A Review of the Navigation HCI Research During the 2000’s
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paper_title: Quantifying degree of goal directedness in document navigation: application to the evaluation of the perspective-drag technique

paper_content:

This article pursues a two-fold goal. First we introduce degree of goal directedness (DGD), a novel quantitative dimension for the taxonomy of navigation tasks in general. As an attempt to operationalize the DGD concept in the context of electronic documents navigation, we introduce the serial target-acquisition (STA) experimental paradigm. We suggest that DGD and the STA paradigm may usefully enrich the conceptual toolkit of HCI research for the evaluation of navigation techniques. Our second goal is to illustrate the utility of the DGD concept by showing with a concrete example, Perspective Drag, the refinement it allows in evaluating navigation techniques. We report data obtained from two experiments with the STA paradigm that cast light on what Perspective Drag is specifically good for: it is particularly suitable in realistic task contexts where navigation is less than 100% directed by its terminal goal, that is, where the user wants not only to reach a particular item but also to pick up information from the document during document traversal.
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paper_title: Design guidelines for landmarks to support navigation in virtual environments

paper_content:

Unfamiliar, large-scale virtual environments are difficult to navigate. This paper presents design guidelines to ease navigation in such virtual environments. The guidelines presented here focus on the design and placement of landmarks in virtual environments. Moreover, the guidelines are based primarily on the extensive empirical literature on navigation in the real world. A rationale for this approach is provided by the similarities between navigational behavior in real and virtual environments.
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paper_title: Multimodal interaction for pedestrians: an evaluation study

paper_content:

What are the most suitable interaction paradigms for navigational and informative tasks for pedestrians? Is there an influence of social and situational context on multimodal interaction? Our study takes a closer look at a multimodal system on a handheld device that was recently developed as a prototype for mobile navigation assistance. The system allows visitors of a city to navigate, to get information on sights, and to use and manipulate map information. In an outdoor evaluation, we studied the usability of such a system on site. The study yields insight about how multimodality can enhance the usability of hand-held devices with their future services. We show, for example that for our more complicated tasks multimodal interaction is superior to classical unimodal interaction.
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paper_title: Navigating on handheld displays: Dynamic versus static peephole navigation

paper_content:

Handheld displays leave little space for the visualization and navigation of spatial layouts representing rich information spaces. The most common navigation method for handheld displays is static peephole navigation: The peephole is static and we move the spatial layout behind it (scrolling). A more natural method is dynamic peephole navigation: here, the spatial layout is static and we move the peephole across it. In the experiment reported here, we compared dynamic and static peephole navigation in otherwise similar conditions. Subjects viewed a spatial layout containing two lines on a static display screen. Only a part of the screen---the peephole---was visible. Subjects had to discriminate line length by either moving a dynamic peephole across a static layout of the lines or by moving a dynamic layout behind a static peephole. In both conditions, they used mouse-cursor control to move either the peephole or the lines.Results show significant differences in discrimination performance between conditions when lines are larger than the size of the peephole. Discrimination thresholds for static peephole navigation were 50--75p higher than for dynamic peephole navigation. Furthermore, static peephole navigation took 24p more time than dynamic peephole navigation.
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paper_title: Feeling what you hear: tactile feedback for navigation of audio graphs

paper_content:

Access to digitally stored numerical data is currently very limited for sight impaired people. Graphs and visualizations are often used to analyze relationships between numerical data, but the current methods of accessing them are highly visually mediated. Representing data using audio feedback is a common method of making data more accessible, but methods of navigating and accessing the data are often serial in nature and laborious. Tactile or haptic displays could be used to provide additional feedback to support a point-and-click type interaction for the visually impaired. A requirements capture conducted with sight impaired computer users produced a review of current accessibility technologies, and guidelines were extracted for using tactile feedback to aid navigation. The results of a qualitative evaluation with a prototype interface are also presented. Providing an absolute position input device and tactile feedback allowed the users to explore the graph using tactile and proprioceptive cues in a manner analogous to point-and-click techniques.
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paper_title: Qualitative Evaluation and Research Methods

paper_content:

PART ONE: CONCEPTUAL ISSUES IN THE USE OF QUALITATIVE METHODS The Nature of Qualitative Inquiry Strategic Themes in Qualitative Methods Variety in Qualitative Inquiry Theoretical Orientations Particularly Appropriate Qualitative Applications PART TWO: QUALITATIVE DESIGNS AND DATA COLLECTION Designing Qualitative Studies Fieldwork Strategies and Observation Methods Qualitative Interviewing PART THREE: ANALYSIS, INTERPRETATION, AND REPORTING Qualitative Analysis and Interpretation Enhancing the Quality and Credibility of Qualitative Analysis
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paper_title: Navigating Large Virtual Spaces

paper_content:

As important as navigation is to human performance in virtual worlds, it is an often overlooked problem in the design process. This article reports an experiment intended to show that real‐world wayfinding and environmental design principles are effective in designing virtual worlds that support skilled wayfinding behavior. The study measures participant performance on a complex searching task in a number of virtual worlds with differing environmental cues. The worlds are augmented with either a radial grid, a map, or both a grid and a map. The control condition provided no additional navigational cues. The results showed that navigational performance was superior under both map treatments as compared to the control and grid conditions. The grid was, however, shown to provide superior directional information as compared to the other conditions. The control condition provided the worst performance, with participants often becoming disoriented and experiencing extreme difficulty completing the tasks.
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paper_title: Feeling what you hear: tactile feedback for navigation of audio graphs

paper_content:

Access to digitally stored numerical data is currently very limited for sight impaired people. Graphs and visualizations are often used to analyze relationships between numerical data, but the current methods of accessing them are highly visually mediated. Representing data using audio feedback is a common method of making data more accessible, but methods of navigating and accessing the data are often serial in nature and laborious. Tactile or haptic displays could be used to provide additional feedback to support a point-and-click type interaction for the visually impaired. A requirements capture conducted with sight impaired computer users produced a review of current accessibility technologies, and guidelines were extracted for using tactile feedback to aid navigation. The results of a qualitative evaluation with a prototype interface are also presented. Providing an absolute position input device and tactile feedback allowed the users to explore the graph using tactile and proprioceptive cues in a manner analogous to point-and-click techniques.
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paper_title: Object-focused interaction in collaborative virtual environments

paper_content:

This paper explores and evaluates the support for object-focused interaction provided by a desktop Collaborative Virtual Environment. An experimental “design” task was conducted, and video recordings of the participants' activities facilitated an observational analysis of interaction in, and through, the virtual world. Observations include: problems due to “fragmented” views of embodiments in relation to shared objects; participants compensating with spoken accounts of their actions; and difficulties in understanding others' perspectives. Implications and proposals for the design of CVEs drawn from these observations are: the use of semidistorted views to support peripheral awareness; more explicit or exaggerated representations of actions than are provided by pseudohumanoid avatars; and navigation techniques that are sensitive to the actions of others. The paper also presents some examples of the ways in which these proposals might be realized.
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paper_title: An intelligent 3D user interface adapting to user control behaviors

paper_content:

The WALK mode is one of the most common navigation interfaces for 3D virtual environments. However, due to the limited view angle and low frame rate, users are often blocked by obstacles when they navigate in a cluttered virtual scene with such a mode. Intelligent 3D navigation interfaces with assisting mechanisms, such as motion planning methods or virtual force fields, have been proposed in the literature to improve navigation efficiency. Nevertheless, the applicability of these methods is subject to individual discrepancy, and the control parameters of these methods are usually determined by empirical means. In this paper, we propose an intelligent navigation interface with a personalizable assisting mechanism. We have designed two methods, simulation experiment and dynamic adjustment, to find the best control parameters for composing artificial forces for an individual in an off-line and on-line manner, respectively. The simulation experiment method searches for the optimal control parameters for a user in a systematic manner while the dynamic adjustment method makes the assisting mechanism adaptive to user control behaviors as well as environmental variations in real time. Our experiments show that both methods can further improve the navigation efficiency for a wider range of users.
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paper_title: Exploring 3D navigation: combining speed-coupled flying with orbiting

paper_content:

We present a task-based taxonomy of navigation techniques for 3D virtual environments, used to categorize existing techniques, drive exploration of the design space, and inspire new techniques. We briefly discuss several new techniques, and describe in detail one new techniques, Speed-coupled Flying with Orbiting. This technique couples control of movement speed to camera height and tilt, allowing users to seamlessly transition between local environment-views and global overviews. Users can also orbit specific objects for inspection. Results from two competitive user studies suggest users performed better with Speed-coupled Flying with Orbiting over alternatives, with performance also enhanced by a large display.
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paper_title: Understanding mobile contexts

paper_content:

Mobile urban environments present a challenge for context-aware computers, because they differ from static indoor contexts such as offices, meeting rooms, and lecture halls in many important ways. Internal factors such as task goals are different-external factors such as social resources are dynamic and unpredictable. An empirical, user-centered approach is needed to understand mobile contexts. For these ends, we present insights from an ethnomethodologically inspired study. The data consist of travel episodes of 25 adult urbanites (incl. elderly, single mothers, adolescents) in Helsinki. We present how situational and planned acts intermesh in navigation, how people create personal spaces while waiting, and how temporal tensions develop and dissolve. Furthermore, we provide examples of social solutions to navigation problems, examine aspects of multitasking, and consider design implications for context-aware mobile computing.
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paper_title: A resource-adaptive mobile navigation system

paper_content:

The design of mobile navigation systems adapting to limited resources will be an important future challenge. Since typically several different means of transportation have to be combined in order to reach a destination, the user interface of such a system has to adapt to the user's changing situation. This applies especially to the alternating use of different technologies to detect the user's position, which should be as seamless as possible. This article presents a hybrid navigation system that relies on different technologies to determine the user's location and that adapts the presentation of route directions to the limited technical resources of the output device and the limited cognitive resources of the user.
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paper_title: Move to improve: promoting physical navigation to increase user performance with large displays

paper_content:

In navigating large information spaces, previous work indicates potential advantages of physical navigation (moving eyes, head, body) over virtual navigation (zooming, panning, flying). However, there is also indication of users preferring or settling into the less efficient virtual navigation. We present a study that examines these issues in the context of large, high resolution displays. The study identifies specific relationships between display size, amount of physical and virtual navigation, and user task performance. Increased physical navigation on larger displays correlates with reduced virtual navigation and improved user performance. Analyzing the differences between this study and previous results helps to identify design factors that afford and promote the use of physical navigation in the user interface.
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paper_title: Smart Clothing Prototype for the Arctic Environment

paper_content:

Continuous miniaturisation of electronic components has made it possible to create smaller and smaller electrical devices which can be worn and carried all the time. Together with developing fibre and textile technologies, this has enabled the creation of truly usable smart clothes that resemble clothes more than wearable computing equipment. These intelligent clothes are worn like ordinary clothing and provide help in various situations according to the application area. This paper describes the design and implementation of a survival smart clothing prototype for the arctic environment. Concept development, electrical design, and non-electrical features are discussed. The suit provides communication, positioning, and navigation aids for the user. Depending on the measurements of the human and the environment, the suit decides whether an emergency message should be sent. The user can control the system with a user interface called a Yo-Yo. The functionality of the suit has been tested in an arctic environment.
---
paper_title: Exploring 3D navigation: combining speed-coupled flying with orbiting

paper_content:

We present a task-based taxonomy of navigation techniques for 3D virtual environments, used to categorize existing techniques, drive exploration of the design space, and inspire new techniques. We briefly discuss several new techniques, and describe in detail one new techniques, Speed-coupled Flying with Orbiting. This technique couples control of movement speed to camera height and tilt, allowing users to seamlessly transition between local environment-views and global overviews. Users can also orbit specific objects for inspection. Results from two competitive user studies suggest users performed better with Speed-coupled Flying with Orbiting over alternatives, with performance also enhanced by a large display.
---
paper_title: Analysis of navigability of Web applications for improving blind usability

paper_content:

Various accessibility activities are improving blind access to the increasingly indispensable WWW. These approaches use various metrics to measure the Web's accessibility. “Ease of navigation” (navigability) is one of the crucial factors for blind usability, especially for complicated webpages used in portals and online shopping sites. However, it is difficult for automatic checking tools to evaluate the navigation capabilities even for a single webpage. Navigability issues for complete Web applications are still far beyond their capabilities. This study aims at obtaining quantitative results about the current accessibility status of real world Web applications, and analyzes real users' behavior on such websites. In Study 1, an automatic analysis method for webpage navigability is introduced, and then a broad survey using this method for 30 international online shopping sites is described. The next study (Study 2) focuses on a fine-grained analysis of real users' behavior on some of these online shopping sites. We modified a voice browser to record each user's actions and the information presented to that user. We conducted user testing on existing sites with this tool. We also developed an analysis and visualization method for the recorded information. The results showed us that users strongly depend on scanning navigation instead of logical navigation. A landmark-oriented navigation model was proposed based on the results. Finally, we discuss future possibilities for improving navigability, including proposals for voice browsers.
---
paper_title: Quantifying degree of goal directedness in document navigation: application to the evaluation of the perspective-drag technique

paper_content:

This article pursues a two-fold goal. First we introduce degree of goal directedness (DGD), a novel quantitative dimension for the taxonomy of navigation tasks in general. As an attempt to operationalize the DGD concept in the context of electronic documents navigation, we introduce the serial target-acquisition (STA) experimental paradigm. We suggest that DGD and the STA paradigm may usefully enrich the conceptual toolkit of HCI research for the evaluation of navigation techniques. Our second goal is to illustrate the utility of the DGD concept by showing with a concrete example, Perspective Drag, the refinement it allows in evaluating navigation techniques. We report data obtained from two experiments with the STA paradigm that cast light on what Perspective Drag is specifically good for: it is particularly suitable in realistic task contexts where navigation is less than 100% directed by its terminal goal, that is, where the user wants not only to reach a particular item but also to pick up information from the document during document traversal.
---
paper_title: Smart Clothing Prototype for the Arctic Environment

paper_content:

Continuous miniaturisation of electronic components has made it possible to create smaller and smaller electrical devices which can be worn and carried all the time. Together with developing fibre and textile technologies, this has enabled the creation of truly usable smart clothes that resemble clothes more than wearable computing equipment. These intelligent clothes are worn like ordinary clothing and provide help in various situations according to the application area. This paper describes the design and implementation of a survival smart clothing prototype for the arctic environment. Concept development, electrical design, and non-electrical features are discussed. The suit provides communication, positioning, and navigation aids for the user. Depending on the measurements of the human and the environment, the suit decides whether an emergency message should be sent. The user can control the system with a user interface called a Yo-Yo. The functionality of the suit has been tested in an arctic environment.
---

Title: A Review of the Navigation HCI Research During the 2000’s

Section 1: INTRODUCTION
Description 1: Provide an introduction to the paper's topic, highlighting the importance and evolution of navigation in HCI research during the 2000s.

Section 2: METHODOLOGY
Description 2: Describe the methodology used for reviewing navigation HCI research, including the stages of identifying, filtering, and analyzing relevant articles.

Section 3: CHARACTERISTICS OF NAVIGATION RESEARCH
Description 3: Discuss the general characteristics and areas of focus in navigation research within the HCI field during the 2000s.

Section 4: Navigation in information systems with desktop computers
Description 4: Detail the specific characteristics, focus areas, methods, and findings of navigation research involving desktop computers.

Section 5: Navigation in three-dimensional virtual environments
Description 5: Examine the focus areas, research methods, and outcomes of studies on navigation within 3D virtual environments.

Section 6: Navigation in information systems with mobile technology
Description 6: Explore research on navigation involving mobile devices, including the influence of context and user-interface considerations.

Section 7: Navigation in information systems with wearable and embedded technology
Description 7: Discuss the early-phase research involving wearable and embedded technologies, focusing on interaction and user-interface design.

Section 8: Special case: Navigation in a real physical environment with mobile/wearable/embedded technology
Description 8: Consider navigation tasks in real environments, clarifying distinctions between virtual and real navigation research.

Section 9: Future Research Directions
Description 9: Suggest potential future research directions, emphasizing the need for qualitative studies, exploration of user diversity, and evaluation methods for non-desktop navigation systems.