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Brett Taylor

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Publications by Brett Taylor (bibliography)

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2012
 
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Mandryk, Regan L., Kalyn, Michael, Dang, Yichen, Doucette, Andre, Taylor, Brett and Dielschneider, Shane (2012): Turning off-the-shelf games into biofeedback games. In: Fourteenth Annual ACM SIGACCESS Conference on Assistive Technologies 2012. pp. 199-200.

Biofeedback games help users maintain specific mental or physical states and are useful to help people with cognitive impairments learn to self-regulate their brain function. However, biofeedback games are expensive and difficult to create and are not sufficiently appealing to hold a user's interest over the long term. We present two systems that turn off-the-shelf games into biofeedback games. Our desktop approach uses visual feedback via texture-based graphical overlays that vary in their obfuscation of an underlying game based on the user's physiological state. Our mobile approach presents multi-modal feedback (audio or vibration) of a user's physiological state on an iPhone.

© All rights reserved Mandryk et al. and/or ACM Press

 
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Taylor, Brett and Mandryk, Regan L. (2012): Creating and interpreting abstract visualizations of emotion. In: Proceedings of the 2012 Conference on Graphics Interface 2012. pp. 61-68.

People use non-verbal cues, such as facial expressions, body language, and tonal variations in speech, to help communicate emotion; however, these cues are not always available in computer-supported environments. Without emotional cues, we can have difficulty communicating and relating to others. In this paper, we develop and evaluate a system for creating abstract visualizations of emotion using arousal and valence. Through two user studies, we show that without prior training, people can naturally understand the represented emotion conveyed by the visualization.

© All rights reserved Taylor and Mandryk and/or their publisher

1990
 
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Henneman, Richard L., Inderrieden, Michael, Anderson, Andy and Taylor, Brett (1990): Evolutionary Design of a Customer Activated Terminal: A Case Study. In: D., Woods, and E., Roth, (eds.) Proceedings of the Human Factors Society 34th Annual Meeting 1990, Santa Monica, USA. pp. 300-304.

The process of designing a customer activated terminal (CAT) is described. A CAT is a self-service computer system that enables people to order food or merchandise, request information, complete banking transactions, etc. The specific application that this paper considers is a quick service restaurant lunch menu. Designers of CATs must assume that many users of such systems have no prior computer experience. One of the goals of this paper is to identify some specific interface design principles that seem to be appropriate for other CAT applications. A second goal is to illustrate how an iterative design process that focuses on user, task, and environmental characteristics can result in a successful product. The paper describes a four phase iterative development approach: data collection, initial design, testing and redesign, and implementation. Activities in each phase emphasize understanding user, task, and environmental characteristics. Several examples of the interface design at various stages of development are presented, and reasons for why design features were altered are discussed. The paper concludes by articulating several principles that apply to the design of CATs.

© All rights reserved Henneman et al. and/or Human Factors Society

 
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Changes to this page (author)

10 Nov 2012: Added
09 Nov 2012: Added
13 Feb 2010: Modified
26 Jun 2007: Added

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URL: http://www.interaction-design.org/references/authors/brett_taylor.html
May 26

The theory gives the answers, not the theorist.

-- Allen Newell

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Help us help you!