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SER594 Lecture 09

SER594 Lecture 09

Human Computer Interaction
Invited Speaker
(201903)

Javier Gonzalez-Sanchez
PRO

April 25, 2019
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  1. SER594
    Human-Computer Interaction
    Lecture 09
    Invited Talk: iLUX Lab
    Javier Gonzalez-Sanchez, PhD
    [email protected]
    javiergs.engineering.asu.edu
    Office Hours: By appointment

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  3. • Evaluate and design learning environments
    • Website usability and user experience
    • Mobile device user experience
    • Mobile Apps research
    • Gaming testing
    • Simulators testing
    • Evaluate and design training programs
    • Spaces layout design research
    • In Store / Shopper research
    • Advertising design and testing
    • Movie trailer research
    • Packaging & Product testing
    CAPABILITIES

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  4. IMPROVING METHODS IN USABILITY
    TESTING
    • Using objective methods
    • Considering the overall user experience
    • behavioral,
    • physiological,
    • affect metrics
    • Providing evidence-based results
    • Performing onsite testing (not limited to lab setups)

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  5. TECHNOLOGY AND TOOLS
    Eye Trackers Brain Computer
    Interfaces
    Face-Based
    Recognition
    Skin
    Conductance
    Sensor

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  6. SOFTWARE
    iMotions: Biometric Research Platform

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  7. PROJECTS

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  8. ME3

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  9. ME3
    • Assess the usage of the Me3 website in a non-guided, non-controlled
    session
    • Learn how users navigate and explore the diverse activities on the
    website
    • Technology
    • iPad (smart device)
    • ABM X10 EEG headset
    • Mobile eye tracker and mobile stand
    • FACET

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  10. ME3 - Visual Attention

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  11. ME3 – Visual Attention and Emotions

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  12. Volaris – Mobile App

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  13. Volaris – Mobile App
    • Learn about consumer experience using a mobile app in different
    mobile phones (iOS VS Android) and different mobile devices (phone
    VS tablet)
    • Technology
    • Emotiv EEG headset
    • Tobii eye-tracking system

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  14. Volaris – Mobile App

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  15. Picomonic

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  16. Picmonic
    • Assess the usage of the website in a non-guided, non-controlled
    session
    • Learn how users navigate and explore the diverse activities on the
    website
    • Technology
    • Personal Computer
    • ABM X10 EEG headset
    • Mobile eye tracker and mobile stand
    • FACET

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  17. Picmonic - Visual Attention & Emotions

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  18. Intelligent Tutor System with Affect

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  19. Intelligent Tutor System with Affect
    • Learn about the effect of affective support in an ITS
    • Learn the benefits, if any, for students interacting with these ITS
    • Technology
    • ABM EEG headset
    • Tobii eye-tracking system
    • FACET

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  20. Intelligent Tutor System with Affect

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  21. Intelligent Tutor System with Affect

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  22. Game Experience – Experts VS Novices

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  23. Game Experience – Experts VS Novices
    • Learn about the difference, if any, between experts and novices on
    their experience playing LoL.
    • Technology
    • Emotiv EEG headset
    • Tobii eye-tracking system

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  24. Game Experience – Experts VS Novices

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  25. Training Programs

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  26. Training Programs
    • Understand labor tasks to develop new training programs.
    • Understand employee’s experience to develop training programs.
    • Understand employee’s work space to improve them.
    • Technology
    • Emotiv headset
    • Tobii Glasses eye tracker system

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  27. Training Programs

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  28. Training Programs

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  29. Training Programs

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  30. CONSUMER IN-STORE BEHAVIOR

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  31. CONSUMER BEHAVIOR
    • Learn about consumer store navigation using different store layouts
    • Learn the benefits, if any, of narrative layouts
    • Technology
    • Emotiv EEG headset
    • Tobii eye-tracking glasses
    • Fixed eye tracker system

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  32. CONSUMER IN-STORE BEHAVIOR
    • Video

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  33. CONSUMER (IN VIRTUAL STORE) BEHAVIOR

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  34. SER594 – Human Computer Interaction
    Javier Gonzalez-Sanchez
    [email protected]
    Spring 2019
    Disclaimer. These slides can only be used as study material for the SER594 course at ASU.
    They cannot be distributed or used for another purpose.

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