Archive for category eye movements
I am giving a Google Tech Talk today!
Posted by jasonwong in attention, bad design, clutter, eye movements, good design, visual search on December 16th, 2009
My friend from graduate school, Ricardo Prada, now works at Google in the User Experience Group. He saw that I was in the Palo Alto area for a week on a work project, and he invited me to give a Google Tech Talk. It was an opportunity that I could not turn down (not that I would ever want to!). After about a month of work on this talk and hours of practice, today is the day. Here is the talk announcement:
Google tends to record these talks on video and put them up on YouTube, so I hope this occurs with mine. I’ll link to it as soon as it’s up.
CCTV operators: Watching the Watchmen
Posted by jasonwong in eye movements on April 14th, 2009
Closed-circuit television cameras (CCTV) are popping up in major cities everywhere, designed to aim a camera on busy city streets, looking for crime or terrorism. Many bemoan the fact that this is a total invasion of privacy in that you are being watched all the time. Others say that it is the price we pay for security. Either way, it generates a lot of data.
We’ve all seen scenes from movies where an operator is looking at these cameras. In a big city with hundreds or thousands of cameras, how do a handful of operators actually SCAN all the feeds coming in?
Turns out that a group at the Gebze Institute of Technology in Turkey developed an eyetracking system to see where the CCTV operators are looking. This way, the supervisors know where the operators are looking, which videos were missed, and gather other data about operators’ gaze patterns.
This system is coupled with computer algorithms that filter out video streams with no people or moving vehicles, so software is also helping to combat the problem of too much data. But tracking the eyes of the CCTV operators is the centerpiece of the strategy to compensate for data overload.
Watching the eyes of those who watch the streets to make sure they are doing their job. Seems like a delightful bit of turnabout to me!
Human factors at the Navy; “The ones who win…”
Posted by jasonwong in decision making, eye movements, user testing on June 5th, 2008
I am slowly starting to get integrated into my work at the Navy. I am part of the Naval Undersea Warfare Center’s (NUWC) Combat Systems Division. NUWC is divided into many departments that are divided based on submarine systems. If you think of the submarine as an information processing unit, you have the input in the form of sonar and other sensors, the output of navigation and ordinance, and then you have the “brains” that integrates data and provides output solutions. This is what Combat Systems does.
The motto I see over and over is:
The ones who win get the right amount of the right information to the right people at the right time to help them make the right decision.
From a human factors standpoint, this is a critical mission. Information is needed in a real-time fashion; if a sonar display is 30 seconds old, it could be useless. Additionally, who needs to see what information? Commanding officers does not need the low-level details of how a target was identified. Instead, they need a big picture overview of the battlespace. Similarly, operators do not need the gritty numbers output by the sensors. The data needs to be interpreted for the optimal presentation to the operator. This is the domain of the Data Fusion group, which deals mostly in engineering, algorithms, and mathematics.
My boss put it most succinctly: engineers need to make sure bits flow to the screen. Psychologists need to make sure the information flows into the brain. From the sounds of things, I will help accomplish that task this summer by working with the group’s Applied Science Laboratory eyetracker.
It’s not the one I’m used to, but it’s much better for applied settings versus basic research. I am looking forward to it! More details as I get them.
Vision Sciences 2008
Posted by jasonwong in eye movements, memory on May 12th, 2008
I am at the Vision Sciences Society conference right now in Naples, FL. It’s my fourth VSS, and the presentations are of high quality and the beaches are of the same high standard. I’m presenting two posters at the conference.
The first is a study I’m doing with my labmates and Carl Smith (Evaluating Design) looking at eye movements in experts and novices while they view a movie of the first-person shooter Quake 4 and have to detect targets. The big picture is that more experienced players make fewer eye movements for longer periods of time. This reflects previous research that suggests experts have a larger functional field of view, so they can extract more information from the periphery than novices.
The second poster are a series of studies I worked on with my advisor and another faculty member at George Mason University. We examined the effect of holding similar and dissimilar items in working memory to determine how the capacity of visual working memory changed when you had to remember sets of items from different categories. The interesting result is that remembering 2 objects from 2 separate categories (4 total object) led to higher working memory capacity than 4 objects from a single category, but only if faces were part of the two-category set. This is not due to a general “faces are special” effect, as memory capacity for two or four faces alone was never greater than memory for other object classes.
As I attend other interesting talks and posters, I hope to write about them here. Stay tuned!
User interfaces in Iron Man
Posted by jasonwong in data visualization, eye movements, robots, training on May 3rd, 2008
First off: possible spoilers ahead!
Iron Man was an excellent movie. However, since this blog is not dedicated the movie reviews, I thought I’d discuss some of the user interface elements involved instead.
This video highlights two UI elements that were well thought-out. There are more I’d like to discuss, but I couldn’t find them. There are two clips: one is of a holographic prototyping interface and the other is the Iron Man suit user interface and flight interface:
Click to download (6.5 MB MP4 video)
Holographic Prototyping and Direct Manipulation on the Cheap:
The first clip ends at around 26 seconds and shows off Tony Stark’s (aka Iron Man) holographic prototype interface. The hologram is a sci-fi cliche, but its usefulness is immediately evident. Direct manuipulation has been discussed before, and this typically requires something physical to manipulate. These physical prototypes are expensive to fabricate, especially if multiple revisions are needed. In the clip, Stark has already built out the specs for this piece of his suit, and he’s able to add and subtract parts and accurately visualize the effects of the modifications without fabricating lots of physical prototypes. The coup de grace is when he is able to stick his arm inside of the hologram and test it out. It’s direct manipulation of a prototype without the expense. Because this kind of manipulation is so natural, very little cognitive effort is needed to use this interface.
Flight Suit Interface and Transfer of Training:
The second clip starts at 27 seconds and demonstrates part of the suit’s user interface and the flight interface as well. The flight interface is very similar to that of a fighter jet, which will make transfer-of-training easy from a fighter jet to an Iron Man suit. This will cut down on the need to train users of the Iron Man suit – if they can fly a fighter jet, they can fly this suit.
Main Suit User Interface Voice Commands:
What was most interesting in the clip was how the general UI was controlled. The heads-up display is directly in front of the user’s face, but the user cannot touch the display. Therefore, direct manipulation is out of the question. The suit does take voice commands, as shown in the video. This is an obvious choice, but it is slow to use. Imagine flying at some insane speed under high stress – do you want to have to yell out a command that takes several seconds to issue, then wait for a reply from the suit? Probably not a good idea. The closest thing to voice interaction in this world is the Microsoft Sync system. This system integrates bluetooth phones and MP3 players into Ford cars and is all voice controlled. When it works, the eyes stay on the road for longer and less attention is required to make a phone call or play music. But when it doesn’t work, the error correction is simply a mess. It takes a huge amount of effort and is bad for driving or flying.
This is a great review of the Sync system (see 1:45 for an example of a Sync error as how the user simply gives up):
Main Suit User Interface and Eyetracking:
Besides voice commands, the other control option is eyetracking. If the eyes are focused on something in the environment, a command can be issued to zoom in, take a picture, etc. Issuing that command, however, would have to be done using a voice command or a button-press. The eyes are needed to focus, so something other than the eyes must issue a command. This is not the ideal situation because it requires coordination of multiple systems – the eyes must remain focused on the target while another body part confirms the command. Overall, though, this is not too much of a problem. It is similar to tracking the cursor on a computer screen and clicking the mouse with your finger. Nonetheless, it is a less elegant solution, especially during flight or in combat and the hands are required for another task.


