Useful Keyboard Shortcut Guide For Tobii Studio March 24, 2010Posted by Jon Ward in eye tracking, Studio, Tips And Tricks, Tobii, Updates.
Keyboard shortcuts are really useful, so why isn’t there a guide to the shortcuts in Tobii Studio? Well now there is! To kill a few minutes, and some brain cells, I have put together a simple pdf guide to help you through the (not extensive) list of keyboard shortcuts and also detail where in Studio they can be used.
Probably the most useful are the frame advance keys when you have replay paused allowing for very accurate and detailed analysis of the gaze data, and also easier scenes and segmentation.
You can view it and download it here :Keyboard Shortcut Guide
Or from our Slideshare pages… hope its useful! Any comments or thoughts then as always send them to email@example.com
A View On The Value Of Eye Tracking By One Of Our Clients March 16, 2010Posted by Jon Ward in Advertising, eye tracking, Market Research.
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The article below was written by Mark McElhaw of Spotless Interactive (http://www.spotlessinteractive.com/index.php) a long standing user of Tobii eye tracking equipment. I saw the article a week or so back and thought it would be interesting to repost it here. Mark presents a couple of answers to niggling questions that float around – plus an open and honest opinion of where he sees the value of eye tracking. I hoe you enjoy it!
Over the last 10 years, practitioners have been debating whether and how eye tracking fits with usability research. But how can you compare a method with a technology? Perhaps if we understand some of the real issues of this debate, you’ll be in a better position to find the right method, tools and media to measure your user experience.
You can get the same results at a fraction of the cost.
A colleague once told me traditional usability testing can uncover as much as 95‰ issues at a third the cost of eye tracking. While this certainly can be the case, a competent practitioner using an expert review can pick up 75‰ of the issues at a quarter of the cost of usability testing from an expert review. (e.g. http://www.alistapart.com/articles/the-myth-of-usability-testing). On the other hand, it’s easy to dismiss an expert review as one person’s opinion. Watching real users uncovering the same issues is harder to challenge. Seeing where people look is more engaging to watch, limits conjecture, and translates into shorter reports.
Eye tracking can be done using many methods.
It has also been said that eye tracking has changed the way practitioners apply user testing. The reason, they tell us, is users in an interview look in a certain direction when asked a question, affecting the users gaze path and ultimately the heatmap. Getting people to first complete tasks, and then afterwards asking about their experience helps get around this. However, using larger sample sizes, which is generally recommended with eye tracking, counteracts this affect, but, you can use as long as you explain the results.
Eye tracking isn’t just about heatmaps.
Recently we completed a series of fortnightly user tests to fit within an agile development framework, for a sign-on process. We tested 6-8 people per round. Eye tracking effectively showed how certain layout options of colour and iconography made instructions and error messaging clearer. The gaze replay quickly made the point without need for a report.
What is eye tracking good for?
Usability testing focuses on users completing tasks. Fine, but what about brand awareness, key message positioning, and the users awareness of promotions or advertising? After all, these are what generate revenue, and this is where eye tracking comes into its own. Eye tracking is best put to use when evaluating visual effectiveness such as:
Comparing page options – looking at the how page layout and colour scheme highlights content.
Assessing page flow – finding out how people look for information; prospective visitors normally scan an entire page, whereas current customers go straight to favourite sections.
Attention and perception – showing whether key content like brand values, strap lines, promotions, or advertising has been or could have been noticed.
Fast turnarounds – the richer the presentation, the less need for reporting; gaze replays remove the need for interpretation and long explanations.
Benchmarking – to show your staff how customers use your product, or to benchmark your product, gaze paths underscore what might be a dull user experience.
While eye tracking indicates what’s been looked at, it doesn’t show if it’s been noticed, because most information is processed unconsciously and indirectly (called peripheral perception). This can be measured directly using a survey before and after a study or indirectly such as the Implicit Association Test. More recently, people’s reactions can be measured on the spot by analysing the the brain’s Electroencephalography (EEG) wave patterns. back to top
Head candy is the new eye candy.
We are moving into a new era in customer research which goes beyond merely completing tasks. Welcome to the world of neuromarketing. Now, the user isn’t asked questions or required to complete tasks. They are simply monitored, and then EEG frequencies measure responses indicating attention, concentration, and emotion, connected with an eye tracker to whatever they’re looking at. Surely this technology can be another effective tool in the user experience suite of options.
What lies ahead?
Eye tracking itself is entering a new era. Soon it will take on wearable and invisible forms, such as being embedded in eyeglasses, making it ideal for tracking user experience beyond the computer desk and into mobile research, and ultimately, into the greater world. Of greater interest, will be the opportunities for augmented reality where eye tracking technology becomes a key input device.
The facilitator counts most. Technology has always influenced the way people conduct research, from Dictaphones to high-tech research labs. More importantly, it can affect the way the person feels and behaves. The skills of the interviewer can have a great impact on whether the participant experiences the research technology as inhibiting or irrelevant. Using tools, such as screen capture, webcams, one way mirrors, and eye tracking, or media such as picture in picture, gaze path, and heatmaps are good techniques to engage an audience. And though an expert may not need these devices to know what the issues are, the client might. Remember they facilitators have different skills, so be sure to work out the purpose of the study, the skills and experience of the audience, and the amount of time they have to digest and discuss the findings. Finally, if you’re investing in user research for staff training, or for customer closeness, the cost benefit of eye tracking becomes a valuable proposition among the many tools available to you.
Article originally published here : http://www.spotlessinteractive.com/articles/usability-research/eye-tracking-the-user-experience.php and kindly reproduced with Spotless Interactives permission.
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As one of the first academic institutes in the world to use the Tobii T60XL widescreen tracker last year, Jon Erichsen and Maggie Woodhouse at Cardiff University were impressed with it’s ease of use and performance – allowing them much easier testing on a wider field of view than the screen on a standard 17″ eye tracker. Tobii have now published a case study on their work and their thoughts on both Tobii Studio and the XL eye tracker and it is available below to view.
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As the companies resident gaming geek I pretty much lost all of last weekend playing Heavy Rain on the Playstation 3 and being blown away by the virtual world, the environmental effects and some of the character details. Ok, if anyone has played the game then yes, sometimes the hands and fingers are a bit awkward, the teeth and mouth animations plus lip sync could be better and characters are a little stiff when they walk…. but in a game that has about 10 different endings, 50+ chapters and countless hours of animation and exploration this can be excused – but one thing that jumped out at me was the eye modelling.
In between chapters there is displayed a close up view of the characters face that you are about to take control of – and the level of detail on the face, skin, muscle movement and eyes are fantastic – as the screenshots below hopefully illustrate in some small way.
So what has all this got to do with eye tracking I hear you ask? Well bear with me… throughout the game as the story twists and turns the CGI characters have to sell you the story – these lifeless avatars have to convey emotion, passion, fear, and a hundred other emotions and in no small part do they tell the story with their eyes. And in this aspect Heavy Rain truly excels. What becomes apparent is that the eyes give away so much about what we are thinking, how we feel and more – it happens in the game, and it happens when we capture eye tracking data in user testing.
Long standing studies show that our eye movements can indicate when we are recalling images or memories, when we are lying and so on – when we are testing on a user site they can give away elements of confusion, engagement and emotional interaction. Reports indicate that as much as 60% of our actions are subconscious, which is why tracking eye movements give us access to hidden insights and why eye tracking is a powerful tool when used correctly. As technology and measures develop eye tracking and biometric measures will be allied to neuroscience and then we will be unlocking a massive part of the user experience, both the visible elements and those that are hidden…. and that is surely an exciting prospect.
Until then… I have about 9 more endings to uncover!