displays. This mechanism also analyzes
customer's preference on features and their values of commodities, which
enables the system to estimate the rate of preference to an unknown product. We
have experimented on ten university students. We had them evaluate the
thirty-six Shirts. We used these evaluations for precision evaluations in naive
Bayes classifier. We used the leave-one-out cross-validation. As the result, we
have achieved the average precision in the estimating preferences by naive
Bayes classifier is 71%.
[9]
Responses Analysis of Visual and Linguistic Information on Digital Signage
Using fNIRS
Biophysiological Aspects of Interaction
/
Iteya, Satoru
/
Maki, Atsushi
/
Kato, Toshikazu
HCI International 2013: 15th International Conference on HCI, Part V:
Towards Intelligent and Implicit Interaction
2013-07-21
v.5
p.411-420
Keywords: fNIRS; Preference on Commodities and Information Parts; Information
Recommendation
© Copyright 2013 Springer-Verlag
Summary: When customers receive recommended information through digital signage, it
is important not only to choose suitable commodities matching each customer's
preferences, but also to choose suitable information media to express their
features. This paper proposes a method to estimate their preferences on
information media by measuring brain activity. First step in order to achieve
our final goal, we disclose that there are significant differences in brain
activity in case subjects receive recommended information. The result of
analysis shows there are significant differences in brain activity, especially
visual cortex and language area.
[10]
Visual Perception Modeling on Sense of Material of Object Surface
Perception and Interaction
/
Aoyama, Yoshiki
/
Kato, Toshikazu
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part I
2013-07-21
v.6
p.463-467
Keywords: CG; Texture; Visual Characteristic
© Copyright 2013 Springer-Verlag
Summary: Human can quickly recognize the state of object surface. This sensation is
called "Sense of Material". When simulating materials with CG, the method of
complex physical model is mainstream. However, this method causes large
production time and cost so we propose simple material models based on human
visual characteristics called "Tri-Contrast Perception Model" and "Binocular
Parallax Model". The results of discriminant analysis to some material samples,
we found that binocular parallax is important affect for sense of material.
[11]
Modeling Relationship between Visual Impression of Products and Their
Graphical Features
Product Design, Marketing and Advertisment
/
Niwa, Shimon
/
Kato, Toshikazu
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part I
2013-07-21
v.6
p.705-708
Keywords: Modeling; Subjective Visual Impression; Machine Learning; Graphical Features
© Copyright 2013 Springer-Verlag
Summary: Consumers feel heavy burden to find products suited individual preferences
owing to large quantity of them on the Web. Therefore, it is necessary to
classify products based on subjective preferences. This paper describes the
method to model the relationship between subjective visual impressions and
objective graphical features through machine learning for each user. The way to
describe the visual impression is to use adjectives used by the professional
photographers. As graphical feature vectors, we compute Lab color histogram and
SURF from product photos. We estimate the subjective visual impression of
products and classify them by constructing classifiers for the impression
groups using Random Forests. As a result of the experiment, the proposed method
achieved 80.1% accuracy on average.
[12]
Estimation of Dominant Attributes of Product for Each Customer through
Behavior Observation of Shopping
Product Design, Marketing and Advertisment
/
Okuzawa, Mika
/
Kato, Toshikazu
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part I
2013-07-21
v.6
p.709-713
Keywords: Ubiquitous Sensing; Modeling of Customer Preference; Smart Shop; Online Shop
© Copyright 2013 Springer-Verlag
Summary: Our purpose is to make a personalized shopping support system in a retail
store. In this study, we estimated dominant attributes for each customer
through behavior observation of shopping to collecting decision-making data of
them with various kinds of products. The dominant attributes are estimated by
conjoint analysis of the product attributes and the degree of interest in the
product estimated from customer's behavior. In the experiment with a trial
retail store, we achieved success about estimations of 3 of 4 customers. The
products recommended by our system also were shown to be better suit for
customers.
[13]
Estimation of Dominant Features of Commodities Based on Shopping Behavior
Analysis
Product Design, Marketing and Advertisment
/
Uchida, Shungo
/
Kato, Toshikazu
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part I
2013-07-21
v.6
p.742-746
Keywords: Purchasing Behavior; Behavior Analysis; Dominant Features
© Copyright 2013 Springer-Verlag
Summary: It is necessary to provide suitable assistance to each consumer in shopping
to choose preferable commodities. Each consumer does shopping with checking
dominant features of the commodities according to his own criteria [1]. For
example, "I want a cloth of a good material", "I want a T-shirt in cool color",
and so on. We have developed an experimental shopping space equipped with
ubiquitous sensors such as cameras and RFID-tag readers. In our experiment,
each subject freely walked around the shelves to find the preferable T-shirts.
Our system observed typically the time of three actions, "Look at", "Touch" and
"Take" a T-shirt. In this study, we have tried to estimate the dominant
features with each consumer through suggest the approach to recommend
information in consideration of personal dominant features from observation and
analysis of shopping behavior to perform suitable assistance.
[14]
Impression Management Support System for Teachers in Computer-Mediated
Communication
Learning and Education
/
Mukaiyachi, Tamotsu
/
Kato, Toshikazu
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part II
2013-07-21
v.7
p.66-70
Keywords: Teacher support system; Impression management; Computer-Mediated
Communication
© Copyright 2013 Springer-Verlag
Summary: Recently, due to development of Internet technology, online teaching has
become very popular. Building good interpersonal relationships between teachers
and students is important for the students' performance in online teaching. In
this study, we propose an impression management support system for teachers in
Computer-Mediated Communication instruction. The system suggests improvements
in instruction to teachers to give good impressions and to develop
interpersonal relationships with students. As the first step to realize the
system, we performed an experiment to investigate impression factors in email
instruction. From the experiment, we found that seven e-mail elements which
become the factors of the impressions.
[15]
Supporting User's Continued Effort for Health by Estimating Mental Loads of
Actions
Health and Medicine
/
Ikeda, Hitoshi
/
Kato, Toshikazu
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part II
2013-07-21
v.7
p.163-167
Keywords: Information Distribution; Estimate of Situation; Continual; Health Support
System
© Copyright 2013 Springer-Verlag
Summary: Recently, lifestyle disease has become a social problem. It is difficult to
improve exercise habits because people are hard to continue efforts for health.
In previous studies for encouraging exercises, there are studies to improve
user's motivation by visualizing exercise outcome. We should consider not only
improvement of motivation but also lessening mental loads for exercises since
improvement of exercise habits requires long-term continuation. This study
estimates the low degree and gives suitable recommended information which
prompts exercises. Therefore we propose health support which facilitates
continuation of user's effort for exercise. We propose new approach method to
prompt exercise. The experimental result indicated that a part of the approach
method is effective. And we constructed KANSEI model, a correlation between
degrees of each the feeling and the factors is revealed by data of each user
than data of all users.
[16]
Relationship Analysis between the Child's Behaviors Patterns and Sense of
Anxiety
Smart Environments
/
Sasase, Ayako
/
Kato, Toshikazu
HCI International 2013: 15th International Conference on HCI: Posters'
Extended Abstracts Part II
2013-07-21
v.7
p.676-680
Keywords: behavior; anxiety; child; mother; communication
© Copyright 2013 Springer-Verlag
Summary: This study aims to provide an information assistance mechanism which
estimates the child's state of emotion. This paper shows relationship between
child behavior patterns and sense of anxiety. We assumed a typical situation; a
mother is working at home without caring her child and the child is playing
alone near the mother. We assumed that looking at his mother is a reflection of
anxiety in the situation. Therefore, we have examined the number of times of
looking at his mother. We could observe monolog behaviors in peace of emotion,
while speaking to his mother, frequent moving around, and frequent change of
behaviors in sense of anxiety. We also found distance between the child and his
mother is important for peace of emotion because the anxiety is dissolved by
sitting near his mother in his hand distance.
[17]
Relationship Analysis between Subjective Evaluation and NIRS-Based Index on
Video Content
Understanding and Modelling Cognition
/
Mitsui, Shinsuke
/
Maki, Atsushi
/
Kato, Toshikazu
FAC 2013: 7th International Conference on Foundations of Augmented Cognition
2013-07-21
p.459-466
Keywords: Frontal cortex; Near-infrared spectroscopy; Subjective evaluation; Video
content
© Copyright 2013 Springer-Verlag
Summary: Brain activities have been investigated, and various functions of brain have
been revealed recently. In our experiment, decrease of oxy-Hb change at frontal
cortex was observed while subjects were watching video contents. Also, the
degrees of decreases were different among the subjective evaluations about
impression against the video contents. Revealing the cause of the decrease has
the possibility to evaluate video content objectively. In this paper we discuss
the relationship between subjective evaluation and brain activity on video
content.
[18]
Adaptable probabilistic flick keyboard based on HMMs
Posters
/
Hagiya, Toshiyuki
/
Kato, Tsuneo
Proceedings of the 2013 International Conference on Intelligent User
Interfaces
2013-03-19
v.2
p.71-72
© Copyright 2013 ACM
Summary: To provide an accurate and user-adaptable software keyboard for
touchscreens, we propose a probabilistic flick keyboard based on HMMs. This
keyboard can reduce the input error by taking the time series of the actual
touch position into consideration and by user adaptation. We evaluated
performance of the HMM-based flick keyboard and MLLR adaptation. Experimental
results showed that a user-dependent model reduced the error rate by 28.2%. In
a practical setting, MLLR user adaptation with only 10 words reduced the error
rate by 16.5% and increased typing speed by 10.5%.
[19]
Kansei Modeling on Visual Impression from Small Datasets
Part VIII / Access to Information and Knowledge
/
Uesaka, Shunsuke
/
Yasukawa, Kazuki
/
Kato, Toshikazu
HCI International 2011: 14th International Conference on HCI - Posters'
Extended Abstracts, Part I
2011-07-09
v.5
p.605-609
Keywords: Kansei Modeling; Machine Learning; Image Retrieval System
Copyright © 2011 Springer-Verlag
Summary: Large datasets are generally required for machine learning. In order to
improve the efficiency of the system, our team proposes a new Kansei modeling
method, which requires users to collect only a small dataset. Using our method,
the small datasets can search and collect large datasets classified in detail.
As a result, our method creates the well-tuned Kansei model only from small
datasets without the trouble of collecting many datasets.
[20]
Visual Perception Model for Sense of Materials
Part VI / Ergonomics and Human Modelling Issues
/
Wang, Wenhao
/
Kato, Toshikazu
HCI International 2011: 14th International Conference on HCI - Posters'
Extended Abstracts, Part II
2011-07-09
v.6
p.365-368
Copyright © 2011 Springer-Verlag
Summary: Natural surfaces has a different materials, human can instantly feel these
characteristics. For example, display of fruit on the supermarket shelves, we
can determine only the eyes whether they are fresh. When shopping, we can
quickly determine the quality of material goods, as well as light and heavy,
soft and hard, and so on. We call this feeling "SITUKAN", it is Japanese and
means sense of materials.
[21]
User Modeling through Unconscious Interaction with Smart Shop
User Models, Personas and Virtual Humans
/
Kato, Toshikazu
UAHCI 2011: 6th International Conference on Universal Access in
Human-Computer Interaction, Part II: Users Diversity
2011-07-09
v.2
p.61-68
Keywords: Kansei Engineering; Kansei Modeling; Behavior Log and Analysis; Smart Shop
Copyright © 2011 Springer-Verlag
Summary: Ubiquitous, mobile and wearable networks unified on the internet are rapidly
promoted and introduced into our daily living sphere. That means people,
unfamiliar to information technology and human computer interaction issue, are
becoming a large part of the users of the unified information environment. Thus
we need a new concept of information environment design which does not force a
person to have and use any computer skills. Such an information environment
would provide modest and human friendly manner for users including elderly
people.
This paper introduces a concept of Kansei modeling from the aspects of
users' needs in information service. To show its attractive facilities, this
paper describes the state of the art of our studies on personal information
assistance service in a smart space, such as ubiquitous and wearable
environment with robotic information processing mechanism.
[22]
Smart Store Understanding Consumer's Preference through Behavior Logs
Cultural Issues in Business and Industry
/
Ogino, Akihiro
/
Kobayashi, Taketo
/
Iida, Yusuke
/
Kato, Toshikazu
IDGD 2011: 4th International Conference on Internationalization, Design and
Global Development
2011-07-09
p.385-392
Keywords: Ubiquitous Environment; Ambient Technology; Behavior Analysis; Customer
Preference; Retail store
Copyright © 2011 Springer-Verlag
Summary: This paper presents a smart store that estimates a preference of consumers
concerning products from their behaviors. This paper proposes a method, which
is a passive observation and an active observation, to observe two behaviors,
direct behaviors and indirect behaviors. The passive observation is a method to
observe direct behaviors of customers towards real products through ambient
sensors. The active observation is a method to observe indirect behaviors of
customers towards information of products through ambient displays. This study
explains a purchase experiment using a prototype smart store that has installed
the ambient shelves and displays. This study estimates the favorite clothes
from their direct and indirect behavior using the smart store. The result of
estimation of preference shows that accuracy rate is 87% by leave-one-out
cross-validation.
[23]
Auditory Feature Parameters for Music Based on Human Auditory Processes
Measuring and Recognising Human Behaviour
/
Murakami, Masashi
/
Kato, Toshikazu
HIMI 2011: Human Interface and the Management of Information, Symposium on
Human Interface, Part I: Interacting with Information
2011-07-09
v.1
p.612-617
Keywords: Music; Hierarchical model of Kansei; Auditory characteristic
Copyright © 2011 Springer-Verlag
Summary: Authors aim to show the similarity and difference of sensibility effect when
human listen to the music. For concrete example, we assume the music
recommendation services. To propose the music that users really want, we use
the image words that users feel for the music, and retrieve and propose the
music based on the similarity of the image word. We intend to propose the music
that users really want based on Kansei engineering. We make the Hierarchical
model of Kansei. This model shows that human have the 4 processes when listen
the music. Feature parameters are physical frequency data with physiological
process. These parameters make us possible to represent how human listen the
music. In next step, we represent how human feel for the music. These
representations help users possible to retrieve the music really want. For
representation of human feelings, we use image words and subjective estimation.
[24]
Investigation of Indirect Oral Operation Method for Think Aloud Usability
Testing
Human Centered Design Methods and Tools
/
Hori, Masahiro
/
Kihara, Yasunori
/
Kato, Takashi
HCD 2011: 2nd International Conference on Human Centered Design
2011-07-09
p.38-46
Keywords: Concurrent think-aloud protocols; keep talking; usability testing; prototype
evaluation
Copyright © 2011 Springer-Verlag
Summary: Usability testing with prototypes is typically conducted with a concurrent
think-aloud protocol. Due to the simultaneous process of prototype operation
and verbalization, participants of the think-aloud testing sometimes say very
little and are likely to become silent when they are required to think
abstractly or complete complex tasks. In this paper, we propose a method of
user operation with oral instruction, which facilitates thinking aloud because
oral operation would help participants to keep a continuous flow of
verbalization. To investigate the quantity and quality of utterances made
during think aloud protocols, we conducted a comparative study between oral and
conventional manual operation methods. The study was carried out with two test
objects: an interactive prototype of a touch-screen digital camera and photo
album software with standard mouse/keyboard user interface. Our results
demonstrated that the oral operation method was more effective in drawing more
utterances for explanation and observation that would be an important source of
discovering usability problems although the effect was dependent on the user
interface of test objects.
[25]
Design and Development of Eyes- and Hands-Free Voice Interface for Mobile
Phone
Mobile and Ubiquitous Interaction
/
Fujita, Kengo
/
Kato, Tsuneo
HCD 2011: 2nd International Conference on Human Centered Design
2011-07-09
p.207-216
Keywords: Mobile Phone; Voice Interface; Eyes-free Operation; Hands-free Operation;
Bluetooth Headset; Design Process; Japanese users
Copyright © 2011 Springer-Verlag
Summary: This paper describes the design and development process of our new eyes- and
hands-free interface which provides the fundamental functions of a mobile phone
by voice interaction through a Bluetooth headset. We first identify four
conditions which must be met in order to make the interface acceptable to
Japanese users. Next, we define design guides which address each of these
conditions. In accordance with the design guides, we propose and implement the
interface system. To assess the effectiveness of the proposed interface, we had
participants operate a mobile phone while walking while simultaneously
confirming a switching signal which either permitted or forbade them to walk.
The experimental results showed that the proposed interface was more effective
than the conventional interfaces for operating a mobile phone while
simultaneously performing other tasks. The participants pointed out some
problems during the interviews, and we address these problems.