Ian Scott MacKenzie

Dr. Ian Scott MacKenzie

orcid

Research Focus & Metrics

Academic Career Length

25Years (2002-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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14 November 2022 in Proceedings of the ACM on Human-Computer Interaction
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Journal Article
Open access
TDTafadzwa Joseph Dube
Tafadzwa Joseph Dube
YRYuan Ren
Yuan Ren
HLHannah Limerick
Hannah Limerick
IMIan Scott MacKenzie
Ian Scott MacKenzie
Ahmed Sabbir ArifAhmed Sabbir Arif
Ahmed Sabbir Arif
This work compares four mid-air target selection methods (Push, Tap, Dwell, Pinch) with two types of ultrasonic haptic feedback (Select, HoverSelect) in a Fitts’ law experiment. Results revealed that Tap is the fastest, the most accurate, and one of the least physically and cognitively demanding selection methods. Pinch is relatively fast but error prone and physically and cognitively demanding. Dwell is slowest by design, yet the most accurate and the least physically and cognitively demanding. Both haptic feedback methods improve selection performance by increasing users’ spatial awareness. Particularly, Push augmented with Hover & Select feedback is comparable to Tap. Besides, participants perceive the selection methods as faster, more accurate, and more physically and cognitively comfortable with the haptic feedback methods.

19 April 2023
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Conference Paper
Open access
SFSaba Fallah
Saba Fallah
IMIan Scott MacKenzie
Ian Scott MacKenzie
H4VR is a text entry method offering two layouts – flat and cross – of a four-key keyboard in VR. Hand gestures select the keys with a different selection method for each layout. The entry speed and error rate were measured and analyzed in a five-session longitudinal user study. Five participants entered ten phrases on each keyboard in each session. They reached an average entry speed of 4.57 and 3.63 words per minute on the flat and cross keyboards, respectively. The average error rate was less than 2% on both keyboards.

26 November 2019
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Conference Paper
Open access
PDF file
SCSteven J. Castellucci
Steven J. Castellucci
IMIan Scott MacKenzie
Ian Scott MacKenzie
MMMudit Misra
Mudit Misra
LPLaxmi Pandey
Laxmi Pandey
Ahmed Sabbir ArifAhmed Sabbir Arif
Ahmed Sabbir Arif

Verified
Journal Article
Open access
PDF file
VRVera Remizova
Vera Remizova
ASAntti Sand
Antti Sand
IMIan Scott MacKenzie
Ian Scott MacKenzie
OŠOleg Špakov
Oleg Špakov
KNKatariina Nyyssönen
Katariina Nyyssönen
YGYulia Gizatdinova
Yulia Gizatdinova
Projected walk-through fogscreens have been created, but there is little research on the evaluation of the interaction performance with fogscreens. The present study investigated mid-air hand gestures for interaction with a large fogscreen. Participants (N = 20) selected objects from a fogscreen using tapping and dwell-based gestural techniques, with and without vibrotactile/haptic feedback. In terms of Fitts’ law, the throughput was about 1.4 bps to 2.6 bps, suggesting that gestural interaction with a large fogscreen is a suitable and effective input method. Our results also suggest that tapping without haptic feedback has good performance and potential for interaction with a fogscreen, and that tactile feedback is not necessary for effective mid-air interaction. These findings have implications for the design of gestural interfaces suitable for interaction with fogscreens.

17 June 2024
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Conference Paper
Open access
DFDan Fitton
Dan Fitton
IMIan Scott MacKenzie
Ian Scott MacKenzie
JRJanet Read
Janet Read
Monetization is fundamental to “free-to-play” mobile games, typically in the form of advertising placed within gameplay. Monetization within digital games is linked to deceptive design, and other ethically dubious practices such as loot-boxes. However, it is unclear what impact monetization has on the overall player experience. This research measured the experience and player performance in an experimental “Pong”-style game in three conditions: no advertising, static-interstitial advertising, and video-advertising. A between-subjects study was carried out with 95 participants aged 9-11 years playing the game in one of the three conditions, then completing the FunQ questionnaire. Results showed that while the static-interstitial advertising condition had a negative impact on player experience and player performance the video-advertising condition did not. Findings were ‘reported back’ to a group of the original child participants, feedback gathered during this session showed that children understood the findings and were able to contribute both additional insights and ideas for future research.