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User-Centered Interaction Design Patterns for Interactive Digital Television Applications
Human–Computer Interaction Series
2
User-Centered Interaction Design Patterns for Interactive Digital Television Applications
4
Summary
6
Foreword
7
Acknowledgments
9
Contents
10
Abbreviations
15
Introduction
16
1.1 Motivation
16
1.2 Problem and Aims
19
1.3 Approach
21
1.3.1 Identification of Recurrent Design Problems
24
1.3.2 Identification of Proven Design Solutions and Their Trade-Offs
25
1.3.3 Documentation of the Usability Test Results in the Form of Design Patterns
25
1.4 Structure of the Book
26
References
27
Interactive TV Applications and Their Context of Use
33
2.1 Interactive TV Applications
33
2.1.1 Definition
33
2.1.2 Classification of Interactive TV Applications
34
2.1.2.1 Permanent ‘‘24/7’’ Stand-Alone Services
37
2.1.2.2 Enhanced TV Applications
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2.1.3 Classification of Enhanced TV Applications
39
2.1.3.1 Schedule-Busting Services
39
2.1.3.2 Engaging Services
40
2.2 Context of Use
40
2.2.1 Usability
40
2.2.2 Context of Use
41
2.2.3 iTV Users
44
2.2.3.1 User Types
44
2.2.3.2 Skills and Knowledge
45
2.2.3.3 Personal Characteristics
45
2.2.4 iTV User Goals and Tasks
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2.2.4.1 User Goals
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2.2.4.2 User Tasks
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2.2.5 iTV Equipment
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2.2.5.1 Set-Top Box
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2.2.5.2 TV Screen
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2.2.5.3 Remote Control
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2.2.6 iTV Environment
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2.2.6.1 Social Environment
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2.2.6.2 Technical Environment
54
2.2.6.3 Physical Environment
54
2.2.7 Conclusions
55
References
56
Types of Design Guidance for iTV Applications
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3.1 Summary of Existing Design Guidance for iTV Applications
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3.1.1 Classification
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3.1.2 General Interaction Design Guidelines for iTV Applications
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3.1.3 Broadcaster Style Guides for iTV Applications
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3.1.4 Middleware Design Guidelines for iTV Applications
65
3.1.5 Comparison of Design Guidance Specifically for iTV
66
3.1.6 ISO 9241 and Interactive TV
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3.1.6.1 ISO 9241-12 (Presentation of Information)
72
3.1.6.2 ISO 9241-13 (User Guidance)
73
3.1.6.3 ISO 9241-14 (Menu Dialogues)
73
3.1.7 ISO 14915 and Interactive TV
74
3.1.7.1 ISO 14915-2 (Multimedia Navigation and Control)
74
3.1.7.2 14915-3 (Media Selection and Control)
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3.1.8 Design Principles and Interactive TV
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3.1.9 Conclusions
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3.2 Forms of Design Guidance
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3.2.1 Classification
77
3.2.1.1 Principles
78
3.2.1.2 Guidelines
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3.2.1.3 Style Guides
79
3.2.1.4 Interaction Design Patterns
80
3.2.2 Analysis and Evaluation of the Different Forms
81
3.2.2.1 Analysis
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3.2.2.2 Evaluation
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3.2.3 Advantages and Disadvantages of Interaction Design Patterns
82
3.2.4 Evaluation of Interaction Design Pattern Collections
88
3.2.4.1 Technical Platform
88
3.2.4.2 Pattern Format
89
3.2.4.3 Type of Design Problems Covered
91
3.2.4.4 Quality Criterion for Design Solutions
92
3.2.4.5 Identification of Design Problems
92
3.2.4.6 Discussion of Design Alternatives and Trade-Offs
92
3.2.4.7 Justification of Design Solutions
92
3.2.4.8 Integration of Patterns into the User-Centred Design Process
93
3.2.4.9 Evaluation of the Documented Patterns
93
3.2.5 Conclusions
94
References
95
User Tasks and Requirements for iTV Applications
99
4.1 Theory
99
4.1.1 Classification of Approaches to User Task Analysis
99
4.1.2 Scope of User Task Analysis
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4.1.3 User Tasks and Requirements
101
4.1.4 Classification of Requirements
101
4.1.5 Methods for User Task and Requirements Analysis
101
4.1.6 The Method of Focus Groups
102
4.2 Applied Method
103
4.2.1 Participants
103
4.2.2 Introduction to iTV
104
4.2.3 Structure of the Focus Groups
105
4.3 Results
106
4.3.1 Content-Independent User Tasks and Requirements
106
4.3.2 Content-Specific User Tasks and Requirements
108
4.4 Conclusions
111
References
112
Design Pattern Collection for iTV
113
5.1 Framework for Interaction Design Patterns
113
5.1.1 Quality Criterion for Design Solutions
114
5.1.2 Identification of Design Problems
114
5.1.3 Discussion of Design Alternatives and Trade-Offs
116
5.1.4 Justification of Presented Solutions
117
5.1.5 Evaluation of the Documented Patterns
117
5.1.6 Conclusion
118
5.2 Overview of the Pattern Language
119
5.3 Interaction Design Patterns
121
5.3.1 Pattern Group A: Page Layout
121
5.3.2 Pattern Group B: Navigation
126
5.3.3 Pattern Group C: Remote Control Keys
136
5.3.4 Pattern Group D: Basic Functions
142
5.3.5 Pattern Group E: Content Presentation
151
5.3.6 Pattern Group F: User Participation
159
5.3.7 Pattern Group G: Text Input
170
5.3.8 Pattern Group H: Help
178
5.3.9 Pattern Group I: Accessibility & Personalisation
181
5.3.10 Pattern Group J: Specific User Groups
186
5.4 Conclusions
187
References
187
Method of Pattern Development
190
6.1 Requirements Analysis for iTV Design Guidance
190
6.1.1 Theory
191
6.1.2 Method
191
6.1.3 Interview Partners
193
6.1.4 Results
194
6.1.4.1 Current iTV Design Practice
194
6.1.4.2 Content Requirements
194
6.1.4.3 Form Requirements
196
6.1.5 Conclusions
198
6.2 Hierarchy of iTV Interaction Design Problems
198
6.2.1 Method
198
6.2.2 Results
199
6.2.3 Conclusions
205
6.3 Design of iTV Prototypes
205
6.3.1 Theory
206
6.3.2 Method
208
6.3.2.1 Prototypes with Several Variants
209
6.3.2.2 Prototypes with One Variant
209
6.3.3 Results
209
6.3.3.1 Prototypes with Several Variants
210
6.3.3.2 Prototypes with One Variant
212
6.3.3.3 Implementation of the Prototypes
213
6.3.4 Conclusions
213
6.4 Usability Test Series
214
6.4.1 Theory
214
6.4.1.1 Usability Testing vs. Other Evaluation Methods
214
6.4.1.2 Summative vs. Formative Usability Tests
215
6.4.1.3 Comparative Usability Tests
216
6.4.2 Method
217
6.4.2.1 Applications Tested
218
6.4.2.2 Usability Metrics
220
6.4.2.3 Data Collection
221
6.4.2.4 Test Session Procedure
224
6.4.3 Context of Use in the Tests
225
6.4.3.1 Reliability and Validity
225
6.4.3.2 Users
226
6.4.3.3 Tasks
227
6.4.3.4 Environment and Equipment
229
6.4.4 Analysis
232
6.4.4.1 Quantitative Data Analysis
232
6.4.4.2 Qualitative Data Analysis
234
6.4.5 Results of the Comparative Tests
235
6.4.5.1 Quantitative Results
235
6.4.5.2 Qualitative Results
236
6.4.6 Results of the Conventional Tests
236
6.4.6.1 Quantitative Results
236
6.4.6.2 Qualitative Results
237
6.4.7 Conclusions
237
6.5 Forming the Pattern Language
238
6.5.1 Hierarchical Structure of the Pattern Language
238
6.5.2 Design Pattern Templates
240
6.6 Evaluation of the Developed Patterns
242
6.6.1 Method
243
6.6.1.1 Interview Partners
243
6.6.1.2 Method for Evaluating Contents
245
Content of the Overview of the Pattern Collection
245
Content of the Single Patterns
245
Overall Content Evaluation
246
6.6.1.3 Method for Evaluating Form
246
Form of the Overview of the Pattern Collection
246
Form of the Single Design Patterns
247
6.6.2 Results on the Pattern Content
247
6.6.2.1 Content of the Overview of the Pattern Collection
247
6.6.2.2 Content of the Single Patterns
249
6.6.2.3 Overall Content
250
6.6.3 Results on the Pattern Form
251
6.6.3.1 Form of the Overview of the Pattern Collection
251
6.6.3.2 Form of the Single Patterns
252
6.6.4 Conclusions
254
References
255
Conclusion
259
7.1 Summary
259
7.2 Discussion
263
7.3 Main Contributions
265
7.4 Future Research
266
References
267
Appendix A: Characteristics of Usability Test Participants
268
Appendix B: Quantitative Usability Test Result
272
B.1 Quantitative Usability Test Results for Pattern Group B: Navigation
272
B.1.1 Multiple Ways to Navigate (B1)
272
B.1.2 Menu (B2)
273
B.1.3 Video Multi-screen (B3)
281
B.1.4 Index (B4)
284
B.1.5 Tabs (B6)
285
B.2 Quantitative Usability Test Results for Pattern Group D: Basic Functions
286
B.2.1 Initial Call to Action (D1)
286
B.2.2 Starting (D2)
290
B.2.3 Loading Indication (D3)
292
B.2.4 Exiting (D4)
296
B.2.5 Hiding Application (D5)
300
B.2.6 Going One Level Up (D6)
301
B.3 Quantitative Usability Test Results for Pattern Group E: Content Presentation
305
B.3.1 Content Box (E2)
305
B.3.2 Paging (E3)
314
B.3.3 Scrolling (E4)
316
B.3.4 Switching Between Content Items (E5)
317
B.3.5 Synchronised Content (E6)
322
B.4 Quantitative Usability Test Results for Pattern Group F: User Participation
324
B.4.1 Multiple Ways of User Participation (F1)
324
B.4.2 Voting and Multiple-Choice Question (F2)
325
B.4.3 Allocation of Items (F3)
330
B.4.4 Text Completion (F4)
331
B.4.5 Approval for Connectivity (F5)
331
B.5 Usability Test Results for Pattern Group G: Text Input
333
B.5.1 Multiple Ways to Input Text (G1)
333
B.5.2 On-Screen QWERTY or Alphabetical Keyboard (G2)
335
B.5.3 Mobile Phone Keyboard (G3)
336
B.6 Usability Test Results for Pattern Group H: Help
338
B.6.1 On-Screen Instruction (H1)
338
B.6.2 Help Section (H2)
340
B.7 Usability Test Results for Pattern Group I: Accessibility and Personalisation
343
B.7.1 Accessibility (I1)
343
B.7.2 Personalisation (I2)
344
B.8 Usability Test Results for Pattern Group J: Specific User Groups
346
B.8.1 Children (J1)
346
Index
349
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