Sound Zone Interaction: A Study of Designing and Evaluating Interaction Techniques
Authors
Friis, Alexander ; Mikkelsen, Emil Skovgaard ; Kim, Dong Hyun
Term
4. Term
Publication year
2019
Submitted on
2019-06-18
Pages
11
Abstract
This thesis examines how people can control personal sound zones, a domain where technical solutions are maturing while user interaction remains underexplored. We therefore ask: Which interaction techniques best support effective, efficient, and positive sound‑zone control? Using a design funnel, we created three techniques that differ in physical form and interaction principle: two tangible artifacts (CubeZone and CylinderZone) and a voice‑based solution. In a laboratory experiment with 60 participants, tasks were performed in a simulated sound zone while we measured task success/error (effectiveness), time (efficiency), and user responses through the COOL questionnaire and exit interviews. Findings indicate that tangible artifacts should be considered for sound‑zone control, as they enabled faster, more reliable interaction and were experienced as enjoyable and engaging. Voice interaction was the slowest technique, with a relatively high rate of incomplete tasks and low COOL ratings.
Dette speciale undersøger, hvordan mennesker kan styre personlige lydzoner, et område hvor de tekniske løsninger nærmer sig praksis, mens brugerinteraktionen er mindre belyst. Vi formulerer derfor spørgsmålet: Hvilke interaktionsteknikker understøtter effektiv, hurtig og positiv styring af lydzoner? Med en design‑funnel udviklede vi tre teknikker, der varierer i fysisk form og interaktionsprincip: to håndgribelige artefakter (CubeZone og CylinderZone) og en stemmebaseret løsning. I et laboratorieeksperiment med 60 deltagere gennemførte deltagerne opgaver i en simuleret lydzone, hvor vi målte opgaveløsning/fejlrate (effectiveness), tidsforbrug (efficiency) samt brugerrespons via COOL‑spørgeskemaet og exit‑interviews. Resultaterne peger på, at håndgribelige artefakter bør overvejes ved design af lydzonekontrol, da de gav hurtigere og mere pålidelige interaktioner og blev oplevet som underholdende og engagerende. Styring via stemme var den langsomste teknik med relativt mange ufuldstændige opgaver og lave COOL‑vurderinger.
[This apstract has been generated with the help of AI directly from the project full text]
