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Task Performance Metrics on Liquid Crystal Displays - Computer ...

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Dave BOCKUS and Jenny GUAY<br />

iterati<strong>on</strong>. This being the most pure form of the<br />

model. For Fitts’ law, the movement time is in<br />

a ratio with the distance that was moved. An<br />

appropriate task would be dragging and<br />

dropping an ic<strong>on</strong> <strong>on</strong>to a folder ic<strong>on</strong> [11]. In<br />

this way, the two models have a physical<br />

measure that can be compared [7]. There are<br />

studies that relate physical fields of view to<br />

software fields of view, but the tasks that the<br />

experiments involved are very similar in that<br />

the physical field of view and software field of<br />

view were kept at a 1:1 ratio [2]. In order to<br />

decide how to relate the display size,<br />

resoluti<strong>on</strong> and angle, human visual percepti<strong>on</strong><br />

must be c<strong>on</strong>sidered. Since the tasks in this<br />

experiment were programmed, good design<br />

practices were followed. Each individual’s<br />

percepti<strong>on</strong> is different regarding experience<br />

with brightness, c<strong>on</strong>trast, flicker, moti<strong>on</strong> and<br />

colour, these variables will be kept c<strong>on</strong>stant<br />

[15].<br />

Progressi<strong>on</strong> toward LCD screens opened the<br />

door for new research opportunities in Human<br />

<strong>Computer</strong> Interacti<strong>on</strong>, regarding usability and<br />

percepti<strong>on</strong>. There is recent research that<br />

relates a wider physical field of view to<br />

increased eye hand coordinati<strong>on</strong> and task<br />

performance [3]. The tasks involved in the<br />

research were searching and locomoti<strong>on</strong> tasks,<br />

which effect the completi<strong>on</strong> time because of<br />

the complexity and cognitive activity<br />

involved. The physical field of view is easy to<br />

c<strong>on</strong>trol, but the m<strong>on</strong>itor settings must be taken<br />

into account as a difference in brightness,<br />

c<strong>on</strong>trast, colour, and f<strong>on</strong>t type could<br />

c<strong>on</strong>taminate the results [4]. As well, outside<br />

factors such as visual and mental fatigue can<br />

degrade task performance [16]. Readability<br />

tests were inc<strong>on</strong>clusive if the m<strong>on</strong>itor size and<br />

resoluti<strong>on</strong> had an impact <strong>on</strong> the reading [6].<br />

However, a study testing search speed had<br />

better results, with the speed being faster <strong>on</strong><br />

high resoluti<strong>on</strong> rather then low resoluti<strong>on</strong><br />

[16]. The search speed is more closely related<br />

to Fitts’ law, and indicates that for a<br />

navigati<strong>on</strong> task involving searching, the<br />

bigger m<strong>on</strong>itor with a higher resoluti<strong>on</strong> will<br />

have better results. An ideal way of<br />

representing these results is to plot the<br />

performance data against the shortest<br />

navigati<strong>on</strong> distance. This becomes valid,<br />

because as the display size and resoluti<strong>on</strong><br />

increases, different amounts of navigati<strong>on</strong> will<br />

be required in each task [4]. When designing a<br />

navigati<strong>on</strong> task, the different types of<br />

navigati<strong>on</strong> must be taken into account. The<br />

lower resoluti<strong>on</strong> m<strong>on</strong>itors require more virtual<br />

navigati<strong>on</strong> such as zooming, and the high<br />

resoluti<strong>on</strong> can exceed human perceptual<br />

limitati<strong>on</strong>s and require more physical<br />

navigati<strong>on</strong> [2]. The physical navigati<strong>on</strong> can be<br />

limited by determining the optimum viewing<br />

distance from the user to the m<strong>on</strong>itor. What<br />

must be taken into c<strong>on</strong>siderati<strong>on</strong> is that the<br />

number of pixels <strong>on</strong> a flat screen that can be<br />

resolved by head and eye movement <strong>on</strong>ly<br />

occurs when the user is standing very close to<br />

the m<strong>on</strong>itor and looks left and right. As the<br />

distance from the m<strong>on</strong>itor increases, fewer<br />

pixels can be resolved [1]. In order to<br />

maintain a c<strong>on</strong>stant viewing angle, the<br />

comparis<strong>on</strong> between viewing a projected<br />

display and a smaller LCD m<strong>on</strong>itor can be<br />

made. The distance from the projector can be<br />

scaled down accordingly when viewing a<br />

m<strong>on</strong>itor. In Figure 1, the scaling down of the<br />

visual angle is represented with respect to the<br />

distance to the screen. This type of setting will<br />

be used for the m<strong>on</strong>itor settings versus task<br />

performance experiment, with small m<strong>on</strong>itors<br />

<strong>on</strong>ly. Never the less, this ensures a c<strong>on</strong>stant<br />

viewing angle, eliminating c<strong>on</strong>taminati<strong>on</strong><br />

from this factor.<br />

In order to enforce this c<strong>on</strong>stant viewing angle<br />

for each participant, <strong>on</strong>e study had two posts<br />

<strong>on</strong> either side of the projector/m<strong>on</strong>itor and<br />

then fishing line was strung across at eye<br />

level. When the user sat down the distance<br />

was adjusted so the fishing line was across<br />

where the eyes should be centered [10]. Other<br />

3

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