The problem of human navigation in electronic environments is central to the debate on human experience with new technologies. The studies carried out, in particular in environmental psychology, offer a starting point for a better understanding of the origin of cognitive difficulties and the problems that can occur when moving in new habitats. A project aimed at improving the usability of these environments and their compatibility with human beings cannot fail to include a wide-ranging ergonomic examination that considers the multiple cognitive and cultural aspects implied. This study considers hypermedial and three-dimensional interactive graphic environments. We describe some weak points encountered during user navigation and we examine certain improvements made by research in the sector. Lastly, a hybrid system that combines these two different types of systems was created and discussed. This system, called Percepta, offers users the possibility of adopting cognitive systems for human navigation that are already effective in the real world and permits the planning of efficient strategies for navigation, taking account of the initial pre-established aims and the continuous reprocessing that occurs during navigation. Future research lines will analyze qualitative and quantitative aspects of this software to produce an accurate final assessment.

Human navigation in electronic environments

GAMBERINI, LUCIANO;
2001

Abstract

The problem of human navigation in electronic environments is central to the debate on human experience with new technologies. The studies carried out, in particular in environmental psychology, offer a starting point for a better understanding of the origin of cognitive difficulties and the problems that can occur when moving in new habitats. A project aimed at improving the usability of these environments and their compatibility with human beings cannot fail to include a wide-ranging ergonomic examination that considers the multiple cognitive and cultural aspects implied. This study considers hypermedial and three-dimensional interactive graphic environments. We describe some weak points encountered during user navigation and we examine certain improvements made by research in the sector. Lastly, a hybrid system that combines these two different types of systems was created and discussed. This system, called Percepta, offers users the possibility of adopting cognitive systems for human navigation that are already effective in the real world and permits the planning of efficient strategies for navigation, taking account of the initial pre-established aims and the continuous reprocessing that occurs during navigation. Future research lines will analyze qualitative and quantitative aspects of this software to produce an accurate final assessment.
2001
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11577/1348103
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