Summary: | Streaming media and interactive television viewing experiences are
becoming more commonplace with the introduction of services such as Netflix
Streaming, the Apple TV, and Google TV aided by the increase adoption of
broadband internet. As these services make their way into the living room,
and developers struggle to accommodate more complex interaction requirements,
new input methods and interfaces need to be developed. Current interfaces for
controlling interactive TV and media management have typically been designed
for the desktop and laptop experience, using conventional input devices like
a trackpad, mouse and keyboard. These techniques are difficult to reconcile
with the typical TV viewing experience. We designed an experiment to test a
representative interactive TV interface with a number of emerging input
technologies like the Nintendo Wiimote, Microsoft Kinect and tablet
applications. We measured user performance with these devices while
encumbered by a beverage and plate of food in order to simulate a living room
experience. We found that while most of these technologies are suitable for
navigating an Interactive TV experience, their use challenges us to rethink
the user experience, and places limitations on things like button size and
placement, as well as the types of UI widgets we can use. We hope these
guidelines and heuristics will help in the design of future interactive TV
experiences, as well as the development of novel interaction techniques for
the TV viewing experience. === Graduation date: 2012 === Access restricted to the OSU Community at author's request from June 19, 2012 - June 19, 2013
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