| Challenges and Opportunities of Hotel Online Booking in China | | BIBAK | Full-Text | 3-12 | |
| Wei Ding | |||
| This paper provides insights into Chinese consumers' behavior, attitude, and
preference for travel planning and research, hotel selection and on-property
spending patterns. Challenges and opportunities are discussed and practical
recommendations are made for global hotel companies to create and execute their
multi-channel eCommerce strategy by focusing on culturally savvy website
localization and wise online marketing. Keywords: eCommerce in China; website localization; online travel booking; consumer
behavior; hospitality | |||
| Analysis of Causal Relationships between Blog Design Criteria | | BIBAK | Full-Text | 13-19 | |
| Chun-Cheng Hsu | |||
| There are numerous excellent studies devoted to blog design; however few of
these can explain the interaction between evaluation criteria in a systematic
way. The purpose of this study is to explore the causal relationships between
the criteria for blog design. Since design is a multiple criteria
decision-making problem, this study uses the Decision Making Trial and
Evaluation Laboratory method (DEMATEL). The DEMATEL method is used to simplify
and visualize the interrelationships between criteria in making a decision.
This study adopted seven important criteria that influence blog design:
Aesthetic Layout, Multiple Layout Style Choice, Ease of Management, Ease of
Registration, Storage Capacity, System Stability, Friendliness to Beginners.
According to the results of DEMATEL analysis, the impact-relations map was
obtained. The author hopes that this study will make a useful contribution to
better understanding blog design. Keywords: Blog design; Multiple Criteria Decision-Making; DEMATEL method | |||
| Peru Digital: Approaching Interactive Digital Storytelling and Collaborative Interactive Web Design through Digital Ethnography, HCI, and Digital Media | | BIBAK | Full-Text | 20-28 | |
| Si-Jung Kim; Natalie M. Underberg | |||
| Digital ethnography is an approach to presenting real-world cultures using
the features of digital environments and techniques of narrative. Digital
ethnography projects exploit the computational and expressive power of new
media to allow audiences to not only learn about, but to also experience
something of the culture as well. This approach employs the distinctive
features of digital environments such as immersion and interactivity to create
new ways to tell cultural stories and enact the research process. This paper
presents experiences from a collaborative work where multidisciplinary scholars
are involved in creating a cultural website called PeruDigital that presents
the culture and history of Peru festivals and related folklore forms for K-12
grade students and individuals interested in Hispanic culture. In addition,
this research reflects how digital ethnographers, HCI researchers, and digital
media producers are work together in order to create an effective interactive
cultural media model. Keywords: ethnography; cultural media; folklore; participatory design | |||
| Did You Forget Your Password? | | BIBAK | Full-Text | 29-39 | |
| Abbas Moallem | |||
| A quantitative research surveying 390 people with different levels of
expertise in computer usage was conducted to understand user behavior from
three perspectives: How users make sure that the sites they are using are safe,
How users deal with forgotten passwords, How secure is the "security
questions". The finding shows users' pattern of behavior in checking security
when viewing a web application, the way they deal with numerous passwords and
retrieval of the forgotten password by using the security question. The
research concludes that most people would be able to answer a variety of
security questions for other people in their entourage. Users seem to have
significantly different behaviors statistically by age group and level of
expertise. Keywords: Password; Authentication; Security; Reset Password; Password Remembrance;
eCommerce | |||
| The Layout for the User-Friendly Manual: Case Study on an Internet Set-Up Manual | | BIBAK | Full-Text | 40-45 | |
| Momoko Nakatani; Takehiko Ohno; Yurika Katagiri; Ai Nakane; Shuji Hashimoto | |||
| We propose two design concepts for the user-friendly manual and compare them
in an experiment. The first concept, which focuses on user comprehension, is to
use one picture of the completed wiring. The second concept is to uses a series
of steps from left to right with the goal of making the user follow the order.
Trials show that participants presented with material based on the first
concept tend to follow their own mental-model rather than the manual. Material
based on the second concept also failed to make users follow the order. Some
implications for the refinement of manual design are derived based on the
results. Keywords: Usability; manuals; documentation; technical communication | |||
| A Solution to Revisitation Using Organic Bookmark Management | | BIBAK | Full-Text | 46-52 | |
| Siu-Tsen Shen; Stephen D. Prior; Kuen-Meau Chen | |||
| This research paper presents the design and user evaluation of an add-in
software program referred to as Organic Bookmark Management (OBM). This system
will complement the Bookmark and History functions by enabling users to
navigate more efficiently using organic visual graphical cues. The findings
from formative user studies conducted by this research have defined web usage
and analysis of web browsing in terms of navigation patterns. Evaluation of the
OBM alternative to the normal "hub and spoke" navigation structure of
traditional Bookmarks and History functions will be conducted. The main
difference between this schema and conventional designs is that it maintains a
complete and consistent visual display of previously bookmarked and visited
pages based on an organic metaphor. Implementation decisions and present
results of usability studies in which we deploy the prototype are discussed.
The results show that OBM brings qualitative improvement to the browsing
experience of users. Keywords: Web browser; revisitation; re-finding; organic bookmark management | |||
| A Study on the Time Estimation Measurement for Web Usability Evaluation | | BIBAK | Full-Text | 53-59 | |
| Keiji Suzuki; Mitsuhiko Karashima; Hiromi Nishiguchi | |||
| In this research the effectiveness of the time estimation as the measure for
the efficiency relating to the cognitive workload, which was a component of the
usability, was examined through the usability tests experiment. Sixteen
subjects were required to carry out two tasks according to the two scenarios
with the low and high usability websites of the local governments. The result
of time estimation revealed that the efficiency of the high usability website
was higher than the low usability website, the same as the results of the other
measures. From the results of this experiment it was suggested that the time
estimation could be an effective measurement for the efficiency relating to the
cognitive workload which was a component of the usability. Keywords: usability; cognitive workload; time estimation | |||
| Study of User Interface for Browsing Web Contents That Considers the Cognitive Features of Older Users | | BIBAK | Full-Text | 60-67 | |
| Masahiro Watanabe; Shunichi Yonemura; Ryo Hashimoto; Yoko Asano | |||
| Web accessibility for old users has become a serious issue, especially in
Japan. The problems involve cognitive as well as physical characteristics.
Cognitive problems are well-handled by the metaphor approach, especially for
older users when Web browsing. In order to investigate the impact of his
approach, we conducted experiments with 11 old subjects and 10 young subjects.
They were asked to search for a target in a Web site via the book metaphor
interface and with a common Web browser interface. Although there were no
differences in the task success rates or the task completion time between the
two interfaces, there was a difference in the browsing time per Web page. The
results of a questionnaire show that many old users prefer the metaphor
interface. With the book interface, they selected the strategy of look and
click because it lessens the demands placed on working memory. Keywords: older user; Web; accessibility; usability; book metaphor | |||
| Exploring Cultural Variation in Eye Movements on a Web Page between Americans and Koreans | | BIBAK | Full-Text | 68-76 | |
| Changwoo Yang | |||
| This study explored differences in eye movement on a Web page between
members of two different cultures to provide insight and guidelines for
implementation of global Web site development. More specifically, the research
examines whether differences of eye movement exist between the two cultures
(American vs. Korean) when viewing a Web page, and if so, whether their eye
movements are affected according to the level of Web page complexity. This
study employed eye tracking methods and several eye movement metrics were
measured. Keywords: eye movement; cultural differences; human-computer interaction; web design
cultural cognition | |||
| Trails-An Interactive Web History Visualization and Tagging Tool | | BIBAK | Full-Text | 77-86 | |
| Wenhui Yu; Todd Ingalls | |||
| In this paper, we described an innovative web history visualization and
tagging tool -- Trails, which is designed and developed to help people
understand their browsing history and habits better. We gathered users'
impressions of using Trails, including comparison with traditional web history
views, perceived usefulness, privacy concerns, and suggestions to improve the
system. Keywords: Web browsing history; peripheral awareness; information visualization;
personal informatics; on-line activities | |||
| Listen! Somebody Is Walking towards Your Car (Introducing the Awareness-3D Sound System into the Driver to Increase the Pedestrian's Safety) | | BIBAK | Full-Text | 89-98 | |
| Mohammad Ardavan; Fang Chen | |||
| Car accident statistics indicate that the pedestrians are the majority of
the road traffic victims due to drivers' lack of adequate visibility on the
road. In this paper, the effects of human natural sounds in drivers' awareness
were investigated in order to increase pedestrian safety by carrying out a
study on introducing a 3D sound system into drivers. All studies with collected
results showed strong positive support to the design of using 3D sound system
to present the pedestrians' situation to car drivers. Keywords: Safety; pedestrian; car driver; sound; 3D sound | |||
| Designing Pervasive Games for Learning | | BIBAK | Full-Text | 99-108 | |
| Carmelo Ardito; Rosa Lanzilotti; Dimitris Raptis; Christos Sintoris; Nikoleta Yiannoutsou; Nikolaos M. Avouris; Maria Francesca Costabile | |||
| Pervasive games have been proposed as a suitable way to support learning,
especially in places rich in information, as for example museums and cultural
heritage sites. This paper reports on the work performed to identify guidelines
that help designers in developing games able to provide an effective learning
experience in such contexts. Such guidelines complement other proposals
available in the literature. The presented contribution is a first step of a
wider work aimed at deepening our understanding of pervasive educational games,
with a special emphasis on games in the cultural heritage domain, in order to
inform the designers of such challenging applications. Keywords: Guidelines; educational pervasive games; design | |||
| Customized Usability Engineering for a Solar Control Unit: Adapting Traditional Methods to Domain and Project Constraints | | BIBAK | Full-Text | 109-117 | |
| Patricia Böhm; Tim Schneidermeier; Christian Wolff | |||
| This paper describes the adaption and customization of usability engineering
methods for the interface design of a solar control unit. The design of a
nontraditional interface, constrained access to representative users and a lack
of common interface standards were domain-related issues to overcome. Due to
limited resources, a Guerilla HCI approach was established. Traditional
low-cost methods like prototyping and simplified usability testing were applied
and adapted to fit in the domain-specific context. Good feedback indicates
suitability of modified discount methods in the new domain. Keywords: usability engineering; discount usability; user-centered design; user
interface design; nontraditional user interfaces; facility management | |||
| End-User Composition Interfaces for Smart Environments: A Preliminary Study of Usability Factors | | BIBAK | Full-Text | 118-127 | |
| Yngve Dahl; Reidar-Martin Svendsen | |||
| This paper describes a preliminary study of factors that influence the
usability of end-user composition interfaces for smart environments. Three
early GUI prototypes were tested in a usability laboratory, and transcriptions
from the test subjects' comments during the experiment were analyzed in search
of recurring areas of concern. Four usability factors were identified: (1)
predictability of composition model, (2) readability of composition
representation, (3) overview and means for planning compositions, and (4)
attractiveness and desirability. Keywords: End-user composition; Graphical user interfaces; Interface Metaphor; Smart
environments; Usability | |||
| Improving Code Reading and Comprehension on Large Displays | | BIBAK | Full-Text | 128-134 | |
| Selvihan Nazli Kaptan; Mehmet Göktürk | |||
| Due to advances in display technologies and continuous decrease in large
display prices, more users are choosing larger displays or multiple monitors
for personal and professional use although standard size desktop monitors are
still widely used. As programmers use a larger display surfaces to read and
understand their code, current code editors are designed for standard monitor
sizes and they do not exploit the extra space that comes with a larger display.
In this paper, we discuss the use of a large display for code reading and test
whether code reading can be improved by utilizing larger screen space. Keywords: large displays; user performance; usability; code reading; reading and
comprehension | |||
| Designing the AR Experience: Tools and Tips for Mobile Augmented Reality UX Design | | BIBAK | Full-Text | 135-141 | |
| Gini Keating; Daniel Guest; Anne Konertz; Niccolo Padovani; Andrea Villa | |||
| User experience design professionals have established tools and processes
for creating user interfaces. However some new interaction paradigms differ so
greatly from their predecessors that established methodology is inadequate.
Mobile augmented reality (AR) is one such paradigm. Viewing and interacting
with 3D registered graphics that are overlaid in the user's camera view creates
novel design challenges.
This paper describes the shortcomings of current user centered design methodology when applied to the creation of user experiences for mobile AR. We address the challenges of designing a seamless 3D mix of real-world and virtual experiences along with the complexity arising from the location-based nature of the content. Finally, new tools and methodologies are presented for researching, designing, rapid prototyping, and user testing of mobile AR user experiences, with the intent of helping designers overcome the unique challenges inherent to this new interaction paradigm. Keywords: User Experience; User Centered Design; Human-Centered Design; Mobile
Augmented Reality; Rapid Prototyping; Paper Prototyping; User Testing | |||
| DraWiing Together: Exploring Collaborative User Engagement in Art Exhibitions | | BIBAK | Full-Text | 142-151 | |
| Hyungsin Kim; Hyun-Jean Lee; Ellen Yi-Luen Do | |||
| There is growing interest in user experience studies in Human Computer
Interaction (HCI) and Interaction Design. Many researchers focus on designing
technology to enhance user experience, specifically for engagement, joy, and
collaboration. In order to explore user engagement, we developed three
different WiiArts applications: Illumination, RippleCast, and ChromaFlow. We
performed data analysis based on the video data collected from three different
art exhibitions in three different countries: the USA, Germany, and South
Korea. In this paper, we present the results of our observations that
identified users' engagement time, the number of people in a drawing
collaboration session, and their drawing patterns. Then, we discuss the design
implications for user engagement in terms of interactivity, collaboration, and
creation. We conclude that both situated interaction and collaborative creation
should be considered for designing technology for enhancing user engagement. Keywords: Art Installation; User Engagement; Experience Design; Collaborative
Interaction; Situated Interaction; Drawing Application; Media Arts;
Interactive; Tangible Interaction; Wii Remote-based Physical Interaction | |||
| Versatile Wearable Computer for Drivers | | BIBAK | Full-Text | 152-155 | |
| Gyouhyung Kyung; Songyi Chae; Kyunghyun Nam; Kyungmin Lee; Wanjae Shin | |||
| A versatile wearable computer for drivers (VWCD) was proposed that can
extend in-vehicle multi-modal display spaces. In the first development phase,
LEDs, mini video displays, earphones, and vibrators were included as visual,
auditory and tactile displays, and were all attached to an eyeglass frame. One
electrocardiographic electrode was attached to the VWCD to obtain the driver's
heart rate signal at the posterior auricular artery, and a gyro sensor was used
to track the driver's head position. Finally, a Bluetooth device was included
to enable communication between VWCD and its mobile phone platform. Keywords: multi-modal display; visual display; wearable computer for drivers | |||
| Dynamic Navigation System Design for Networked Electric Vehicles | | BIBA | Full-Text | 156-166 | |
| Frazer McKimm; Manuela Galli; Veronica Cimolin | |||
| Data saturation of satellite navigation systems (already a problem with location based services) will become particularly acute in the emerging area of networked electric vehicles (NEV). Sophisticated energy management and navigation software may solve a technology integration challenge, but it will leave unresolved the usability implications for drivers and fleet operators. These include navigation data specific to commercial electric vehicles; delivery scheduling, routes, times, traffic congestion avoidance, range & charge levels etc. Many are time dependent factors that complicate interaction with a map based navigation system. They also risk augmenting driver stress and distraction induced errors. This Paper has two objectives. Firstly we examine the problem of information saturation of navigation systems. Secondly we undertook a series of user tests to evaluate an alternative NEV navigation system. The DHS solution is a compressed data feed delivering "just in time" multimodal prompts embedded in the map route. The test results demonstrated improved driver comprehension and reduced driver glance away time from road to navigation system. | |||
| Prospecting a New Physical Artifact of Interaction for iDTV: Results of Participatory Practices | | BIBAK | Full-Text | 167-176 | |
| Leonardo Cunha de Miranda; Heiko Horst Hornung; Maria Cecília Calani Baranauskas | |||
| A literature review has indicated that the remote control, the main physical
artifact of interaction with the television system, in its current form is not
adequate to the interaction between users and applications of Interactive
Digital Television (iDTV), especially in a scenario of diverse user profiles as
found in Brazil. This paper describes participatory practices carried out with
the intention of defining a new physical artifact of interaction for iDTV.
Based on the results of these participatory practices and previous research
results, we provide a definition of an artifact that can be adapted to diverse
contexts of use. Keywords: interactive digital television; interaction design; participatory design;
digital artifact; gesture-based interaction; human-computer interaction | |||
| Optimisation of Sound Localisation for Emergency Vehicle Sirens through a Prototype Audio System | | BIBAK | Full-Text | 177-186 | |
| David Moore; Stephen Boslem; Vassilis Charissis | |||
| This paper examines the issues associated with the localisation of emergency
vehicles. A combinatory warning system is then proposed that aims to provide
drivers of both civilian and emergency vehicles with a different sequence of
auditory cues as well as an in-cabin warning when an emergency vehicle is in
the close vicinity. For the early testing of this hybrid alert system, we used
the modelling techniques currently available to the UK emergency services in
order to estimate the concurrent efficiency of the siren's auditory warnings. Keywords: Road Safety; Sound Localisation; Warning Systems; Ambisonics; Spatial Audio | |||
| Applying Gestural Interfaces to Command-and-Control | | BIBAK | Full-Text | 187-194 | |
| Todd Reily; Martina Balestra | |||
| This whitepaper examines the applicability of gesture-based user interfaces
in notional Command-and-Control (C2) environments of the United States Army. It
was authored by a team of Human Factors Engineers at The MITRE Corporation, a
not-for-profit research and development organization funded by the United
States Government. Since MITRE resides in a not-for-profit advisory position to
their federal sponsors, the research team was able to take an unbiased
perspective driven solely by identified issues, the search for improved
workflows, and practical opportunities for technology development. The goal of
the effort was to inform the US Army community so that it can make responsible,
needs-driven decisions regarding gestural interface technologies, and avoid the
potential pitfalls that may arise from technology-centered or profit-driven
decisions.
The problems focused upon by this research primarily revolved around the collaborative human workflows that occur within Command-and-Control environments. Specifically, the effort targeted US Army-based C2 environments, such as a notional fixed command center, a mobile command center, and the environment of the dismounted soldier in the battlefield. The primary issue is that the currently-implemented technologies, while independently sufficient, present constraints when distributed personnel are collaborating across them. The research team addressed this cross-platform issue by adhering to a Systems Engineering framework that required a holistic approach to the "system" of distributed C2 personnel and their technologies. The goal for the final output was to demonstrate how these technologies may come together as a system to support a more efficient, dynamic, and effective operational workflow than today's reality. After carefully examining the field of current and emerging gestural interface technologies, and mapping them against available HCI-related research findings, the team concluded that US Army personnel may indeed benefit from effectively and appropriately implemented technologies from this domain. At a high level, gestural technologies offer C2 personnel an ability to conduct more efficient and collaborative workflows across distributed environments. The exact details of these workflows, including the key users, actions, and technology paradigms, are outlined in the content of the whitepaper. In an effort to be as prescriptive as possible, the research team decided that it would be valuable to include a sizable section within the whitepaper dedicated to instructing the user on how to implement gestural technologies for C2 application. In this section, they outline the key design patterns to selecting proper solutions and developing effective interaction design frameworks. The nature of this instructional portion ranges from highlevel design principles and best practices down to detailed visual demonstrations of recommended gestures. Keywords: Multi-touch & Tangible User Interfaces; Immersive Computing; Multi-modal
Collaboration; Interactive Surface Interface; WIMP Interface; Graphical User
Interfaces (GUI); Multi-Touch Surface; Tangible Interfaces; 3D User Interfaces;
Wearable Computing | |||
| Talking to Strangers: Using Large Public Displays to Facilitate Social Interaction | | BIBAK | Full-Text | 195-204 | |
| Elisa Rubegni; Nemanja Memarovic; Marc Langheinrich | |||
| Alumni events and homecomings provide opportunities to reconnect and
reminiscence with old friends and colleagues, i.e., they aim to reinforce
connections between community members. Although these events explicitly foster
social interaction, the first step in engaging with others can still be
difficult. To help "break the ice", we have built USIAlumni Faces, a 'yearbook'
application running on a public display that is operated via a gesture
interface. We deployed USIAlumni Faces at a large university alumni event,
which gave us the opportunity to observe and understand learning techniques for
gesture interfaces and their role in supporting the emergence of social
interaction in public spaces. We found that gesture-based interfaces support
the natural diffusion of interaction patterns in public spaces through the
observe-and-learn model, and that sensory-motor patterns can aid social
interaction in public, as they act as conversation starters between both
strangers and acquaintances. Keywords: public displays; gesture interfaces; social learning; interaction design | |||
| The Grid Intelligent Planning Framework: Planning Electric Utility Investments in a Time of Accelerating Change | | BIBAK | Full-Text | 205-214 | |
| Geoff Ryder; Fatimah Shahid; Sui Yan | |||
| Over the next ten years, electric power utilities will be required to invest
billions of dollars to meet public policy goals for a greener, smarter
electricity grid. Renewable generation portfolio standards, electric vehicle
infrastructure, advanced metering infrastructure, and the replacement of aging
grid assets are some of the factors driving these new investments. The Grid
Intelligent Planning Framework using GridLAB-D is an advanced forecasting
solution that allows utility business and engineering experts to collaborate on
forecasting models, and thereby to reduce the time needed for a capital
investment planning cycle. This solution facilitates wise and timely investment
decisions as the pace of change accelerates in the electric power industry. Keywords: energy management; forecasting; risk analysis; capital investment;
collaboration; electric power utilities; visualization | |||
| The Application of the Concept of Affordance to a Creative Design Method | | BIBAK | Full-Text | 215-224 | |
| Chien-Kuo Teng; Ming-Chuen Chuang | |||
| This research integrated ideas regarding affordance into a method for
creative design, including five major steps: 1) Observe behavior; 2) Note down
events happening or issues; 3) Figure out pattern; 4) Obtain messages of
behavior perception; and 5) Reinforce message and naming. In this research, an
"Another Hand" plate was designed to demonstrate the applicability of this
method. In the application process, first, the researchers observe the dining
environment, and discovered that it was difficult for people to scoop up the
last few bits of food on the plate; therefore, they need the aid of extra
tableware to finish their food. Then, observing users, we discovered that the
spoon might turn around the plate. Next, we transform the idea into the design
of the wedge to stop the food from moving. So the diner can finish the last
bits of food using a natural eating motion. Lastly, with "Another Hand" plate
as an example, we observed the process of 10 people eating with this plate. It
was discovered that users could use this wedge to help scoop the food at 64.2%
of the dining time. Hence, this invention won the final list design award of
I.D.E.A. held in the USA in 2008. This research intends to review and revise
this design method for better design for the reference of other inventors. Keywords: affordance; observation; arousal; experience; design method | |||
| A Product Design Approach by Integrating Axiomatic Design and TRIZ | | BIBAK | Full-Text | 225-233 | |
| Shiaw-Tsyr Uang; Cheng-Li Liu; Mali Chang | |||
| The purpose of this research intends to integrate the strengths of axiomatic
design (AD) theory and theory of inventive problem solving (TRIZ). This study
establishes a systematic product design model by adopting some major tools from
AD and TRIZ such as functional requirements, design parameters, design matrix,
contradiction matrix and inventive principles. Furthermore, the proposed
model's efficiency is analyzed and evaluated by a case study of a Handheld GPS
product. Results indicate that the design model which combines with two
theories can find out the usability problems and solutions efficiently. When
applying the proposed model on product redesign or new product development may
avoid the cost waste and increase the design efficiency and usability during
the product design and development processes. Keywords: Theory of Inventive Problem Solving; TRIZ Theory; Axiomatic Design; AD;
Human-Machine Interface Design; Product Development; Hand-held satellite
omniselector | |||
| User Characteristic-Based Information-Providing Service for Museum with Optical See-Through Head-Mounted Display: Does It Evoke Enthusiasm? | | BIBAK | Full-Text | 234-242 | |
| Yuki Yasuma; Miwa Nakanishi | |||
| In psychology, users' enthusiasm for products or services is categorized as
a kind of intrinsic motivation. One theory states that enthusiasm is evoked
when users perceive an adequate gap between their own characteristics and those
of an object from the viewpoints of emotion, cognition, and ability. This study
develops a method for computing an adequate psychological gap based on the
characteristics of each user. We experimentally produce a service that makes
each user feel the effect of the gap, and conduct a scientific evaluation. In
particular, by focusing on the case of a museum, this study constructs an
application to provide different sets of information to enable each user
experience an adequate psychological gap with an optical see-through
head-mounted display (OSD), and effectively evaluates whether this evokes user
enthusiasm. Keywords: Enthusiasm; Optical See-Through Head-Mounted Display; Museum; Information
Providing Service | |||
| Human-Information Interactions with Complex Software | | BIBAK | Full-Text | 245-254 | |
| Michael J. Albers | |||
| This article extends the analysis of a usability test of C2PC, a US Marine
Corps command and control software product. The study revealed the C2 operators
were able to perform simple tasks, but had difficulty combining those simple
tasks into realistic tasks. These differences highlight the need to both
consider the complex interactions during HCI design and for using complex
scenarios when testing complex systems. Poor human-information interaction
(HII) is reflected in designs which fail to support effectively rolling up the
individual tasks into the complex interactions that people must perform.
Usability tests show basic tasks can be accomplished but these systems fail to
support people solving open-ended, unstructured, complex problems which require
extensive and recursive decision-making or problem solving This paper discusses
how the issue appears in many software products, causing problems in
effectively communicating information. It considers the broader design issues
for complex information spaces. Keywords: Human-information interaction; usability testing; complex information
systems; complex system design | |||
| The Importance of Rigor in Usability Studies | | BIBAK | Full-Text | 255-258 | |
| Randolph G. Bias | |||
| Well-designed and conducted usability efforts -- "big U Usability including
the entire user-centered design process, from requirements gathering through
prototype creation and evaluation, through system usability testing, through
delivery/cut-live, and to field testing and beyond, and even fundamental
usability research -- are vital to the creation of human-information systems
that actual people can use to carry out their intended tasks. Done poorly, such
efforts can be worse than nothing. We have crafted this conference session,
"Usability Studies: Rigor or Rigor Mortis?," to highlight good examples of
rigor applied to usability studies, and to illustrate how important a rigorous
approach is. Keywords: Usability; user-centered design; empiricism; rigor | |||
| HCI Browser: A Tool for Administration and Data Collection for Studies of Web Search Behaviors | | BIBAK | Full-Text | 259-268 | |
| Robert Capra | |||
| We describe the HCI Browser, a Mozilla Firefox extension designed to support
studies of Web information seeking. The HCI Browser presents configurable tasks
to the user, collects browser event data as the user interacts with the browser
and Web pages, provides mechanisms to record answers that are found, and
administers pre- and post-task questionnaires. In this paper, aspects of using
and configuring the HCI Browser are summarized and details are given about the
events logged, the format of the log files, and how the system is implemented
as a Firefox extension. The HCI Browser is open-source software and is
available for download at: http://ils.unc.edu/hcibrowser Keywords: Web information seeking; user interface event logging; data collection | |||
| Design and Evaluation of the Customized Product Color Combination Interfaces Using 3D Model and 2D Illustration Display | | BIBAK | Full-Text | 269-275 | |
| Cheih-Ying Chen; Ying-Jye Lee | |||
| The objective of this study is to investigate the interactive relationship
between product color information and color combination interface on computer
screen. In order to achieve the objective, this study takes the cell phone as
an example. Also, two customized product color interfaces based on both three
dimensional model product model and two dimensional product illustration
displays via the marketing approach of experience economy are designed in the
study. Furthermore, this study discusses user interface satisfaction of
customized product color combination selection. It shows that both the
interactive process and the resulting differ in three dimensional model display
and two dimensional illustration display. It seems to be the best way for users
to get a unique experience and a realistic feeling of the virtual product in
360 degrees with three dimensional model product model for displaying
customized product color combination. Keywords: customization; cell phone; image compositing; interface design; 3D model | |||
| The Inmates Are Still Running the Asylum: How to Share a Design Vision with Engineers | | BIBAK | Full-Text | 276-282 | |
| Uday Gajendar; Colin Johnson | |||
| This paper presents an approach taken by Citrix to shape a balanced, shared
product design effort with engineering. Key points include the rise of hybrid
designers skilled in software programming, the use of standard UI components,
and collaborative standards council activities. Action items are also noted for
interested readers trying to build their own integrated design and development
efforts for good software user interfaces. Keywords: User interface design; user interface engineering; user interface technology | |||
| Connecting Usages with Usability Analysis through the User Experience Risk Assessment Model: A Case Study in the Tourism Domain | | BIBAK | Full-Text | 283-293 | |
| Alessandro Inversini; Lorenzo Cantoni; Davide Bolchini | |||
| Web usability evaluation methods have been traditionally considered as
detached from the analysis of the actual usages of a web applications. While
the former is typically delegated to web engineers or web designers, the latter
seems to be a concern only for online marketing experts. Based on our previous
research results, in this paper we present a holistic evaluation model that
seamlessly integrates usability and usage analysis in the assessment of the
communication quality of a web application. Specifically, we apply this model
to the analysis of BravoFly website (a Swiss Online Travel Agent) and we
illustrate how the results of this integrated evaluation can shed new light in
intelligently prioritizing re-design interventions. Implications for online
tourism communication managers and researchers in this area are discussed. Keywords: usability evaluation; usability inspection; usability testing; usage
analysis; log files; design dimensions | |||
| Ethnographic Research of User Behavior of Mobile Devices of China, Korea, India, and The Netherlands | | BIBAK | Full-Text | 294-302 | |
| Daeeop Kim; Kun-Pyo Lee | |||
| A product and its cultural understanding explain the social perception and
value of the product and its users. Recent cultural studies show that cultural
differences can have influence on the usage and satisfaction of the product
through the advent of the Internet and globalization. This study explores such
differences in four countries, based on observations on the usage of mobile
media. As part of ethnographical method, researchers visited Korea, China,
India and the Netherlands, observed and interviewed a total of 48 subjects (12
for each country) in order to analyze the characteristics their use of mobile
media. The observations were performed over four sectors of gaining, managing,
sharing and enjoying media content, which were further investigated through two
times of comprehensive synthesized analysis by local researchers. After the
observations, 10 major differences were found over three categories. How to
collect and share media content varied depending on each culture. Particularly,
content was used for personal entertainment as well as for social networking
purpose with varied details. These differences are believed to stem from
cultural differences, which would help understand the expected experience and
value in each of the countries. Keywords: User Centered Design; Cultural Difference; Interface Design; Ethnographical
Research | |||
| A Conjoint Analysis of Attributes Affecting the Likelihood of Technology Use | | BIBAK | Full-Text | 303-312 | |
| Anna Elisabeth Pohlmeyer; Lucienne T. M. Blessing | |||
| Products are a composition of multiple attributes and should be evaluated in
full-profile also in research contexts. Research studies on the use of
technological products which only assess the importance of individual
attributes do not reflect real-life scenarios of multi-attribute judgments and
miss out on information that only becomes apparent in relative terms. In order
to study the predictive value and relative importance of six attributes
(functionality, cognitive ergonomics, classical ergonomics, quality,
aesthetics, and emotional involvement) with respect to the likelihood of use,
the method of conjoint analysis was borrowed from consumer research. The study
was conducted with 104 participants divided in two groups of low and high
self-competence. Group differences were only revealed when attributes were
considered jointly, but not in single ratings. An intuitive interface, easy
handling, and emotional involvement were greater motivators for the low
competence group. Methodological implications are discussed. Keywords: Technology Adoption; Self-Competence; Conjoint Analysis; Multi-Attribute
Rating; Preferences | |||
| Personas on the Move: Making Personas for Today's Mobile Workforce | | BIBAK | Full-Text | 313-320 | |
| Michele Snyder; Anthony C. Sampanes; Brent-Kaan White; Lynn Rampoldi-Hnilo | |||
| Personas are fictitious characters that are created to document the goals,
behaviors, desires, and limitations of a real group of users. They are an
important part of product development because they help keep focus on key user
needs. Currently, most personas focus exclusively on desktop users from one
geographic area. A new approach was used to create five personas that emphasize
mobile usage and unique cultural traits. The personas were created after
conducting ethnographic research in India, Singapore and the United States. The
layout of the persona highlights the mobile work style, tasks, and use cases.
Instead of setting all personas in a single country, each persona is localized
and framed in a detailed cultural context. In addition, we included forward
thinking aspects into our personas that projected what mobile users will be
doing in the future based on expressed needs and the latest technologies. Keywords: Persona; Ethnography; International research; Mobile | |||
| Motivating Change and Reducing Cost with the Discount Video Data Analysis Technique | | BIBAK | Full-Text | 321-328 | |
| Jody Wynn; Jeremiah D. Still | |||
| Testing the usability of an interface is a critical phase of product
development. However, it is often reported that analyzing the data from such
testing consumes too many limited resources. We attempted to reduce this
consumption by proposing a new technique, Discount Video Data Analysis (DVDA).
We compared it with another popular accelerated analysis technique, Instant
Data Analysis (IDA). Using IDA, evaluators analyze data after a series of
usability tests, whereas DVDA calls for analyzing the data after every test in
the series. Immediate analysis decreases the chance that subsequent test data
will negatively interfere with evaluators' recall. Additionally, DVDA produces
a video of the testing allowing the users' emotional responses (e.g.,
frustration) to be shared with developers who may be resistant to interface
modifications. We found evaluators using DVDA identified more usability issues
and provided more supportive evidence for each issue than evaluators using IDA. Keywords: Data Analysis; Usability Evaluation; Discount Usability Testing | |||
| What You See Is What You Don't Get: Addressing Implications of Information Technology through Design Fiction | | BIBAK | Full-Text | 329-336 | |
| Ludwig Zeller | |||
| This paper outlines three design projects that address the implications of
current and emerging information technologies for the interests, abilities and
psychological condition of the people who use them. It is analysed how these
projects address the emerging needs of the "digital natives": the generation of
young people that grows up with digital information technology from an early
age on. The origin and usage of the term "design fiction" is explained and a
comparison with science fiction is put forth with a special focus on the work
within the department. It is shown how design fiction can be used as a "Trojan
horse" for communicating unconventional and unforeseen implications to a larger
audience. Keywords: design methods; information technology; design fiction | |||
| Modeling Users' Data Usage Experiences from Scientific Literature | | BIBAK | Full-Text | 337-346 | |
| Jian Zhang; Chaomei Chen; Michael S. E. Vogeley | |||
| In the new data-intensive science paradigm, data infrastructures have been
designed and built to collect, archive, publish, and analyze scientific data
for a variety of users. Little attention, however, has been paid to users of
these data infrastructures. This study endeavors to improve our understanding
of these users' data usage models through a content analysis of publications
related to a frequently cited project in the data-intensive science, Sloan
Digital Sky Survey (SDSS). We find that 1) Content analysis of scientific
publications could be a complementary method for researchers in HCI community;
2) although SDSS produced a large volume of astronomical data, users did not
fully utilize these data; 3) users are not only consumers of scientific data,
they are also producers; and 4) studies that can use multiple large scale data
sources are relatively rare. Issues of data provenance and usability may
prevent researchers from doing research that combines such data sources.
Further HCI study of detailed usability issues associated with data
infrastructures in the new paradigm is eagerly needed. Keywords: User Modeling; Data usage; Sloan Digital Sky Survey; Usability | |||
| Scenario and Task Based Interview to Evaluate Usability of Computer Assisted Data Collection | | BIBAK | Full-Text | 349-358 | |
| Luiz Agner; Patricia Tavares; Simone Bacellar Leal Ferreira | |||
| This article aims to present the method of usability evaluation called
Scenario and Task Based Interviews (STBI). The method was proposed to add
flexibility to field usability testing, so that they could be applied to the
context of The Brazilian Institute of Geography and Statistics (IBGE). IBGE is
the institute of Brazilian central Administration that performs the Census and
other important official demographic and economic data collection. This
evaluation technique was specifically designed to be implemented with the
participation of interviewers who use PDA (personal digital assistants) to
perform data collection for statistical research in Brazil. The authors
analyzed the usability of the application developed for PDA to support the
Continuous National Household Sample Survey (Continuous PNAD). The method
proposed in this paper represented a mix of four approaches to usability
evaluation. Keywords: usability; PDA; method; data collection; interaction design; statistics | |||
| A Camera-Aided Legibility Assessment Protocol of Displays for Enhanced Human-Computer Interaction | | BIBAK | Full-Text | 359-367 | |
| Hongyi Cai | |||
| Legible text and graphics presented on computer displays and projection
screens are essential for benefit of human-computer interaction. Legibility of
characters depends on the display brightness, luminance contrast of characters,
character size, font types, color, viewing distance and angle, and observer's
acuity level. In sign and display industry, a legibility index, defined as the
viewing distance divided by the character height, has been widely used for
legibility evaluation. However, this index fails to examine all major factors
other than geometry. To enhance human-computer interaction, a quantitative
legibility evaluation method, which takes into account all major affecting
factors, is needed for quick and reliable guidance, goal of this study. This
study thus developed a legibility assessment protocol based on a redefined
legibility index as the inverse square root of the solid angle subtended by the
target, a legibility equation, and innovative camera-aided high dynamic range
photogrammetric techniques the author recently developed. Keywords: human-computer interaction; camera; high dynamic range photogrammetric
techniques; legibility; equation; index | |||
| Measuring Drivers' Dynamic Seating Experience Using Pressure Mats | | BIBAK | Full-Text | 368-375 | |
| Songyi Chae; Gyouhyung Kyung; Kyunghyun Nam | |||
| The objective of this study was to find the relationship between body-seat
pressure distribution and driver comfort ratings of dynamic seating experience.
A total of 38 participants performed four short-term driving sessions in a
commercialized vehicle. These sessions involved two driving environments (lab
vs. field-based). Body-seat interface pressure data were recorded continuously
during driving, and the comfort ratings of the whole body and local body parts
were measured after each session. Several body-seat pressure distribution
variables were proposed to improve sitting comfort. Keywords: Comfort; Driver Seat; Pressure Distribution | |||
| Effects of Menu Types and Item Lengths on Operation Efficiency | | BIBAK | Full-Text | 376-383 | |
| Yu-Hsuan Chang; T. K. Philip Hwang | |||
| Pop-up menus enable more efficient interface operation. Inspired from
empirical inference, observation, and literature reviews, this study
investigated the operation efficiency of pop-up menus through examining human's
superior physical characteristics of visual search and mouse movement. A new
style of menu type, Elliptic-Pie Menu, was proposed and examined on operation
efficiency against traditional linear menus and (circular) pie menus while
different item lengths were also analyzed. The study revealed: (1) Menu type is
a significant factor of the operation efficiency; (2) Short items turn out to
be more efficient than long items do; (3) Linear Menu presents the highest
operation efficiency, whereas Circular-Pie Menu delivers the lowest error rate;
(4) Elliptic-Pie Menu occurs significant improvement of operation efficiency
with the use of short items. Keywords: pop-up menu; pie menu; operation efficiency; menu type | |||
| A Systematic Evaluation of the Communicability of Online Privacy Mechanisms with Respect to Communication Privacy Management | | BIBA | Full-Text | 384-393 | |
| Periambal L. Coopamootoo; Debi Ashenden | |||
| Online privacy mechanisms have not been effective in ensuring end-users' privacy. One of the main reasons is the un-usability of these mechanisms. Although past socio-psychological studies have highlighted the need for privacy in interpersonal interactions and social relationships, approaches to designing online privacy have often not considered privacy as a communication process. In this study the principles of communication privacy management (CPM) are used within semiotic inspection to examine online privacy mechanisms. We found that privacy as a communication process breaches many of the principles of CPM. We conclude that this might explain why end-users do not interact with online privacy mechanisms effectively. | |||
| User Evaluation of Internet Kiosks in University Setting | | BIBAK | Full-Text | 394-403 | |
| Erkan Er; Kürsat Çagiltay | |||
| METU kiosks are established at common points of METU campus to meet the
immediate internet needs of students however they are not used at expected
level. In this study, usability of METU kiosks is evaluated to identify design
problems that may discourage users from using kiosks. For the evaluation,
series of user trials were conducted based on some common tasks. Evaluation
results show that there are critical usability problems with the design of
input devices mounted on kiosk. Users generally had problems while typing with
keyboard, while moving pointer using trackball mouse and while clicking using
touch screen. In addition, no significant difference is observed between
inexperienced and experienced users in terms of their overall success during
trials. Specific examples for these usability problems and related
recommendations are provided in this paper. Keywords: Usability; user evaluation; kiosks; human computer interaction | |||
| Evaluating Ubiquitous Media Usability Challenges: Content Transfer and Channel Switching Delays | | BIBAK | Full-Text | 404-413 | |
| Alexandre Fleury; Jakob Schou Pedersen; Lars Bo Larsen | |||
| As ubiquitous media is developing rapidly, new HCI challenges emerge. In
this paper, we address usability issues related to the transfer of content
between fixed and mobile devices, as well as channel switching delays on mobile
devices. We first provide an extensive review of the field. We then evaluate
four relatively novel approaches for initiating a transfer of video content
from a mobile phone to a TV screen. Seen from a user's point of view,
familiarity and comfort are found to be important decision factors when
selecting a preference among the proposed methods. Furthermore, we identify a
threshold level above which people appear to be annoyed when switching between
TV channels on a mobile device, and investigate factors that may influence the
perceived acceptability of such delay. Keywords: Mobile media; content transfer; channel switching delay; user studies;
simulated environment; WoZ | |||
| User Satisfaction of Ali Wangwang, an Instant Messenger Tool | | BIBAK | Full-Text | 414-420 | |
| Jie Gao; Zhenghua Zhang | |||
| Ali Wangwang is an instant messenger that is used by sellers and buyers to
get an agreeable dealing about goods listed on Taobao.com. Buyers from
Taobao.com stated that they used Ali Wangwang to communicate with sellers
before almost every transaction. The objective of this study was to understand
the primary factors that affect the user experience of buyers using Ali
Wangwang. We designed self-reported questionnaires with questions focusing on
users' overall satisfaction and evaluations of the messenger's interface and
function, privacy protection, spam messages control and other related
properties. We found that properties related to ease-of-use were the most
significant factors in predicting user satisfaction. Keywords: satisfaction score; instant messenger; e-commerce | |||
| Range Statistics and the Exact Modeling of Discrete Non-Gaussian Distributions on Learnability Data | | BIBAK | Full-Text | 421-430 | |
| Robert Hofman | |||
| A measure called i-bar is presented, which is the inverse of the mid-range
derived from data on trials-to-criterion in tasks that require practice. This
measure is interpreted as a conjoint measurement scale, permitting: (a)
evaluation of sensitivity of the principal performance measure (which is used
to set the metric for trials to criterion); (b) evaluation of the learnability
of the work method (i.e. the goodness of the software tool); (c) evaluation of
the resilience of the work method. It is possible to mathematically model such
order statistics using negative binomial and logistic growth equations, and
derive methods for generating prediction intervals. This approach involves
novel ways of thinking about statistical analysis for "practical significance."
The is applicable to the study of the effects of any training or intervention,
including software interventions designed to improve legacy work methods and
interventions that involve creating entirely new cognitive work systems. Keywords: Range statistics; prediction intervals; rigorous usability analysis | |||
| Measuring Cultural Markers in Arabic Government Websites Using Hofstede's Cultural Dimensions | | BIBAK | Full-Text | 431-439 | |
| Nouf Khashman; Andrew Large | |||
| This study examines the design characteristics of government web interfaces
from three Arab countries using Hofstede's cultural dimensions. Organizational
and graphical elements from 30 ministry websites from Egypt, Lebanon and Saudi
Arabia were examined using content analysis. Element frequency scores were
correlated with Hofstede's dimensions and interpreted based mainly on the model
developed by Marcus and Gould. The results suggest that Hofstede's model of
culture does not fully reflect the design characteristics of Arabic interfaces. Keywords: Arab countries; Culture; Hofstede; Web design; Government websites | |||
| Different UI, Same UX: A Design Concept for Implementing a Locally-Optimized and Globally-Unified User Experience | | BIBAK | Full-Text | 440-448 | |
| Sung Woo Kim; Han Kyung Jo; Da Yun Ha | |||
| "Different UI, Same UX" is a design concept originated from UX research on
content and information services in multi-screens, also known as 3-Screens. The
biggest UX challenge in such an environment is that it is composed of different
devices in different interfaces that need to work together to provide one
integrated service. In a heterogeneous environment like this, "Different UI"
emphasizes creating UIs that fit each device and therefore put less weight on
consistency. At the same time, "Same UX" highlights to need to maintain one
coherent branded UX identity across devices; coherence being a higher-level of
consistency. This paper introduces how these two priorities can be reconciled
into one design concept. The paper elaborates on the definition of "Different
UI, Same UX" with a number of baseline ideas. Several industry examples that we
believe illustrate this concept are also discussed. Keywords: branding; coherence; consistency; design concept; 3-Screens; user experience | |||
| Measurement of User Experience to Select a Comfortable Mattress | | BIBAK | Full-Text | 449-458 | |
| Jung-Yong Kim; Seung-Nam Min; Min-Ho Lee; Joo-Hyun Jeong; Jung-Ho An; Young-Sung Shin | |||
| This study was designed to develop a methodology measuring the user
experience with mattress both in the past and showroom, and to eventually
recommend a healthy and comfortable mattress for individual user. Five
mattresses with different hardness were used to find the most compatible
mattress with individual subject's physical and psychological condition. User
experience such as lying on the mattress in showroom was analyzed by
quantitatively measuring Electromyography of low back muscle, heart rate
change, and oxygen saturation level. In addition, the whole body pressure
distribution was measured to examine the dermal discomfort. A questionnaire was
used to record the past personal experience and preference on mattress. A
selection rule with the finally chosen four independent variables and
mathematical scale was developed to find the best mattress for individual.
Furthermore, a regression analysis was performed to predict the level of muscle
relaxation in order to have the least measuring process in the showroom. The
Body-Mattress Compatibility Score (BMCS) indicating the proper level of
hardness was computed in this study and compared with subjective satisfaction
score for validation, and it was found that ten out of twenty subjects showed
the same score, and other ten subjects showed only one score difference. Keywords: user experience; mattress selection; physical and psychological comfort;
pressure distribution; body mattress compatibility; showroom | |||
| EMA: Automated Eye-Movement-Driven Approach for Identification of Usability Issues | | BIBA | Full-Text | 459-468 | |
| Oleg V. Komogortsev; Dan E. Tamir; Carl J. Mueller; Jose Camou; Corey Holland | |||
| The work described in this paper presents an automated, eye movement-driven approach (EMA) that allows for the identification of time intervals in which a user is experiencing difficulties in locating interface components required for completion of a task. Due to the substantial amount of visual search exhibited during these time intervals, this type of the user behavior is referred to as excessive visual search (ES). In this work we propose and evaluate several ES detection algorithms as part of the EMA. Empirical results indicate that it is possible to identify ES with a certain degree of accuracy (51-61% on average), warranting future research that would allow for increased accuracy in ES identification and reduction of misclassification errors. Practical application of EMA should allow the reduction of the amount of time required for manual detection of usability problems present in graphical user interfaces. | |||
| A Quantitative Evaluation on the Software Use Experience with Electroencephalogram | | BIBAK | Full-Text | 469-477 | |
| Hitoshi Masaki; Masao Ohira; Hidetake Uwano; Ken-ichi Matsumoto | |||
| In usability testing, experimenters need to perform a pre-training, so as to
control software-use experiences of subjects. The pre-training in usability
testing is very important because subjects' software-use experiences have a
large effect on a result of a subjective evaluation of software. This paper
aims to evaluate the software-use experiences quantitatively using EEG. We have
conducted experiments to observe the relationships between subjects'
software-use experiences and EEG in using software. As a result, we found that
there was a significant difference between them. Keywords: EEG; Use Experience; Quantitative Evaluation; Usability Testing | |||
| Classification of Interactive System Components Enables Planning Heuristic Evaluation Easier | | BIBAK | Full-Text | 478-486 | |
| Llúcia Masip; Marta Oliva; Toni Granollers | |||
| Nowadays, new technology continually is turning up and it has incorporated
different interactive systems. In a parallel way, people use these technologies
and they have to use IS to resolve their tasks without taking into account
technology complexities. We consider that the user experience includes a lot of
different paradigm that are able to provide users with a positive experience.
In this context, our work is focused on enhancing one of the most used
usability evaluation techniques. It is an inspection technique that allows
carrying out usability reviews without the need of end users. It is called
heuristic evaluation. The most difficult task in the heuristic evaluation
method is choosing the most suitable set of heuristics for specific interfaces
because usability experts have to consider all heuristics and they have to
choose the best heuristics for a specific interface. So, the expert evaluator
has to know all heuristic and all parts of interactive systems perfectly to
find a closed set of heuristics. To make this step easier, we consider that if
we have an interactive system component classification, we will be able to
detect what components have our interactive system and, to choose the best
usability heuristic for each interactive system component. Therefore, we
present IS categorization that we will use to decide what heuristics are the
best for specific IS according to the main aims of heuristic evaluation. Keywords: interactive system components; heuristic evaluation; usability;
classification; user experience | |||
| Clustering Analysis to Evaluate Usability of Work-Flow Systems and to Monitor Proficiency of Workers | | BIBAK | Full-Text | 487-496 | |
| Toru Nakata | |||
| In order to evaluate usability, we often interview the users with using
questionnaire sheets. However, conventional processing methods for
questionnaire data are so simple that we cannot mine maximum information from
the users' opinions. This paper proposes a new method for deeper analysis of
the user opinions. Using the vector quantization method, we can classify users
into groups reflecting their skill grade. Also, by observing learning curves of
the tasks, we can evaluate hardness of mastering each task and detect the
defects of the work-flow to be improved. This paper explains the idea and
mechanics of the method with referring an actual example, which is a
questionnaire investigation for workers in a real office to examine usability
problems on their works. The result of data analysis pointed out several very
hard defects in the work-flow system, on which not only the novices but the
experts are also facing difficulties. Those very hard defects cannot be solved
by experience or training, because the experts cannot cope with them. Thanks to
the vector quantization analysis, we can distinguish between difficult points
that can be solved by workers' experience and such very hard defects that
require drastic reforms for improvement from. Keywords: Usability testing; vector quantization; questionnaire sheet method;
work-flow reform | |||
| Fundamental Aspects Concerning the Usability Evaluation of Model-Driven Object Oriented Programming Approaches in Machine and Plant Automation | | BIBAK | Full-Text | 497-506 | |
| Martin Obermeier; Steven Braun; Kerstin Sommer; Birgit Vogel-Heuser | |||
| Within the world of automation the trend of model-driven object oriented
(oo) engineering has brought up fundamental questions about the applicability
of these programming paradigms for Programmable Logic Controller (PLC)
software. The authors present the results of previously conducted experiments
on the usability of the classic procedural paradigm (IEC 61131-3) in machine
and plant automation compared to model based approaches for PLC programming, in
particular Unified Modeling Language (UML) and domain specific modeling
languages. Extrapolating these experiments, we propose a way of enhancing
usability evaluations by two means: First we present an improved modeling tool.
Second, in order to determine the complexity of the tasks required to develop a
PLC-program and to create constant boundary conditions for experimental
studies, we propose using Hierarchical Task Analysis (HTA) on both model-driven
oo and the state of the art programming approach, concerning typical scenarios.
Finally the results of our work are discussed. Keywords: Usability; PLC-Programming; model-driven engineering | |||
| The Usability Evaluation of Web-Based 3D Medical Image Visualization | | BIBAK | Full-Text | 507-516 | |
| Sittapong Settapat; Tiranee Achalakul; Michiko Ohkura | |||
| 3D visualization in virtual space simultaneously provides depth information
with 2D information visualization ability. Since, web-based e-learning system
has become popular alternative framework for improving learning performance and
increasing convenience and flexibility to learners. Integrating a 3D medical
image visualization into e-learning system aims to accomplish the needs of
biomedical engineering education where learners can navigate, browsing, and
interact with 3D models of reconstructed medical images. In this paper, we
present the usability evaluation results of our web-based 3D medical image
visualization comparing with conventional 2D visualization for web-based
learning. The experimental results show that 3D visualization method improves
learners' education performance with tasks involving 2D information. Keywords: web3d; 3D visualization; e-learning; distance learning; biomedical
engineering education; medical image visualization | |||
| A Fitting Software Comparative Usability Study to Investigate Transition Challenges Faced by Hearing-Aid Practitioners | | BIBAK | Full-Text | 517-526 | |
| Anil Shankar; Susie Valentine; Brent Edwards | |||
| Modern application interfaces for desktop PCs such as web-browsers, word
processors, and media players share a standardized task oriented user interface
(UI). Despite originating from different manufacturers these applications
enable users to switch easily between different programs within the same
application class, say between web-browsers. When compared to the
standardization across these applications there is little or no standardization
for different hearing-aid Fitting Software (FS). As a result, practitioners
switching between different FS encounter transition challenges while they
dispense hearing-aids from different manufacturers. We present usability
findings to advocate an enhanced user-centered design process to alleviate the
FS transition challenges faced by a practitioner and to improve system-wide
usability within a FS. This article presents two main usability findings based
on data from twenty-six practitioners who were new to Inspire, Starkey's FS;
these practitioners were advanced users of FS from three top hearing-aid
manufacturers. First, there was significant degradation in task performance for
new Inspire users while they performed two standardized tasks. New Inspire
users took twice as long to complete these two tasks when compared to an
average Inspire user. Second, we found that there were three main categories of
usability issues in Inspire; these usability issues coupled with the lack of a
standardized UI across different FS exacerbated the transition challenges faced
by new Inspire users. Our findings highlight the need for a stronger focus on
user-centered design principles for FS manufacturers. We believe that
user-centered design is one approach to minimize the effects of competitive
marketing and business practices in the hearing-aid industry but still deliver
an improved usable system to a practitioner. Keywords: Fitting Software; Usability | |||
| Detection of Software Usability Deficiencies | | BIBAK | Full-Text | 527-536 | |
| Dan E. Tamir; Oleg V. Komogortsev; Carl J. Mueller; Divya K. D. Venkata; Gregory R. LaKomski; Arwa M. Jamnagarwala | |||
| In previous research, we have developed an innovative usability evaluation
methodology that is based on total effort metrics (TEM). In this paper we
present a novel framework for using the TEM approach along with pattern
recognition techniques for identifying user interface deficiencies. The
methodology, referred to as pinpoint analysis, identifies time segments where
the user expends excessive effort in a task-completion interaction-session. The
pinpoint analysis methodology provides software engineers with information that
can be used for addressing specific usability deficiencies such as poor
arrangement of interface elements. The paper describes the new methodology and
reports on pattern recognition and TEM based pinpoint analysis tool that is in
advanced stages of development. Keywords: Human Computer Interaction; Usability Evaluation; Pinpoint Analysis; Pattern
Recognition; Feature Selection; Principle Component Analysis; Clustering | |||
| Designing Notebook Computers to Ensure a Comfortable User Experience: Effects of Surface Temperature, Material, Locality, and Ambient Temperature | | BIBAK | Full-Text | 539-547 | |
| Eric Baugh; Rina Doherty | |||
| Two studies are described to determine the effect of locality, age, gender,
ambient temperature, surface material and surface temperature, on user
annoyance during a typing task on notebook computers. The studies were
conducted in Oregon and Taiwan, using real computers modified with heaters
under the keyboard and palm rests. Computer chassis made from both metal and
plastic were studied, and users were exposed to ambient temperatures of both
23°C and 35°C. No practically significant effect of locality, age,
gender, or ambient temperature was observed, but the ergonomic comfort between
metal and plastic surfaces was very different at the same temperature. Keywords: user experience; computer; temperature; comfort; annoyance | |||
| The Fusing of "Paper-in-Screen": Reducing Mobile Prototyping Artificiality to Increase Emotional Experience | | BIBAK | Full-Text | 548-556 | |
| Davide Bolchini; Anthony Faiola | |||
| To address difficult design issues that emerge throughout the prototyping
process, interaction designers must rapidly secure user feedback that is both
cost-effective and informative during the early stages of the product's
lifecycle. To do this, the authors devised a hybrid method of mobile experience
prototyping referred to as "paper-in-screen." Ten interaction designers
participated in a pilot evaluation study, including a demonstration using the
"paper-in-screen" method, hands-on exercise, and a semi-structured interview on
the potential and drawbacks of the approach. The study yielded nine themes of
qualitative data from which a reflective analysis was performed. Findings
suggest considerable support for the method, but also an important contribution
to mobile prototyping methodology for interaction designers. Keywords: Paper prototyping; user experience; design; mobile device | |||
| Empathy as Key Factor for Successful Intercultural HCI Design | | BIBAK | Full-Text | 557-566 | |
| Rüdiger Heimgärtner; Lutz-Wolfgang Tiede; Helmut Windl | |||
| Successful intercultural communication depends on the personal ability to
mutually understand the web of belief of the others using empathic capabilities
as shown by empirical examples. Only assuming the perspective of a user by the
HCI designer to grasp their needs, can lead to good user interfaces of high
usability, thereby evoking excellent user experience. Hence, empathy is a key
factor for the successful design of intercultural human computer interaction
(HCI). Keywords: Cultural differences; culture; communication; understanding; empathy;
intercultural communication; intercultural HCI design | |||
| Persuasive Design: It's Not Just about Selling Stuff | | BIBAK | Full-Text | 567-574 | |
| Jeff Horvath | |||
| When most people think of "persuasive design" in the context of web design,
they think about how to persuade a typical online shopper to buy a cool new
gadget, a stylish new handbag, or a popular new book. Persuasive design
absolutely plays a role in those scenarios, but convincing people to buy
something is only one of the places you might employ the principles of
persuasion. When I talk to people in government or non-profit about persuasive
design, their typical knee-jerk reaction is "that's not for me." When we dig a
bit in to their reasoning, it typically comes down to one of two things. They
either justify their position by claiming that they are not selling anything,
or they take the high moral ground that "persuading" is akin to "tricking" --
and, since they are government or non-profit, it's an extra large no-no to
trick somebody. In this paper, I will delve deeper in to the how various
principles of persuasion can be used for things other than selling. I will
generalize the conversation from its more common domain of retail and selling
and explain how the ideas behind persuasive design can and do apply to other
domains such as government and non-profit. I will provide numerous examples
throughout to persuade the reader. Keywords: persuasion; design; conversion; government; non-profit | |||
| An Experiment about How to Feel Temperature Change of Mouse | | BIBA | Full-Text | 575-581 | |
| Shigeyoshi Iizuka | |||
| Recently, some methods of using thermal information on computer interaction are considered. In order to utilize the thermal information more effectively, it is extremely important to understand how to feel the user to use the thermal information. A "mouse" is generally used when the computer is operated the index finger is used for it while coming in contact. Then, the thermal information is presented the point of the index finger through the mouse. The mouse is installed the Peltier device in the part that touches the tip of index finger, and can present the thermal information to the computer assisted user by warming and cooling the Peltier device. In the first experiment, it was experimented by ME (Magnitude Estimation) method to clarify user's how to feel it and the characteristic to the thermal stimulation. As a result, it was confirmed that the proportion of the degree of the change in user's sense to the degree of the change in presented thermal information. In the second experiment, it was experimented by using the control knob to understand the tendency of the time progress to how feel the user about the temperature. As a result, some features were found about how to the temporal variation of the temperature stimulus to feel the user. | |||
| Clout: The Role of Content in Persuasive Experience | | BIBAK | Full-Text | 582-587 | |
| Colleen Jones | |||
| For a variety of reasons, content has been excluded from the discussion of
persuasive design, both in academia and practice. This paper argues that
content is a missed opportunity to make a digital experience not only inform or
instruct but also influence. I explain the causes and consequences of
disregarding content, then define the proper role and benefits of content. To
improve the results of a persuasive experience, content can and must have a
central role in planning, executing, and evaluating the experience. Keywords: persuasive design; influential content; content strategy; emotion;
psychology; rhetoric; product strategy; marketing strategy; behavior change;
attitude change | |||
| Influencing Mechanism of Apparent Space Dimensions on Interface Aesthetics and Apparent Usability | | BIBAK | Full-Text | 588-597 | |
| Tian Lei; Yingbin Zhou; Xiang Li; Xiaoli Chen | |||
| Apparent usability (AU) and interface aesthetics are the two important
factors in HCI, which are affected by the apparent space dimension (ASD). This
paper, by making two experiments, explored the influencing mechanism of ASD on
them. The results show that: 1) AU is made up of subjective feelings,
operation, and cognition; 2) interface aesthetics is made up of impression
beauty, material beauty, and hominine beauty; 3) participants' subjective
feelings increase with the addition of ASD; 4) participants have the strongest
operational ability in the apparent 2-dimensional space but the weaker in the
other two; 5) participants' cognition for the interactive system decrease with
the addition of ASD; 6) interface's impression beauty increases with the
addition of ASD; 7) interface's material beauty and hominine beauty are both
the best in the apparent 2-dimensional space, but not good enough in the other
two. Keywords: apparent space dimension; apparent usability; interface aesthetics | |||
| The Health Machine: Mobile UX Design That Combines Information Design with Persuasion Design | | BIBAK | Full-Text | 598-607 | |
| Aaron Marcus | |||
| The author's firm combined information design with persuasion design to
design a mobile phone application intended to change people's behavior about
diet and exercise. The objectives were to change people's behavior and to avoid
obesity and diabetes. The paper describes the user-centered user-experience
development. Keywords: culture; design; development; diet; exercise; health; information;
nutrition; persuasion; social networks; user interface; user experience | |||
| An Air Conditioning Control Method Based on Biological Fluctuation | | BIBAK | Full-Text | 608-615 | |
| Hiroki Matsumoto; Yoshio Iwai; Yutaka Nakamura; Hiroshi Ishiguro | |||
| A living environment should be comfortable for all residents. The thermal
environment is one of the indices of comfort, but it is difficult to adopt a
specific thermal environment suitable for all residents who share a thermal
space but have different personal needs. In this research, we propose an air
conditioning control method that satisfies the demands of all residents in a
given living environment. Control parameters change variously and control of
the air conditioning is not easy for a typical real environment because the
thermal environment changes dynamically. We propose a method of controlling air
conditioners based on biological fluctuation. Keywords: Air condition control; biological fluctuation; PMV; PPD | |||
| First Validation of Persuasive Criteria for Designing and Evaluating the Social Influence of User Interfaces: Justification of a Guideline | | BIBAK | Full-Text | 616-624 | |
| Alexandra Némery; Eric Brangier; Steve Kopp | |||
| Ergonomics has often produced grids to measure the ergonomic quality of
goods and services. This paper seeks to establish and validate a grid to focus
on the persuasive dimensions of interfaces and their effects; a grid that is
robust, reliable, useful, relevant and easy to use for ergonomists, usability
engineers and interaction designers. Our purpose is to develop and validate
guidelines to measure and assess the persuasive dimensions of user experiences.
This research based on a criteria model will become helpful in researching and
designing persuasive technology. At first we propose a criteria-based approach
to measure persuasive strength of interfaces; this criteria grid includes eight
criteria: Credibility, Privacy, Personalization, Attractiveness, Solicitation,
Priming, Commitment, and Ascendency. At the end, these criteria are validated
by a sample of 30 experts, who confirmed that the proposed categorization of
the criteria (from 71.30% to 83.25%). Keywords: Persuasive technology; Criteria grid; Captology; Ergonomics' guidelines;
Media and social influence | |||
| Serious Games Usability Testing: How to Ensure Proper Usability, Playability, and Effectiveness | | BIBAK | Full-Text | 625-634 | |
| Tanner Olsen; Katelyn Procci; Clint A. Bowers | |||
| Usability testing is an important, yet often overlooked, aspect of serious
game development. Issues in usability can drastically impact user experience
and thus the learning outcomes associated with serious games. The goal of this
paper is to provide serious game developers with an approach to efficiently and
effectively apply usability testing into their development process. We propose
a three-tiered approach to the assessment of game usability with the addition
of assessments playability and learning to traditional usability. Learning or
training is the main objective of a serious game and enjoyment is often
required when trying to elicit the necessary usage to achieve this goal.
Step-by-step procedures and associated measures are provided to assess
usability, playability, and learning outcomes concurrently with game
development, while taking into account the unique goals and limitations of
time, personnel, and budget that small development companies often encounter. Keywords: usability; user experience; serious games | |||
| Experience-Based Curiosity Model: Curiosity Extracting Model Regarding Individual Experiences of Urban Spaces | | BIBAK | Full-Text | 635-644 | |
| Chihiro Sato; Shigeyuki Takeuchi; Naohito Okude | |||
| Many online advertising and web-based recommendation systems have been
developed, however not so many services consider individual's real activities
in the real world for real time recommendation, regarding the experience of
particular person. Environmental sensing from mobile devices has become capable
of understanding the environment by sensing from mobile devices; though they do
not necessary interact with the people directly. We present Experience-based
Curiosity Model, a model indicating individual's real time curiosity within the
city regarding how well the individual knows the city. It aims to understand
individual's real time interests by not relying on information the people input
intentionally but by understanding behavior data. This paper evaluates the
model with this sensor device prototype, and elaborates possibilities when
understanding individuals in detail by extracting the curiosity predicted from
current behaviors using sensors. Keywords: Urban Experience; User Analysis; Curiosity; Urban Experience; Ethnography;
Behavior | |||
| Implied Aesthetics: A Sensor-Based Approach towards Mobile Interfaces | | BIBAK | Full-Text | 645-654 | |
| Daniel Sauter | |||
| This article focuses on the implied aesthetics resulting from the
affordances of 4th generation mobile devices, and in particular:
motion-awareness. It draws connections between web standards, open source
platforms, and their implications on diverse output media. Motion-awareness is
rooted in the possibility to detect and interpret device orientation and
acceleration -- thus by extension the movements and gestures of individuals
interacting with handheld devices. The article introduces the KETAI platform,
designed to aid mobile applications that rely on motion analysis. Faster and
more accurate detection of device attitude, context, and transportation mode
enables a variety of novel applications in the traffic, gaming, and heath care
sectors. Keywords: Mobile interface; user experience; motion-awareness; sensor platform;
gyroscope | |||
| A Study on the Expected Image and Relevant Design Techniques in Different Product-Use Stages | | BIBAK | Full-Text | 655-663 | |
| Yung-Chin Tsao; Brian Chen; Yen-Pang Yang | |||
| This study is an exploratory investigation on user's expectation emotions
and design techniques associated with product use. A behavior unitization
method has been introduced for dividing product-use behavior into 3 stages:
starting, development, and ending. The sub-concepts of expected image in
different stages were found by the study. The design elements of each
sub-concept has been further analyzed, and the corresponding design techniques
were generated through the focus group discussion. There are total 18
combinations of design techniques gained from this study. Keywords: Expected image; Behavior unitization; Product use process | |||
| Designing the Personalized Nostalgic Emotion Value of a Product | | BIBAK | Full-Text | 664-672 | |
| Yu-Shan Tseng; Ming-Chyuan Ho | |||
| Personalization and nostalgic emotion are both human-centered. Human memory
and emotions are the core concerns of design. It is important for a designer to
involve consumers in the design process at very begging and communicate with
them to integrate their emotional factors into design. This study discusses how
to apply nostalgic emotional design strategies to personalize a product, grasp
consumers' perception, and transform consumers' past memories into personalized
exclusive symbols. This study adopts the qualitative approach, generalizes
relevant literatures, makes verification and evaluation through practical
design examples, and proposes the following suggestions: (1) using personal
experience as the cut-in point in design; (2) role-playing of "story telling"
(consumer side) and "listening to stories" (designer side); (3) integrating
various modalities into design of a product. This study aims at constructing a
tentative model for nostalgic-emotional design. Keywords: personalized design; nostalgic | |||