Alethea L. Blackler
Queensland University of Technology
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Featured researches published by Alethea L. Blackler.
Design Studies | 2003
Alethea L. Blackler; Vesna Popovic; Douglas P. Mahar
Abstract The term ‘intuitive use’ has been widely used with respect to various products and systems but has not yet been adequately defined. Through an extensive literature review, it was concluded that intuition is a cognitive process that utilises knowledge gained through prior experience. Intuitive use of products involves utilising knowledge gained through other products or experience(s). Therefore, products that people use intuitively should be those with features they have encountered before. A set of experiments with a digital camera was conducted to test the thesis. The results of these experiments support the thesis. It was found that prior knowledge of features or functions of the camera allowed participants to use those features intuitively, whereas unfamiliar features or functions had to be figured out, which was more time consuming and effortful.
australasian computer-human interaction conference | 2010
Gudur Raghavendra Reddy; Alethea L. Blackler; Doug Mahar; Vesna Popovic
This paper discusses an experiment investigating the effects of cognitive ageing and prior-experience with technology on using complex interfaces intuitively. Overall 37 participants, between the ages of 18 to 83, participated in this study. All participants were assessed for their cognitive abilities and prior-experience with technology. It was anticipated that the Central Executive function (a component of Working Memory) would emerge as one of the important cognitive functions in using complex interfaces. This was found to be the case with the strongest negative correlation occurring between sustained attention (one of the functions of the Central Executive), the time to complete the task and number of errors made by the participants.
annual symposium on computer human interaction in play | 2014
Mitchell W. McEwan; Alethea L. Blackler; D. Johnson; Peta Wyeth
Videogame control interfaces continue to evolve beyond their traditional roots, with devices encouraging more natural forms of interaction growing in number and pervasiveness. Yet little is known about their true potential for intuitive use. This paper proposes methods to leverage existing intuitive interaction theory for games research, specifically by examining different types of naturally mapped control interfaces for videogames using new measures for previous player experience. Three commercial control devices for a racing game were categorised using an existing typology, according to how the interface maps physical control inputs with the virtual gameplay actions. The devices were then used in a within-groups (n=64) experimental design aimed at measuring differences in intuitive use outcomes. Results from mixed design ANOVA are discussed, along with implications for the field.
international conference on human-computer interaction | 2013
Raghavendra Reddy Gudur; Alethea L. Blackler; Vesna Popovic; Doug Mahar
This paper presents the outcome of a study that investigated the relationships between technology prior experience, self-efficacy, technology anxiety, complexity of interface (nested versus flat) and intuitive use in older people. The findings show that, as expected, older people took less time to complete the task on the interface that used a flat structure when compared to the interface that used a complex nested structure. All age groups also used the flat interface more intuitively. However, contrary to what was hypothesised, older age groups did better under anxious conditions. Interestingly, older participants did not make significantly more errors compared with younger age groups on either interface structures.
Sage Open Medicine | 2018
Alethea L. Blackler; Claire Brophy; Maria O’Reilly; Marianella Chamorro-Koc
Objectives: This research was intended to provide a greater understanding of the context and needs of aged care seating, specifically: To conduct an audit of typical chairs used in aged care facilities; To collect data about resident and staff experiences and behaviour around chairs in order to gain a deeper understanding of the exact issues that residents and staff have with the chairs they use at aged care facilities; To identify positive and negative issues influencing use of chairs in aged care facilities; To deliver evidence-based recommendations for the design of chairs for aged care facilities. Methods: Methods included a chair dimension audit, interviews with residents, experts and carers and observations of aged care residents getting into chairs, sitting in them and getting out. Results: Results showed that residents, experts and carers all prefer chairs which are above the recommended height for older people so that they will be able to get out of them more easily. Armrests were essential for ease of entry and egress. However, many residents struggled with chairs which were also too deep in the seat pan so that they could not easily touch the floor or sit comfortably and were forced to slump. Most residents used cushions and pillows to relieve discomfort where possible. Conclusion: The implications of these issues for chair design and selection are discussed. Variable height chairs, a range of chairs of different heights in each space and footrests could all address the height problem. Chair designers need to address the seat depth problem by reducing depth in most aged care specific chairs, even when they are higher. Armrests must be provided but could be made easier to grip. Addressing these issues would increase access to comfortable yet easy-to-use chairs for a wider range of the aged care population.
Creative Industries Faculty | 2018
Alethea L. Blackler; Oksana Zelenko; Marianella Chamorro-Koc; Markus Rittenbruch; Gavin J. Sade
The third wave of Human Computer Interaction (HCI) involves more ubiquitous and embedded forms of computing. Making these useful, usable and even delightful for people needs design research. The more technologies become enmeshed in our lives and the more dependent upon them we become, the more essential it is that they are simple for everyone to use and they do not let us down in those annoying ways we have become used to tolerating. Embedding computing into more and more of the objects and environments we interact with makes them less visible but more ubiquitous, making their usability essential but challenging at the same time. Design research is a mechanism which can help researchers, programmers and designers to understand how to create better twenty-first century computing systems and environments. This chapter discusses how design research can contribute to allowing third wave HCI to benefit the lives of all citizens rather than frustrate them.
Creative Industries Faculty | 2018
Alethea L. Blackler
Summary This book explores recent research in intuitive interaction worldwide by a range of leading academics and practitioners in the field. It builds on past work as it ventures into new areas, such as how users perceive intuitiveness of an interface, how people experience intuitive interaction subjectively, and how we can use such understanding to design more engaging experiences. The book addresses how intuitive interaction is understood in different academic disciplines and how it has been researched in various parts of the world over the last 18 years. It covers how intuitive interaction can be applied in different contexts, like large scale urban installations, the developing world, in older populations, and in various industry applications. Table of Contents PART I Intuitive Interaction Theory and Context Chapter 1 Intuitive Interaction: An Overview Chapter 2 Perspectives on the Nature of Intuitive Interaction Chapter 3 Cognitively Describing Intuitive Interactions PART II Research and Findings in Intuitive Interaction Chapter 4 Research Methods for Intuitive Interaction Chapter 5 Lessons on Intuitive Usage from Everyday Technology Interactions among Younger and Older People Chapter 6 Adaptable Interface Framework for Intuitively Learnable Product Interfaces for People with Diverse Capabilities Chapter 7 Development of the Technology Acceptance Intuitive Interaction Model Chapter 8 Intuitive Interaction from an Experiential Perspective: The Intuitivity Illusion and Other Phenomena PART III Applying Intuitive Interaction Chapter 9 City Context, Digital Content, and the Design of Intuitive Urban Interfaces Chapter 10 Designing Intuitive Products in an Agile World Chapter 11 Intuitive Interaction in Industry User Research: Context Is Everything
Faculty of Built Environment and Engineering | 2007
Alethea L. Blackler; Jorn Hurtienne
Faculty of Built Environment and Engineering; Faculty of Health | 2003
Alethea L. Blackler; Vesna Popovic; Douglas P. Mahar
Proceedings of the 2004 Design Research Society (DRS) International Conference: Futureground | 2005
Alethea L. Blackler; Vesna Popovic; Douglas P. Mahar