Leonardo Burlamaqui | The University of Sydney (original) (raw)
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Papers by Leonardo Burlamaqui
An eye-tracking experiment aimed at testing the claim that individuals understand how to use arti... more An eye-tracking experiment aimed at testing the claim that individuals understand how to use artifacts through the visual perception of their intended affordances was conducted. Sixty-one participants were asked to state the manner in which they would interact with an artifact after looking at their screen-based images for ten seconds with their gaze captured. The participants’ responses to perceived affordance were compared to their gaze data. Although individuals identified plausible affordances, a binary logistic regression analysis was inconclusive as to which eye-tracking variable is likely to entail a successful identification of the intended affordance. That said, there was a strong correlation between perception of the intended affordance and mention of either the artifact’s function or semantic category. The results suggest that affordances may not have a significant impact in the usability of products and interfaces. Extrapolating from the findings, we postulate that analogical priming may be a better explanation for the way individuals understand what to do with the artifact.
Insights: (1) perceived intended affordances refer to affordances that are intended to be perceiv... more Insights: (1) perceived intended affordances refer to affordances that are intended to be perceived in a certain situation by the end user; (2) designing for usability through affordances requires designers to be aware of an object’s perceived intended affordances; (3) intended affordances can be manipulated or thwarted by the visual features of an object, and by other objects in the user’s field of view.
6th International Association of Societies of Design Research Congress (IASDR 2015)
An experiment aimed at testing the hypothesis that perceived intended affordances can be affected... more An experiment aimed at testing the hypothesis that perceived intended affordances can be affected by two distinct dimensions, classification and framing, was conducted. One hundred and four participants were asked to tell what action they would most likely take upon eight artefacts. Responses were tallied according to whether participants identified the intended affordance. A chi-square test showed that correct responses significantly varied according to the degree of strength of classification and framing. However, a textual analysis of responses to questions asking participants to explain their answers showed that few of the responses exhibited participants’ knowledge about affordances. The results suggest that perceived intended affordances have to be learnt or primed to be identified correctly.
6th International Conference on Design Computing and Cognition (DCC'14)
Given the lack of agreement on the phenomenological elements of affordance, it is difficult to co... more Given the lack of agreement on the phenomenological elements of affordance, it is difficult to conduct empirical research to test systematic observations across contexts (e.g., industrial design and interaction design). To address this problem, this paper aims to establish a new understanding of the concept of affordance and its key concepts. Through a critical review of influential articles about affordance, the article identifies some uses and misuses of the concept. Then, a definition of affordance is provided, which delineates its foundational elements. Based on the definition, the article proposes a framework to explain how artefacts acquire affordances through the intentional behaviour of designers, certain material features, and contextual constructions. As a result, this research will contribute a new perspective on affordances that may help designers have predictable control over them when designing end-consumer products.
This article intends to establish an understanding of the use of mobile devices as a ‘second scre... more This article intends to establish an understanding of the use of mobile devices as a ‘second screen’ for TV experience, from the Design perspective. From theoretical and practical points of view, the relationship between Internet and TV will be presented, evaluating the aspects and implications of this consumer transmedia experience.
IADIS International Conference on Interfaces and Human Computer Interaction 2011
The main objective of this paper is to describe the different stages of research and development ... more The main objective of this paper is to describe the different stages of research and development of an electronic device based on the use of open source technology which is the result of the observation of the consumption and sales habits of 600ml beer bottles in Brazil, as well as the relationship between bars/restaurants and their customers. This project’s goal is to optimize this business, being both commercially attractive and capable of improving its consumption experience. Therefore, the prototype here presented is expected: 1) to warn the staff that the last bottle served to a customer is getting empty, allowing its immediate replacement and consequently reaching a higher level of client satisfaction; 2) to increase the efficiency and profit margin of the bar/restaurant by selling more beer; 3) to add value to the bar/restaurant and the brands associated to the device as a product, due to its technological and innovative nature.
An eye-tracking experiment aimed at testing the claim that individuals understand how to use arti... more An eye-tracking experiment aimed at testing the claim that individuals understand how to use artifacts through the visual perception of their intended affordances was conducted. Sixty-one participants were asked to state the manner in which they would interact with an artifact after looking at their screen-based images for ten seconds with their gaze captured. The participants’ responses to perceived affordance were compared to their gaze data. Although individuals identified plausible affordances, a binary logistic regression analysis was inconclusive as to which eye-tracking variable is likely to entail a successful identification of the intended affordance. That said, there was a strong correlation between perception of the intended affordance and mention of either the artifact’s function or semantic category. The results suggest that affordances may not have a significant impact in the usability of products and interfaces. Extrapolating from the findings, we postulate that analogical priming may be a better explanation for the way individuals understand what to do with the artifact.
Insights: (1) perceived intended affordances refer to affordances that are intended to be perceiv... more Insights: (1) perceived intended affordances refer to affordances that are intended to be perceived in a certain situation by the end user; (2) designing for usability through affordances requires designers to be aware of an object’s perceived intended affordances; (3) intended affordances can be manipulated or thwarted by the visual features of an object, and by other objects in the user’s field of view.
6th International Association of Societies of Design Research Congress (IASDR 2015)
An experiment aimed at testing the hypothesis that perceived intended affordances can be affected... more An experiment aimed at testing the hypothesis that perceived intended affordances can be affected by two distinct dimensions, classification and framing, was conducted. One hundred and four participants were asked to tell what action they would most likely take upon eight artefacts. Responses were tallied according to whether participants identified the intended affordance. A chi-square test showed that correct responses significantly varied according to the degree of strength of classification and framing. However, a textual analysis of responses to questions asking participants to explain their answers showed that few of the responses exhibited participants’ knowledge about affordances. The results suggest that perceived intended affordances have to be learnt or primed to be identified correctly.
6th International Conference on Design Computing and Cognition (DCC'14)
Given the lack of agreement on the phenomenological elements of affordance, it is difficult to co... more Given the lack of agreement on the phenomenological elements of affordance, it is difficult to conduct empirical research to test systematic observations across contexts (e.g., industrial design and interaction design). To address this problem, this paper aims to establish a new understanding of the concept of affordance and its key concepts. Through a critical review of influential articles about affordance, the article identifies some uses and misuses of the concept. Then, a definition of affordance is provided, which delineates its foundational elements. Based on the definition, the article proposes a framework to explain how artefacts acquire affordances through the intentional behaviour of designers, certain material features, and contextual constructions. As a result, this research will contribute a new perspective on affordances that may help designers have predictable control over them when designing end-consumer products.
This article intends to establish an understanding of the use of mobile devices as a ‘second scre... more This article intends to establish an understanding of the use of mobile devices as a ‘second screen’ for TV experience, from the Design perspective. From theoretical and practical points of view, the relationship between Internet and TV will be presented, evaluating the aspects and implications of this consumer transmedia experience.
IADIS International Conference on Interfaces and Human Computer Interaction 2011
The main objective of this paper is to describe the different stages of research and development ... more The main objective of this paper is to describe the different stages of research and development of an electronic device based on the use of open source technology which is the result of the observation of the consumption and sales habits of 600ml beer bottles in Brazil, as well as the relationship between bars/restaurants and their customers. This project’s goal is to optimize this business, being both commercially attractive and capable of improving its consumption experience. Therefore, the prototype here presented is expected: 1) to warn the staff that the last bottle served to a customer is getting empty, allowing its immediate replacement and consequently reaching a higher level of client satisfaction; 2) to increase the efficiency and profit margin of the bar/restaurant by selling more beer; 3) to add value to the bar/restaurant and the brands associated to the device as a product, due to its technological and innovative nature.