Other Use Cases
In this section we talk about use cases that might not necessarily fit into any specific category but can be valuable for certain implementations when developing eye tracking applications.
Table of Contents
By scaling objects that are focused, legibility can be improved to make text or icons more clear for the user.
In this example, cards that can be grabbed are scaled when focused, both as a way to show visual feedback but also to improve legibility.
Scaling up objects when focused may not work in all scenarios, for example scaling up physical objects could cause some unwanted collisions or behavior.
Remember to have spacing between elements, even when they are scaled up.
In certain situations it can be good to consider showing visual feedback for an object, not when the user looks at it, but rather if the user is not looking at it.
When the user is unaware of an interaction or object of interest we can draw the user’s attention to it by showing a strong visual feedback, either by changing the object itself, like the pulsating hearts in the video or with a tooltip.
With the help of knowing where the user is looking and where they are not looking, we can decide when to activate this visual feedback, for example when the user has not looked at a specific object for a period of time.
Use this with care because sometimes the user do not want to focus on the object and it can quickly become distracting.
Revealing Contextual Information
A more complex scene can get cluttered with too much visual information that competes for the user’s attention. Since not all information is relevant at all times, contextual information for an object of interest can be displayed only when a person focuses on that object.
In this instance, the enemy’s next action is revealed in a thought bubble when gazed at.
Slowly fading out contextual information allows for a period where the user can take it in even though they’re not looking straight at it.