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Tommy Strandvall

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Publications by Tommy Strandvall (bibliography)

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2010
 
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Olsen, Anneli, Smolentzov, Linnea and Strandvall, Tommy (2010): Comparing different eye tracking cues when using the retrospective think aloud method in usability testing. In: Proceedings of the HCI10 Conference on People and Computers XXIV 2010. pp. 45-53.

Research has shown that incorporating eye tracking in usability research can provide certain benefits compared with traditional usability testing. There are various methodologies available when conducting research using eye trackers. This paper presents the results of a study aimed to compare the outcomes from four different retrospective think aloud (RTA) methods in a web usability study: an un-cued RTA, a video cued RTA, a gaze plot cued RTA, and a gaze video cued RTA. Results indicate that using any kind of cue produces more words, comments and allows participants to identify more usability issues compared with not using any cues at all. The findings also suggest that using a gaze plot or gaze video cue stimulates participants to produce the highest number of words and comments, and mention more usability problems.

© All rights reserved Olsen et al. and/or BCS

2008
 
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Sperring, Susanne and Strandvall, Tommy (2008): Viewers' Experiences of a TV Quiz Show with Integrated Interactivity. In International Journal of Human-Computer Interaction, 24 (2) pp. 214-235.

This article presents the findings of the audience research conducted on the cross media Multimedia Home Platform (MHP) and Mobile Java-based interactive play-along TV game show Enigma. The show was developed as the first Finnish TV game show with fully integrated, synchronized interactivity, allowing the audience to participate in the show either by a Java-based mobile phone or by an MHP set-top box. The results show that the viewers' behavior during the show and involvement in the game varied depending on whether they participated with friends or alone. Furthermore, MHP-based interactivity proved to whet the viewers' appetite the most, whereas interactivity in general was appreciated by the participants. Viewers enjoying the passive version also took an interest in the interactivity. Eighty percent of the viewers, women in particular, found it easy to participate in the quiz show, although the interactivity stole a great deal of time and attention from the video content. The important finding is that the interactivity added value to the viewing experience and made it more exciting, involving the audience. Eighty percent of the interactive viewers were in favor of more interactive programs on television and thus stated their interest in participating in future interactive TV programs.

© All rights reserved Sperring and Strandvall and/or Lawrence Erlbaum Associates

 
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Changes to this page (author)

03 Apr 2012: Added
19 Feb 2010: Modified
05 Jun 2009: Added

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May 22

User error: replace user and press any key to continue.

-- Popular computer one-liner

 
 

Featured chapter

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

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