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See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/222500586
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Computer interface evaluation using eye movements: Methods and constructs
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Article in International Journal of Industrial Ergonomics · October 1999
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DOI: 10.1016/S0169-8141(98)00068-7
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CITATIONS
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2 authors: Joseph H. Goldberg Meta 78 PUBLICATIONS 5,028 CITATIONS
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SEE PROFILE
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Xerxes P Kotval Nokia Bell-Labs 13 PUBLICATIONS 1,242 CITATIONS
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International Journal of Industrial Ergonomics 24 (1999) 631}645
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Computer interface evaluation using eye movements: methods and constructs
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Joseph H. Goldberg*, Xerxes P. Kotval1
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The Pennsylvania State University, Department of Industrial and Manufacturing Engineering, 207 Hammond Building, University Park, PA 16802-1401, USA
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Received 1 March 1998; received in revised form 13 March 1998; accepted 7 July 1998
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Abstract
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Eye movement-based analysis can enhance traditional performance, protocol, and walk-through evaluations of computer interfaces. Despite a substantial history of eye movement data collection in tasks, there is still a great need for an organized de"nition and evaluation of appropriate measures. Several measures based upon eye movement locations and scanpaths were evaluated here, to assess their validity for assessment of interface quality. Good and poor interfaces for a drawing tool selection program were developed by manipulating the grouping of tool icons. These were subsequently evaluated by a collection of 50 interface designers and typical users. Twelve subjects used the interfaces while their eye movements were collected. Compared with a randomly organized set of component buttons, wellorganized functional grouping resulted in shorter scanpaths, covering smaller areas. The poorer interface resulted in more, but similar duration, "xations than the better interface. Whereas the poor interface produced less e$cient search behavior, the layout of component representations did not in#uence their interpretability. Overall, data obtained from eye movements can signi"cantly enhance the observation of users' strategies while using computer interfaces, which can subsequently improve the precision of computer interface evaluations. Relevance to industry
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The software development industry requires improved methods for the objective analysis and design of software interfaces. This study provides a foundation for using eye movement analysis as part of an objective evaluation tool for many phases of interface analysis. The present approach is instructional in its de"nition of eye movement-based measures, and is evaluative with respect to the utility of these measures. 1998 Elsevier Science B.V. All rights reserved.
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Keywords: Eye movements; HCI; Computer interface design; Software evaluation; Fixation algorithms
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1. Introduction
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* Corresponding author. Present address: Lucent Technologies, Bell Laboratories, Holmdel, NY.
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1.1. Interface evaluation
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The software development cycle requires frequent iterations of user testing and interface
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0169-8141/99/$ - see front matter 1999 Elsevier Science B.V. All rights reserved PII: S 0 1 6 9 - 8 1 4 1 ( 9 8 ) 0 0 0 6 8 - 7
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modi"cation. These interface evaluations, whether at initial design or at later test and evaluation stages, should assess system functionality and the impact of the interface on the user. Earlier, design evaluation methods include cognitive walkthroughs, heuristic, review-based, and modelbased evaluations. At more mature product phases, performance-based experiments, protocol/observation, and questionnaires are frequently used as a basis for evaluation (Dix et al., 1998). Performance-based studies assess errors and time to complete speci"ed operations or scenarios (Wickens et al., 1998).
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Interface evaluation and usability testing are expensive, time-intensive exercises, often done with poorly documented standards and objectives. They are frequently qualitative, with poor reliability and sensitivity. Provision of an improved tool for rapid and e!ective evaluation of graphical user interfaces was the motivating goal underlying the present work assessing eye movements as an indicator of interface usability.
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1.2. Eye movements on displays
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While using a computer interface, one's eye movements usually indicate one's spatial focus of attention on a display. In order to foveate informative areas in a scene, the eyes naturally "xate upon areas that are surprising, salient, or important through experience (Loftus and Mackworth, 1978). Thus, current gazepoints on a display can approximate foci of attention over a time period. When considering short time intervals, however, one's attentional focus may lead or lag the gazepoint (Just and Carpenter, 1976). By choosing long enough sampling intervals for eye movements, temporal leads/lags should be averaged out.
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Applied eye movement analysis has at least a 60 yr history in performance and usability assessments of spatial displays within information acquisition contexts such as aviation, driving, X-ray search, and advertising. Buswell (1935) measured "xation densities and serial scanpaths while individuals freely viewed artwork samples, noting that eyes follow the direction of principal lines in "gures, and that more di$cult processing produced longer "xation durations. Mackworth (1976) noted that
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higher display densities produced 50}100 ms longer "xation durations than lower density displays. Non-productive eye movements more than 203 from the horizontal scanning axis strongly increased as a percentage of all eye movements as the display width and density increased. Kolers et al. (1981) measured eye "xations (number, number per line, rate, duration, words per "xation) as a function of character and line spacing in a reading task. More "xations per line (and fewer "xations per word) were associated with more tightly-grouped, singled-spaced material. Fewer, yet longer "xations were made with smaller, more densely packed text characters. Yamamoto and Kuto (1992) found improved Japanese character reading performance associated with series of sequential rather than backtracking eye movements. Eye tracking has aided the assessment of whether the order of product versus "ller displays in a television commercial in#uences one's attention to that product (Janiszewski and Warlop, 1993). Using eye movement analyses while scanning advertisements on telephone yellow pages, quarter-page ad displays were much more noticed than text listings, and color ads were perceived more quickly, more often, and longer than black and white ads (Lohse, 1997).
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Prior eye movement-based interface and usability characterizations have relied heavily upon cumulative "xation time and areas of interest approaches, dividing an interface into prede"ned areas. Transitions into and from these areas, as well as time spent in each area, are tallied. While these approaches can signal areas where more or less attention is spent while using a display, few investigations have considered the complex nature of scanpaths, de"ned from a series of "xations and saccades on the interface. Scanpath complexity and regularity measures are needed to approach some of the subtler interface usability issues in screen design.
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1.3. Objective
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Eye tracking systems are now inexpensive, reliable, and precise enough to signi"cantly enhance system evaluations. While the hardware technology is quite mature (Young and Sheena, 1975, for a general review), methods of evaluating data from eye
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tracking experiments are still somewhat immature and disorganized. The objective of the present paper is to provide an introduction and framework for eye movement data analysis techniques. These eye movement measures and algorithms are presented in light of results from an experiment presenting users with both `gooda and `poora interfaces.
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2. Methods
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Scanpaths were collected from 12 subjects while using both `gooda and `poora software interfaces. The resulting scanpaths were characterized using a number of quantitative measures, each designed to characterize di!erent aspects of scanpath behaviors and relate to the cognitive behavior underlying visual search and information processing. A comparison of expected user search behavior using each interface with the results of scanpath measures were used to determine the relative e!ectiveness of each measure.
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2.1. Interface stimuli
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The good}poor distinction was based upon physical grouping of interface tool buttons. Users expect physically grouped components to be related by some common characteristic, whether physical or conceptual (Wickens and Carswell, 1995). Exploiting this, the `gooda interface grouped eleven components into three functionally related groups: editing, drawing, and text manipulation tools (Fig. 1, left panel). These functional groupings were intended to allow relatively e$cient tool search, compared with the poorly designed interface (Fig. 1, right panel) intended to cause less e$cient visual search. The `poora interface provided a randomized (i.e., not functional or conceptual) relationship within each tool group.
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To verify a substantial di!erence in perceived quality, "fty typical users and thirty interface design experts rated each interface on a scale from 1 (excellent) to 5 (unacceptable). The functionally grouped interface averaged 1.35, between good and excellent, whereas the randomly grouped interface averaged 4.53, between unacceptable and poor. Thus, the two interfaces were con"rmed as substantially di!erent in design quality.
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Example `gooda and `poora interfaces were programmed to provide a well-controlled and equally familiar environment for all subjects in this study. Their primary purpose was not to evaluate the usability of these particular interfaces per se; rather, they provided a means for validating the various created measures. Fig. 1 shows two of these interfaces. The interface showed a work area with a panel of tool buttons, much like a drawing package.
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2.2. Apparatus and calibration
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The experiment was hosted on a PC with a 13 in (33 cm) VGA monitor with mouse/windows control. A second computer, remotely activated by the host computer, controlled the eye tracking system, a DBA systems Model 626 infrared corneal re#ection system (Fig. 2). An infrared sensitive CCD video camera was positioned just below the host
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Fig. 1. Interface designs. Left panel: good design; right panel: poor design.
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Fig. 2. Experimental apparatus, showing eye tracker with infrared-sensitive camera lens.
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computer's monitor. The camera contained an LED inline with its focal axis, generating an illuminated pupil and light glint ("rst Purkinje re#ection) on the subject's cornea. The head posture and eye location were maintained with a head/chin rest, such that the eye was 22 in (56 cm) from the screen, and level with its center. At this distance, the screen subtended 213 and 163 of horizontal and vertical visual angle, respectively. Each 65;65 pixel tool button in the interface subtended 1 in, or 2.23 of horizontal visual angle.
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Video images of the pupil and Purkinje re#ection were captured at 60 Hz by the eye tracker and assigned light intensity values to each pixel in the digital image. An intensity threshold "ltered the video image until the pupil image was isolated. Eye tracker software located the center of the pupil and calculated the vector from it to the corneal light glint. A calibration procedure related this vector with Cartesian coordinates on the interface screen, providing the subject's eyegaze location, or pointof-regard (POR). The POR coordinates were collected and stored in a data"le for later processing.
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Calibration used a set of 9 screen locations, and was checked with each block (33 trials) in each subject's session. The criterion for a successful calibration equated to residuals that were less than 0.5 cm (0.53 visual angle) from actual target location. In other words, the eye tracker software
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estimate of target location was not more than 10 pixels away from the actual target location.
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2.3. Subjects
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Twelve subjects (7 female, 5 male) participated in this study. Ages ranged from 20 to 27 yr (mean 23 yr). Participants averaged 4.8 yr of experience using typical windowing software, spending an average of 15.3 h a week using software interfaces. Because corrective lenses produce additional surface re#ections which interfere with the eye tracker's identi"cation and processing of the Purkinje image, subjects performed the experiment without corrective lenses. All subjects had an uncorrected Snellen visual acuity of 20/35 or better, as determined by a Bausch and Lomb Vision Tester (Cat. 71-22-41).
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2.4. Procedure and design
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After adjusting the chinrest and workstation, each subject was carefully calibrated. Calibration was also repeated prior to each block. Practice, consisting of a block of 33 trials, was provided for each of the tested interfaces. Each trial on a block was initiated by the subject selecting a `Continuea button at the center of the work area with the mouse. The `Continuea button was then
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Table 1 Classi"cation of eye movement and scanpath measures
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immediately replaced by the name of one of the eleven randomized tool buttons (e.g., CUT) in the middle of the workspace. The eye tracker initiated its POR data collection at this time. The subject, as quickly as possible, then located the tool button from the tool menu at the left of the display, and clicked the left button on the mouse, stopping POR collection. Feedback, consisting of a statement of `correcta or `incorrecta at the position of the initial instruction location, was provided after each trial. A 1 min break was provided between each block; the total subject testing time was 40 min.
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Within each of 12 subjects, the experiment presented 6 replicates of each of the 11 tool button components for each of the two interfaces presented here. The trial order was counterbalanced between subjects. A fully-crossed ANOVA for each dependent measure included Subjects (12 levels, random e!ect);Interface (2 levels, "xed e!ect); Tool Component (11 levels, "xed e!ect);6 replicates).
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3. Scanpath generation
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3.1. Classixcation of measures
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Scanpaths are de"ned by a saccade}"xate}saccade sequence on a display. For information search tasks, the optimal scanpath is a straight line to
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a desired target, with relatively short "xation duration at the target. The derived scanpath measures discussed below attempt to quantitatively measure the divergence from this optimal scanpath in several ways. The measures each provide a single quantitative value, with some requiring no knowledge of the content of the computer interface. Table 1 provides a summary of these measures, categorizing them on two dimensions. Temporal measures describe the sequential, time-based nature of a scanpath, whereas spatial emphasizes the spread and coverage of a scanpath. Furthermore, the measures may rely upon unprocessed, 60 Hz raw gazepoint samples, or may be more oriented to processed "xations and/or saccades within a scanpath. Typically, reported eye movement data has been pre-processed to form "xations and saccades, by one of many di!erent algorithms (Goldberg and Schryver, 1993). The resulting set of "xations and saccades are further processed to characterize scanpaths and their dynamic change (Goldberg and Schryver, 1995). However, some of the measures presented here can be applied to the gazepoint samples, which is computationally easier, but with less behavioral meaning.
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3.2. Fixations
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The eyes dart from "xation to "xation in a typical search on a display. At least three processes take
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Fig. 3. Events occurring within typical "xations.
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place within the 250}300 ms of a typical "xation (Viviani, 1990), as shown in Fig. 3. First, visual information is encoded, presumably to label the general scene (Loftus and Mackworth, 1978). Next the peripheral visual "eld of the current gaze is sampled, to determine subsequent informative areas. Finally, the next saccade is planned and prepared. These processes overlap, and may occur in parallel.
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Gazepoints sampled at 60 Hz represent the lineof-sight at the time of sampling, and may or may not be at a location within a "xation, as sampling may have occurred during a saccade or perhaps during a blink or other artifact. Most commercial eye tracking systems include software removal of these artifacts, and some also include "xation construction algorithms. Fixation algorithms may be based on cluster and other statistical analyses, and may be locally adaptive to the amplitude of ocular jumps (Goldberg and Schryver, 1995; Ramakrishna et al., 1993; Belofsky and Lyon, 1988; Scinto and Barnette, 1986). Most algorithms develop "xation clusters by using a constrained spatial proximity determination, but temporal constraints can also be used. Latimer (1988) used temporal information related to each sample gazepoint but only to determine the cumulative "xation time after the cluster had been de"ned by spatial criteria. A "xation algorithm must produce "xations that meet certain minimum characteristics. The center of a typical "xation is within 2}33 from the observed target object (Robinson, 1979) and the minimum process-
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ing duration during a "xation is 100}150 ms (Viviani, 1990).
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The present study used a data position variance method (Anliker, 1976), after removing blinks and other eye movement artifacts. Fixations were initially constrained to a 33$0.53 spatial area, and had to be of at least 100 ms in duration. This corresponded to a minimum of 6 sample gazepoints per "xation (at 60 Hz), following Karsh and Breitenbach (1983), and agrees with descriptions of saccades lasting 20}100 ms (Hallet, 1986). Once a "xation was initially de"ned, its spatial diameter was computed. Subsequent gazepoint data samples falling within this diameter threshold were interactively added to the "xation. The spatial diameter threshold was then raised or lowered within a subject, following the method of Krose and Burbeck (1989), with only one "xation diameter allowed per subject. Maximum "xation diameters were varied from 23 to 43, in 0.53 increments, until de"ned "xations su$ciently "t the gazepoint data. Allowed "xation diameters were increased when too few "xations (of very short duration) were evident. Conversely, "xation durations longer than 900 ms indicated that "xation diameter should be decreased.
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While these methods are useful in identifying critical areas of attentional focus on a display, information based on the temporal order of "xations is lost. When and how often a target is "xated during a scanpath provides valuable information for the evaluation of an interface. Fig. 4 illustrates
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Fig. 4. Comparison of "xation algorithms. Spatial constraints (left panel); spatial plus temporal constraints (right panel).
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Table 2 Algorithm for "xation clustering
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Fixation cluster algorithm
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Step 1 Step 2
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Step 3
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Place "rst node in current cluster Compute common mean location of all samples in current cluster, and the next temporally sequential sample If the new point is within 40 pixels from the common mean location include new point in the current cluster If the new point is not within 40 pixels of the common mean then the current cluster becomes an old cluster and the new point becomes the current cluster If the number of points (n) in the old cluster *6 then the cluster is classi"ed as a FIXATION of n;16.67 ms duration If n(6 then the cluster is classi"ed as SACCADE of n;16.67 ms duration GOTO Step 2 until done
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Fig. 5. Fixation cluster de"nition, showing 80 pixel diameter.
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de"ned "xations that were within the 2}33 range described by Robinson (1979). If the total number of samples within a cluster was less than 6, then the cluster was categorized as part of a saccade. The general "xation algorithm applied to the present data is in Table 2.
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the di!erence between spatially derived "xations and "xations derived on the basis of both spatial and temporal criteria. Areas A and B are areas of high interest due to the number of gazepoint samples at each location. The left panel shows a temporal independent clustering (spatial constraint only), whereas the right panel shows a temporalsensitive clustering. Areas A and B are still shown as areas of high interest, but by keeping track of the temporal order of samples, better information about the relationship between A and B are obtained.
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The present study supplemented the preceding "xation method by testing sampled gazepoints in temporal order (Latimer, 1988; Tullis, 1983). Each of the 6 or more (de"ning at least 100 ms, at 60 Hz) temporally sequential gazepoint samples had to be within 40 pixels (0.6 in or 1.33) from the centroid of the gazepoint sample, as shown in Fig. 5. This
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4. Measures of search
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Illustrated descriptions of each of the eye movement measures and algorithms are provided below. Results from the good versus poor interfaces and other factors are also presented here. The same hypothetical scanpath is used in all examples below, for easy comparison. All of these measures may be used for a given scanpath, with each o!ering a slightly di!erent interpretation of the data. Scanpaths may also be viewed as directed or undirected graphs, allowing additional characterizations of complexity and size from graph theory. The organized functional grouping of components in the good design was expected induce subjects to "nd components quickly, producing rapid direct search patterns. In contrast, the randomized groups of the poor design were intended to mislead subjects, causing them to stay in an incorrect grouping
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or leave a correct grouping under the incorrect expectation that grouped components were related functionally. As a result the poor design was expected to produce more extensive search behavior.
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4.1. Scanpath length and duration
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Scanpath length is a productivity measure that can be used for baseline comparisons or de"ning an optimal visual search based on minimizing saccadic amplitudes. This may be computed independently from the actual screen layout, and may be applied to gazepoint samples or to processed "xation data. The length (in pixels) is the summation of the distances between the gazepoint samples. An example scanpath is illustrated in Fig. 6. Lengthy scanpaths indicate less e$cient scanning behavior but do not distinguish between search and information processing times. Unless scanpaths are formed from computed "xations and saccades, the scanpaths should not be used to make detailed inferences about one's attentional allocation on a display.
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Scanpath duration is more related to processing complexity than to visual search e$ciency, as much more relative time is spent in "xations than in saccades. Using 60 Hz gazepoint samples, the number of samples is directly proportional to the temporal duration of each scanpath, or Scanpath Duration"n;16.67 ms, where n"number of samples in the scanpath. However, using "xations, the scanpath duration must sum "xation durations with saccade durations.
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Using gazepoint samples, there was no signi"cant di!erence in the overall duration of scanpaths produced by the good and poor interfaces f(rFomthe"go1o.9d0,inpt' erfa0c.0e5w).aTs h1e439avmersa(gsed"du3r6a8ti.o4n), while the poor interface produced average durations of 1543 ms (sd"566.5). The non-signi"cant duration here, possibly due to (non-signi"cant) variance di!erences, should not be interpreted along as a sign of similar interface quality. Further measure comparisons should be conducted.
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Extensive search behavior produces spatially lengthy scanpaths. Two "xation-saccade scanpaths may have the same temporal duration but considerably di!erent lengths due to the di!erences in the extent of search required. Using the summated
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Fig. 6. Example computations for scanpath duration (left panel) and length (right panel).
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lengths (by the pythagorean theorem), scanpath
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lengths were computed, as in Fig. 6. The poor
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design did indeed produce longer scanpaths
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((Fsd" 86" 0), 51.146%,
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p(0.05), averaging 228 pixels longer than the better interface
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(1978 pixels, sd"491). Note that 65 pixels, here,
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was equivalent to a screen distance of 2.5 cm.
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4.2. Convex hull area
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Circumscribing the entire scanpath extends the length measures to consider the area covered by a scanpath. If a circle circumscribed the scanpath, small deviations in gazepoint samples would lead to dramatic changes in the area of the circumscribed circle, exaggerating actual di!erences in the scanpath area. As shown in Fig. 7, left panel, scanpaths A and B are similar, di!ering by only one excursion, but the area of the circle circumscribing scanpath B is 4 times the area of the circle circumscribing scanpath A. In contrast, scanpaths B and C are dramatically di!erent in shape and range but produce the same circumscribed circle area.
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Using the area of the convex hull circumscribing the scanpath, illustrated in Fig. 7, right panel, the exaggeration can be reduced. Note that scanpath areas A and B are now more similar, and B and C are less similar than with circumscribed circles. Table 3 provides an algorithm to construct convex hulls and hull area, of which steps 1}4 are illustrated in Fig. 8. Fig. 9 provides a simple example of a scanpath convex hull area. Alternative algorithms
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J.H. Goldberg, X.P. Kotval / International Journal of Industrial Ergonomics 24 (1999) 631}645
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Fig. 7. Relative comparison of areas de"ned by circumscribed circles (left panel) and convex hulls (right panel).
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for generating convex hulls are provided by Sedgewick (1990). Triangle areas (e.g., ABC) were computed from:
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ABD"(P(P!AB)(P!BC)(P!CA),
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where the perimeter,
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P"(AB#BC#CA)/2
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and
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IJ"("X'!X("#">'!>(". While the convex hull area may seem to be
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a more comprehensive measure of search than the scanpath length, note that long scanpaths may still reside within a small spatial area. Used in conjunction, the two measures can determine if lengthy search covered a large or a localized area on a
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Table 3 Algorithm for convex hull area
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Step 1 Step 2 Step 3 Step 4
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Step 5 Step 6
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Search all samples to identify and label the four samples with the Min x, Max y, Max x and Min y Set Min x as Vertex(1) Compute the slope of Vertex(n) with every sample in the scanpath IF +Min x(Vertex(n) Max y, OR +Min y(Vertex(n)(Max x, THEN set Vertex(n) to the sample with the largest positive slope IF +Max y(Vertex(n)(Max x, OR +Min y(Vertex(n)(Min x, THEN set Vertex(n) to the sample with the least negative slope Store Vertex(n) in a list IF Vertex(n)"Min x THEN GOTO Step 5 Increment n and GOTO Step 3 Set n"2 Compute and store the area of the triangle created by the points Vertex(1), Vertex(n) and Vertex(n#1). Increment n by 1. Repeat Step 6 until done. Sum of stored areas equals convex hull area
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display. In the present experiment, the poor design
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produced 11% larger (31 339 pixel, sd"14 952)
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search areas than the better design (28 168 pixel,
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ssdea"rch12a0re0a9,cFoupled
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"6.70, with the
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p(0.05). The larger longer scanpath pro-
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duced by the poorer interface indicated that the
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disorganized interface produced a widely distrib-
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uted search pattern.
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Fig. 8. Iterative example of convex hull generation algorithm.
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640
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Fig. 9. Example area generated by convex hull algorithm.
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4.3. Spatial density
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Coverage of an interface due to search and pro-
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cessing may be captured by the spatial distribution
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of gazepoint samples. Evenly spread samples
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throughout the display indicate extensive search
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with an ine$cient path, whereas targeted samples
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in a small area re#ect direct and e$cient search.
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The interface can be divided into grid areas either
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representing speci"c objects or physical screen
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area. In the present experiment, the display was
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divided into an evenly spaced 10;10 grid, with
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each cell covering 64;48 pixels. The spatial density
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index was equal to the number of cells containing at
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least one sample, divided by the total number of
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grid cells (100); an example is shown in Fig. 10.
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A smaller spatial density indicated more directed
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search, regardless of the temporal gazepoint samp-
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ling order. The poor interface produced 7% larger
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spatial density indices (Mean index"10.2, sd"
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3.1%) compared with the better interface (Mean
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index"9.5%, p(0.05).
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sd"2.3%,
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F"6.31,
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4.4. Transition matrix
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A transition matrix expresses the frequency of eye movement transitions between de"nes Areas of Interest (AOI's) (Ponsoda et al., 1995). This metric considers both search area and movement over time. While the scanpath spatial density provides useful information about the physical range of
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Fig. 10. Example spatial density computation.
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Fig. 11. Relative scanpath di!erences between e$cient (A) and ine$cient (B) search.
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search, a transition matrix adds the temporal component of search. Also known as link analysis (Jones et al., 1949), frequent transitions from one region of a display to another indicates ine$cient scanning with extensive search. Consider the two simple spatial distributions presented in Fig. 11. Both distributions produce the same index of spatial density and convex hull area. However, the search behaviors are dramatically di!erent. Scanpath A has a more e$cient search pattern with a shorter scanpath length than scanpath B.
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The transition matrix is a tabular representation of the number of transitions to and from each de"ned area. As shown in Fig. 12, a directed scanpath from region 3 to region 5 forms a unique cell
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J.H. Goldberg, X.P. Kotval / International Journal of Industrial Ergonomics 24 (1999) 631}645
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641
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Fig. 12. Example development of transition matrix from areas of interest on display.
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pattern in the transition matrix. An unusually dense transition matrix, with most cells "lled with at least one transition, indicates extensive search on a display, suggesting poor design. A sparse matrix indicates more e$cient and directed search. The matrix may be characterized with a single quantitative value by dividing the number of active transition cells (i.e., those containing at least one transition) by the total number of cells. A large index value indicates a dispersed, lengthy, and wandering scanpath, whereas smaller values point to more directed and e$cient search.
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The de"ned AOI's may be of equal or unequal size. A content-dependent analysis would assign
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each AOI to a screen window or object, with a unique AOI expressing all non-interesting areas. A content-independent analysis would simply divide the display into a grid, assigning an AOI to each grid cell. The present experiment divided the display interface into 25 regions; 24 were of equal size, whereas the 25th was the larger workspace area. In order to better capture dynamic search activity within the scanpath, intra-cell transitions need not be included (these were not shown in Fig. 12). The transition matrix density is the number of non-zero matrix cells divided by total number of cells (25;25 cells here). The poor interface had denser (1.69%, sd"1.01) transition
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matrices than the better interface (1.37%, sd"0.65,
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Fundirec" ted6.a9n1,d
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p(0.05), consistent with the more extensive search behavior
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expected due to the grouping of unrelated co-
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mponents in the poorer interface design.
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4.5. Number of saccades
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The number of saccades in a scanpath indicates the relative organization and amount of visual search on a display, with more saccades implying greater amount of search. For applied purposes, the distance between each successive "xation can generally be de"ned as a saccade, with both an amplitude and duration. That is, the number of saccades may be de"ned from the number of "xations minus one. A minimum amplitude of 160 pixels (5.33 visual angle) was required here to "lter out small micro-saccades resulting from moving to the periphery of the prior "xation (only 80 pixels). Saccades may be quite large (e.g., 203), so no upper bound was placed on the saccadic amplitude. The overall algorithm for counting saccades thus "rst tested the distance between "xation centers, incrementing the saccade count if greater than 160 pixels. Prior to acquiring the tool button target, there were 17% more saccades (averaging 2.53 saccades, sd"1.47) produced from the poor interface than from the better interface (2.17 saccades, sd"1.16, F"8.74, p(0.05).
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4.6. Saccadic amplitude
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A well designed interface should provide su$cient cues to direct the user's scanning to desired targets very rapidly, with few interim "xations. This will result in an expectation of larger saccadic amplitudes. If the provided cues are not meaningful or misleading, the resultant saccades should be smaller, negotiating the interface until a meaningful cue appears. The average saccadic amplitude is computed from the sum of the distances between consecutive "xations, dividing this by the number of "xations minus one. Note that all saccades were used to generate this sum, with no minimum length criterion. There was no signi"cant di!erence in average saccadic amplitude between the two interface designs (F"0.22, p'0.05). This
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indicated that even with more extensive search in poorer interfaces, the size of the saccades was similar between good (303 pixels, sd"109) and poor (299 pixels, sd"104) interfaces. While the local search step size was the same between the two interfaces, the overall extent of search was greater in the poor design. The functional grouping layout thus aids visual search planning for proper tool selection, but does not impact individual saccadic motions.
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In both interfaces, subjects typically moved to one group and sampled a component. In the good interface, a rapid determination could be made to determine if the desired component was in the same group (common function) or not (di!erent function). If the group functionality matched the desired component, small saccades could be made to each component from within the tool grouping until the target was acquired. If the group does not match, a saccade is rapidly made to another group. The functional grouping layout, however, did not provide cues about the next group to sample, thus a small saccade was still made to an adjacent group, continuing the search. The poorer interface provided little or no information about the other components within a grouping, once a tool button was acquired. As a result, subjects again made small local saccades, exhaustively searching within the group before executing a saccade to an adjacent group.
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Using these search measures, it was clear that the functional component grouping reduces the extent of required visual search by allowing one to rapidly `zoom ina on the desired component, while maintaining a relatively small amplitude for saccades.
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5. Measures of processing
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Visual search is conducted to obtain information from an interface, where more extensive search allows more interface objects to be processed. This does not consider the depth of required processing, however. In the present study, as the same representations were used in both interfaces, the depth of processing required to distinguish and interpret a component was not expected to di!er.
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J.H. Goldberg, X.P. Kotval / International Journal of Industrial Ergonomics 24 (1999) 631}645
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5.1. Number of xxations
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The number of "xations is related to the number
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of components that the user is required to process,
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but not the depth of required processing. When
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searching for a single target, a large number of
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"xations indicates the user sampled many other
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objects prior to selecting the target, as if distracted
|
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or hindered from isolating the target. The poor
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interface, intentionally designed to mislead the sub-
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ject, produced signi"cantly more "xations than the
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ignotoerdfadceesigpnro(dFuced" on8.3a6v,erpa( ge 0.20.55)3.
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The poor "xations
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(sd"1.16) for each component search, 17% more
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"xations than the good interface required (aver-
|
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age"2.17, sd"1.47). The functionally grouped
|
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design allowed one to `zoom ina on the correct
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component more e$ciently, requiring fewer com-
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ponents to be processed.
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5.2. Fixation duration
|
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Longer "xations imply the user is spending more time interpreting or relating the component representations in the interface to internalized representations. Representations that require long "xations are not as meaningful to the user as those with shorter "xation durations. Maximum and average "xation times are context-independent measures, but the duration of single "xations on targets is dependent on the interface layout. Average "xation duration was calculated by summing the number of gazepoint samples in all the "xations and dividing by the number of "xations.
|
||
The level of processing for graphic representations was expected to be the same between interfaces, as the icons were the same. Con"rming this, the good interface average "xation durations (411 ms, sd"144) and the poor interface "xations (391 ms, sd"144) did not signi"cantly di!er (F" 1.92, p'0.05).
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5.3. Fixation/saccade ratio
|
||
|
||
This content-independent ratio compares the time spent processing ("xations) component representations to the time spent searching (saccades) for the components. Interfaces resulting in higher
|
||
|
||
ratios indicate that there was either more processing or less search activity than interfaces with lower ratios. Other measures can determine which of these was the case. As the "xation/saccade ratio did not signi"cantly di!er between good (mean"14.8, sd"5.9) and poor (mean"13.9, sd"6.2) interfaces (F"1.26, p'0.05), if more search was required, a proportionate amount of processing was also required.
|
||
5.4. Other measures
|
||
The preceding measures only describe a portion of the potential universe of eye movement and scanpath characterization tools. Other measures may further aid interface analysis in certain circumstances. Several examples may be considered: First, a backtrack can be described by any saccadic motion that deviates more than 903 in angle from its immediately preceding saccade. These acute angles indicate rapid changes in direction, due to changes in goals and mismatch between users' expectation and the observed interface layout. Second, the ratio of on-target: all-target "xations can be de"ned by counting the number of "xations falling within a designated AOI or target, then dividing by the all "xations. This is a content-dependent e$ciency measure of search, with smaller ratios indicating lower e$ciency. Third, the number of post-target ,xations, or "xations on other areas, following target capture, can indicate the target's meaningfulness to a user. High values of non-target checking, following initial target capture indicate target representations with poor meaningfulness or visibility. Fourth, measures of scanpath regularity, considering integrated error or deviation from a regular cycle, can indicate variance in search due to a poor interface or users' state of training. Many potential measures of scanpath complexity are possible, once cyclic scanning behavior is identi"ed.
|
||
6. Discussion
|
||
Successful interaction with a computer clearly requires many elements, including good visibility, meaningfulness, transparency, and the requirement
|
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|
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644
|
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J.H. Goldberg, X.P. Kotval / International Journal of Industrial Ergonomics 24 (1999) 631}645
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of simple motor skills. Eye movement-based evaluation of the interface, as espoused here, can only address a subset of critical interface issues that revolve around software object visibility, meaningfulness, and placement. Though not a panacea tool for design evaluation, characterization of eye movements can help by providing easily comparable quantitative metrics for objective design iteration.
|
||
One particular strength of eye movement-based evaluation is in the assessment of users' strategies at the interface. Usually unaware of their search processes, eye movements can provide a temporal/ spatial record of search and #ow while using a computer. Strategy di!erences are most evident during lengthy (e.g., 10}15 s) tasks, where a su$cient scanpath exists for characterization by the above methods. Task that are too rapid (e.g., under 1 s) do not allow su$cient data for many of the measures.
|
||
In the case of component grouping, the present study demonstrated very good validity between users' and designers' ratings of good versus poor, and many of the eye movement-based measures. The framework and measures proposed here allow improved objective estimation of users' strategies, and the in#uence of interface design on those strategies. Compared with a randomly organized set of component buttons, well-organized functional grouping resulted in shorter scanpaths, covering smaller areas. The poorer interface resulted in less directed search with more (though equal in amplitude) saccades. Though similar in duration, the poor interface resulted in more "xations than the better interface. Whereas the poor interface produces less e$cient search behavior, the layout of component representations did not in#uence their interpretability.
|
||
Ongoing investigations will further consider the sensitivity, reliability, and validity of eye movement-based measures for interface evaluation. By presenting several designed interfaces that more continuously vary in rated quality, assessment of which measures re#ect these quality di!erences can be made. Other factors are also being introduced, such as component meaningfulness and visibility. Ultimately, eye movements may lend some degree of diagnosticity to interface evaluations, and may possibly lead to design recommendations, similar to Tullis's (1983) methodology for text-based material.
|
||
|
||
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