Timeline
4 Weeks
SECTOR
Entertainment Technology
Design Role
UX Research, UX/UI Design
PAPER
Project Overview
Interacting with smart TVs using traditional remote controllers or complex user interfaces often presents challenges in terms of intuitiveness and user-friendliness. This project aims to overcome these limitations by exploring the potential of hand gestures as a natural and user-friendly control mechanism for smart TVs. By designing a system that allows users to navigate and operate smart TVs using simple hand gestures, we seek to provide a straightforward and enjoyable user interaction experience.
Introduction
Research Phase
Conducted a comprehensive literature review to gather insights from previous studies on gesture-based interaction for smart TVs.
Identified gaps and challenges in current approaches to gesture-based TV control, laying the groundwork for the development of our methodology.
Reviewed existing gesture recognition technologies and frameworks to inform the design process and ensure alignment with industry standards and best practices.
Initial User Research:
Results
Developed a gesture-based control system for smart TVs that leverages embodied schemata to enhance usability and intuitiveness.
Designed intuitive hand gestures for volume control, screen navigation, and media playback, based on user feedback and ergonomic considerations.
Conducted user testing sessions to gather insights and feedback, leading to iterative improvements and refinements in the design.
Demonstrated the potential of gesture-based interactions to provide a more engaging, intuitive, and inclusive TV viewing experience for users of varying technological proficiency levels.
Future Work
Explore the integration of additional gesture recognition technologies and sensors to further enhance gesture-based interactions.
Investigate opportunities for personalization and customization to cater to individual user preferences and needs.
Collaborate with industry partners to integrate the gesture-based control system into commercial smart TV products and platforms.
Conduct longitudinal studies to evaluate the long-term usability and effectiveness of gesture-based interactions in real-world TV viewing environments.
Paper
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Exploring Embodied Schemata for “Enhancing Interactive TV Experiences”
Investigate how embodied schemata, which are cognitive structures representing knowledge about actions and interactions, can be applied to gesture-based control systems for smart TVs.
Identify relevant schemata mappings that align with users' mental models and natural interactions to enhance usability and intuitiveness.
Key Objective
Explore the Application of Embodied Schemata:
Develop a set of intuitive hand gestures for common TV control tasks, including volume adjustment, screen navigation (e.g., channel selection), and media playback (e.g., play, pause, stop).
Ensure that the designed gestures are easy to perform, memorable, and culturally appropriate for a diverse user base.
Design Intuitive Hand Gestures:
Conduct User Research and Testing:
Gather insights and feedback from users through interviews, surveys, and usability testing to understand their preferences, expectations, and challenges related to gesture-based interactions.
Iterate on the design based on user feedback to refine the gestures, interaction mechanisms, and overall user experience.
Identify Opportunities for Customization and Personalization:
Explore ways to allow users to customize gesture mappings, adjust sensitivity settings, and personalize their interaction experience based on individual preferences and needs.
Consider the implementation of user profiles, gesture libraries, and adaptive learning algorithms to adapt the system to users' usage patterns and preferences over time.
Conducted semi-structured interviews with three carefully selected participants, each representing varying levels of technological proficiency:
a) One highly tech-savvy individual with extensive experience in using smart devices and digital interfaces.
b) One non-tech-savvy participant with limited technological experience.
c) Another participant falling in between the two extremes in terms of technological proficiency.
The interviews focused on exploring participants' opinions, expectations, and preferences regarding specific aspects of gesture-based TV control, such as volume adjustment, screen navigation, and media playback gestures.
Utilized a set of research questions as a foundation for the interview process, facilitating a deeper understanding of users' perceptions and preferences and guiding the development of the gesture-based control system.
User Interviews:
Based on insights gathered from the user interviews, developed a paper prototype of the gesture-based control system.
Incorporated embodied schemata mapping concepts discussed earlier, including up/down gestures for volume control, left/right gestures for screen/channel selection, and intuitive hand gestures for media playback.
Ensured that the paper prototype reflected the preferences and expectations expressed by participants during the interview phase, aiming for a design that would resonate with users of varying technological backgrounds.
Paper Prototype Development:
Conducted user testing sessions with the same three participants to evaluate the usability, intuitiveness, and effectiveness of the gesture-based control system using the paper prototype.
Participants were asked to perform specific tasks related to volume control, screen swiping, and media playback gestures while providing real-time feedback and insights.
The research questions formulated earlier guided the testing process, helping to assess users' preferences, perceptions, and the impact of different levels of technological proficiency on their experiences.
Gathered qualitative data from the user testing sessions to identify strengths, weaknesses, and areas for improvement in the design of the gesture-based control system.
User Testing:
Participants:
Three participants were carefully selected to represent a diverse range of technological proficiency levels, ensuring insights from different user perspectives:
1) One highly tech-savvy individual with extensive experience in using smart devices and digital interfaces.
2) One non-tech-savvy participant with limited technological experience.
3) Another participant with moderate technological proficiency, falling between the two extremes.
By including participants with varying levels of technological proficiency, the study aimed to evaluate the usability and effectiveness of the gesture-based control system across a diverse user population.
This approach facilitated the gathering of comprehensive feedback, enabling the identification of usability issues and challenges specific to different user groups.
User making upward palm gesture to play the video
User making downward palm gesture to pause the video
User making closed fist gesture to stop the video