People and Computers XX - Engage [electronic resource] : Proceedings of HCI 2006 /
HCI Conference(20th :2006 :University of London)
HCI Conference.
Bryan-Kinns, Nick.editor.
Blandford, Ann.editor.
Curzon, Paul.editor.
Nigay, Laurence.editor.
Reading has arguably the longest and richest history of any domain for scientifically considering the impact of technology on the user. From the 1920s to the 1950s, Miles Tinker [1963] and other researchers ran hundreds of user tests that examined the effects of different fonts and text layout variables, such as the amount of vertical space between each line of text (called leading). Their research focused on user performance, and reading speed was the favoured measure. They charted the effect of the manipulated variables on reading speed, looking for the point at which their participants could read the fastest. Their assumption was that faster reading speeds created a more optimal experience. Printers and publishers eagerly consumed this research. In recent years, some of these variables have been reexamined as the technology and capabilities evolve with the advent of computers and computer screens. Dillon [1992] examined how to design textual information for an electronic environment. Boyarski et al. [1998] examined the effect of fonts that were designed for computer screens. Dyson & Kipping [1998] examined the effect of line length on computer screens. Larson et al. [2000] examined the effect of 3-D rotation on reading. Gugerty et al. [2004] demonstrated a reading performance advantage with the Microsoft ClearType display technology.
Description based upon print version of record.
Includes bibliographical references and index.
At the Periphery -- Crossmodal Ambient Displays -- Plotting Affect and Premises for Use in Aesthetic Interaction Design: Towards Evaluation for the Everyday -- Enthralling Experience -- Smell Me: Engaging with an Interactive Olfactory Game -- Measuring the Aesthetics of Reading -- Aesthetic and Symbolic Qualities as Antecedents of Overall Judgements of Interactive Products -- Involvement in Listening to Music from a Computer: The Effects of Pre-Existing Mood -- Interface Affect and Familiarity: Some Implications for Designing the Interaction -- Connecting with Others -- VideoArms: Embodiments for Mixed Presence Groupware -- Supporting Crime Scene Investigation -- Interaction for Me -- The Beam Cursor: A Pen-based Technique for Enhancing Target Acquisition -- Assisting Target Acquisition in Perspective Views -- Does Being Motivated to Avoid Procedural Errors Influence Their Systematicity? -- Usefulness of Interactive Animations in Electronic Shopping -- Interactions in the Wild -- Output Multimodal Interaction: The Case of Augmented Surgery -- mSpace Mobile: Exploring Support for Mobile Tasks -- Place and the Experience of BLISS -- Factors Contributing to Low Usage of Mobile Data Services: User Requirements, Service Discovery and Usability -- Mind, Body, and Spirit -- Exploring the PieTree for Representing Numerical Hierarchical Data -- Severity of Usability and Accessibility Problems in eCommerce and eGovernment Websites -- Graph Builder: Constructing Non-visual Visualizations.
Reading has arguably the longest and richest history of any domain for scientifically considering the impact of technology on the user. From the 1920s to the 1950s, Miles Tinker [1963] and other researchers ran hundreds of user tests that examined the effects of different fonts and text layout variables, such as the amount of vertical space between each line of text (called leading). Their research focused on user performance, and reading speed was the favoured measure. They charted the effect of the manipulated variables on reading speed, looking for the point at which their participants could read the fastest. Their assumption was that faster reading speeds created a more optimal experience. Printers and publishers eagerly consumed this research. In recent years, some of these variables have been reexamined as the technology and capabilities evolve with the advent of computers and computer screens. Dillon [1992] examined how to design textual information for an electronic environment. Boyarski et al. [1998] examined the effect of fonts that were designed for computer screens. Dyson & Kipping [1998] examined the effect of line length on computer screens. Larson et al. [2000] examined the effect of 3-D rotation on reading. Gugerty et al. [2004] demonstrated a reading performance advantage with the Microsoft ClearType display technology.
User interfaces (Computer systems).
Application software.
User Interfaces and Human Computer Interaction.
Information Systems Applications (incl. Internet).