Publication statistics
Pub. period:1999-2010
Pub. count:11
Number of co-authors:14
Co-authors
Number of publications with 3 favourite co-authors:
Patrick Langdon:8Peter Robinson:6Simeon Keates:5 Productive colleagues
John Clarkson's 3 most productive colleagues in number of publications:
Peter Robinson:47Simeon Keates:36Patrick Langdon:29 
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John Clarkson
Publications by John Clarkson (bibliography)
Hurtienne, Jörn, Stößel, Christian, Sturm, Christine, Maus, Alexander, Rötting, Matthias, Langdon, Patrick and Clarkson, John (2010): Physical gestures for abstract concepts: Inclusive design with primary metaphors. In Interacting with Computers, 22 (6) pp. 475-484.
Designers in inclusive design are challenged to create interactive products that cater for a wide range of prior experiences and cognitive abilities of their users. But suitable design guidance for this task is rare. This paper proposes the theory of primary metaphor and explores its validity as a source of design guidance. Primary metaphor theory describes how basic mental representations of physical sensorimotor experiences are extended to understand abstract domains. As primary metaphors are subconscious mental representations that are highly automated, they should be robustly available to people with differing levels of cognitive ability. Their proposed universality should make them accessible to people with differing levels of prior experience with technology. These predictions were tested for 12 primary metaphors that predict relations between spatial gestures and abstract interactive content. In an empirical study, 65 participants from two age groups (young and old) were asked to produce two-dimensional touch and three-dimensional free-form gestures in response to given abstract keywords and spatial dimensions of movements. The results show that across age groups in 92% of all cases users choose gestures that confirmed the predictions of the theory. Although the two age groups differed in their cognitive abilities and prior experience with technology, overall they did not differ in the amount of metaphor-congruent gestures they made. As predicted, only small or zero correlations of metaphor-congruent gestures with prior experience or cognitive ability could be found. The results provide a promising step toward inclusive design guidelines for gesture interaction with abstract content on mobile multitouch devices.
© All rights reserved Hurtienne et al. and/or Elsevier Science
Langdon, Patrick, Clarkson, John and Robinson, Peter (2010): Designing inclusive futures. In Universal Access in the Information Society, 9 (3) pp. 191-193.
Wilkinson, Christopher, Langdon, Pat and Clarkson, John (2010): Observing learning and conceptual development through novel product interaction. In: Proceedings of the HCI10 Conference on People and Computers XXIV 2010. pp. 328-336.
Improving product usability through inclusive design consideration can enhance a products potential commercial success, whilst widening it's acceptability across an increasingly divergent market. An experimental approach was developed to encapsulate how individuals perceive, process and respond to stimuli during interaction with products. By presenting a sample of participants with a novel product, we are able to assess how their understanding and internal conceptualisations are developed during increasing product exposure, and indicate how product design can have a significant impact upon these processes. Participants were recorded interacting with the novel product whilst providing concurrent protocol and information elicited regarding the development of internal representations. The extent of participants' technological familiarity was also investigated to determine how prior experience may assist novel product interaction. Age related differences were evident in both approaches to problem solving and extent of technological familiarity, and this was considered to have an impact upon overall interactional performance.
© All rights reserved Wilkinson et al. and/or BCS
Langdon, Patrick, Clarkson, John and Robinson, Peter (2007): Designing accessible technology. In Universal Access in the Information Society, 6 (2) pp. 117-118.
Persad, Umesh, Langdon, Patrick and Clarkson, John (2007): Characterising user capabilities to support inclusive design evaluation. In Universal Access in the Information Society, 6 (2) pp. 119-135.
Designers require knowledge and data about users to effectively evaluate product accessibility during the early stages of design. This paper addresses this problem by setting out the sensory, cognitive and motor dimensions of user capability that are important for product interaction. The relationship between user capability and product demand is used as the underlying conceptual model for product design evaluations and for estimating the number of people potentially excluded from using a given product.
© All rights reserved Persad et al. and/or Springer Verlag
Langdon, Patrick, Lewis, Tim and Clarkson, John (2007): The effects of prior experience on the use of consumer products. In Universal Access in the Information Society, 6 (2) pp. 179-191.
Many products today are laden with a host of features which, for the majority of users, remain unused and often obscure the use of the simple features of use for which the product was devised (Norman in The design of everyday things. Basic Books, 2002; Keates and Clarkson in Countering design exclusion '' an introduction to inclusive design. Springer, 2004). Since the cognitive capabilities of the marketed target group are largely not affected by age-related impairment, the intellectual demands of such products are frequently high (Rabbitt in Quart J Exp Psychol 46A(3):385-434, 1993). In addition, the age and technology generation of a product user will colour their expectations of the product interface and affect the range of skills they have available (Docampo in Technology generations handling complex User Interfaces. Ph. D. thesis, 2001). This paper addresses the issue of what features of products make them easy or difficult to learn to use, for the wider population as well as the older user, and whether and in what way individual prior experience affect the learning and use of a product design. To achieve the above, the interactions of users of varying ages and capabilities with two different everyday products were recorded in detail as they performed set tasks. Retrospective verbal protocols were then analysed using a category scheme based on an analysis of types of learning and cognition errors. This data was then compared with users' performance on individual detailed experience questionnaires and a number of tests of general and specific cognitive capabilities. The principal finding was that similarity of prior experience to the usage situation was the main determinant of performance, although there was also some evidence for a gradual, age-related capability decline. Users of all ages adopted a means-end or trial and error interaction when faced with unfamiliar elements of the interaction. There was a strong technology generation effect such that older users were reluctant or unable to complete the required tasks for a digital camera.
© All rights reserved Langdon et al. and/or Springer Verlag
Keates, Simeon, Clarkson, John, Langdon, Patrick and Robinson, Peter (2005): Special issue on design for a more inclusive world. In Universal Access in the Information Society, 4 (2) pp. 83-84.
Hwang, Faustina, Keates, Simeon, Langdon, Patrick and Clarkson, John (2004): Mouse movements of motion-impaired users: a submovement analysis. In: Sixth Annual ACM Conference on Assistive Technologies 2004. pp. 102-109.
Understanding human movement is key to improving input devices and interaction techniques. This paper presents a study of mouse movements of motion-impaired users, with an aim to gaining a better understanding of impaired movement. The cursor trajectories of six motion-impaired users and three able-bodied users are studied according to their submovement structure. Several aspects of the movement are studied, including the frequency and duration of pauses between submovements, verification times, the number of submovements, the peak speed of submovements and the accuracy of submovements in two-dimensions. Results include findings that some motion-impaired users pause more often and for longer than able-bodied users, require up to five times more submovements to complete the same task, and exhibit a correlation between error and peak submovement speed that does not exist for able-bodied users.
© All rights reserved Hwang et al. and/or ACM Press
Keates, Simeon, Langdon, Patrick, Clarkson, John and Robinson, Peter (2000): Investigating the Use of Force Feedback for Motion-Impaired Users. In: Emiliani, Pier Luigi and Stephanidis, Constantine (eds.) Proceedings of the 6th ERCIM Workshop on User Interfaces for All October 25-26, 2000, Florence, Italy. p. 6.
For users with motion impairments, the standard keyboard and mouse arrangement for computer access often presents problems. Other approaches have to be adopted to overcome this. There is evidence to suggest that increasing the degrees-of-freedom, and hence bandwidth, of human-computer interaction (HCI), can improve interaction rates if implemented carefully. Haptic feedback is not really exploited in the existing HCI paradigm, so offers a potential method for broadening the interaction bandwidth by complementing the existing interaction structure. This paper describes a series of experiments to assess the effectiveness of using haptic feedback to enhance the interaction. The experiments focused on the use of force feedback technology to assist in point-and-click activities. The results showed that, if implemented appropriately, force feedback offers a significant benefit to motion-impaired users and that the benefit obtained was increased with increasing severity of impairment.
© All rights reserved Keates et al. and/or The European Research Consortium for Informatics and Mathematics - ERCIM
Keates, Simeon, Clarkson, John and Robinson, Peter (2000): Investigating the Applicability of User Models for Motion-Impaired Users. In: Fourth Annual ACM Conference on Assistive Technologies 2000. pp. 129-136.
This paper considers the differences between users with motion-impairments and able-bodied users when they interact with computers and the implications for user models. Most interface design and usability assessment practices are based on explicit or implicit models of user behaviour. This paper studies the applicability of an existing interface design user model to motion-impaired users for the relatively straightforward task of button activation. A discussion of the empirical results is provided and the paper concludes that there are significant differences between the behaviour of motion-impaired users and the accepted modelling theory.
© All rights reserved Keates et al. and/or ACM Press
Keates, Simeon, Clarkson, John, Coy, Joanne and Robinson, Peter (1999): Universal Access in the Work-Place: A Case Study. In: Kobsa, Alfred and Stephanidis, Constantine (eds.) Proceedings of the 5th ERCIM Workshop on User Interfaces for All November 28 - December 1, 1999, Dagstuhl, Germany. p. 7.
Universal Access belongs not only in the research laboratory, but also in an industrial environment. Many countries have set out specific legal requirements for companies to meet in terms of proportions of staff with disabilities and meeting those requirements is a new experience for many employers. More enlightened companies wish to take their commitment beyond meeting the letter of the law and to provide a genuinely inclusive work-place. However, implementing such an approach is complex. The principal aim of this paper is to describe the steps being taken by The Post Office (TPO), with the assistance of the University of Cambridge, to offer a more inclusive work-place to support a wider range of employee physical capabilities. Computer access, including interface and input system design issues, features very prominently in research at Cambridge. An approach taken to assess the potential for universal access within the TPO environment is described and the relative merits of adaptive and proactive design methods discussed. Although the case study presented is very specific and still in its preliminary stages, the generic usability issues are applicable to a wider range of computer applications.
© All rights reserved Keates et al. and/or The European Research Consortium for Informatics and Mathematics - ERCIM
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