| A Novel Reading Technique Application: Exploring Arabic Children Experience | | BIBAK | Full-Text | 3-10 | |
| Maram S. Alhafzy; Ebtesam A. Alomari; Hind H. Mahdy; Maysoon F. Abulkhair | |||
| Computers and many of their applications are extremely vital and play a
crucial role in the children's education and knowledge building. This paper
discusses the results of a study about Arabic-speaking children's interaction
with an Arabic application. Then, researchers collected information to study
how these children reacted and felt when they were interacting with this Arabic
reading application. Keywords: Children; Reading; Arabic Application | |||
| Observation Analysis Method for Culture Centered Design -- Proposal of KH Method -- | | BIBAK | Full-Text | 11-19 | |
| Kaho Asano; Kazuhiko Yamazaki | |||
| Product development has advanced for developing countries with their
economic growths. It must have a priority to learn their culture when
developing a product for people having different background. This study focuses
on observational method, which is important for designing an overseas product,
and provides author's original method from observation to output named KH
method. KH method aims at making basement of ideation figured out deeply their
experience through culture centered thinking in the phase of Observation,
Analysis and Ideation. Keywords: Culture Centered Design; Observational method; Storyboarding | |||
| Lessons Learned from Projects in Japan and Korea Relevant for Intercultural HCI Development | | BIBAK | Full-Text | 20-27 | |
| Martin Blankl; Peter Biersack; Rüdiger Heimgärtner | |||
| This paper describes pitfalls experienced during intercultural human-machine
interaction (HMI) development projects in Japan and Korea and how they can be
explained from a scientific point of view with the goal of deriving
recommendations to avoid them in future intercultural human-computer
interaction (HCI) development projects. Keywords: Cultural differences; culture; communication; understanding; empathy;
intercultural communication; intercultural; design; HCI; HMI; intercultural HCI
design; intercultural HMI design; lessons learned; Japan; Korea;
design/evaluation for cross-cultural users; globalization; localization;
management; processes; software; project | |||
| Usability Evaluation of Two Chinese Segmentation Methods in Subtitles to Scaffold Chinese Novice | | BIBAK | Full-Text | 28-37 | |
| Chih-Kai Chang | |||
| Recently the number of people who learn Chinese as a Foreign Language (CFL)
increased. New comers, international students, and denizened spouses all need
to improve their Chinese reading fluency and listening comprehension for daily
communication and work requirements. However, not everyone gets opportunity for
formal education in a language school. Thus, informal learning is very
important for CFL learners in Taiwan. For novice Chinese learners, they should
first master a skill to grouping Chinese words into meaningful chunks, i.e.
Chinese segmentation. For instance,
"老師對教育的貢獻" (teachers'
contribution in education). After Chinese word segmentation, the sentence
becomes
"老師(teachers)/對(P)/教育(education)/的(DE)/貢獻(contribution)"
from "老/師/對/教/育/的/貢/獻".
Consequently, this study used two Chinese segmentation methods to highlight
meaningful and important word chunks in subtitles of Chinese videos and
evaluate its usability for CFL learners. The first method adopted the top 800
and 1600 high-frequency words from an analysis report based on Academia Sinica
Balanced Corpus of Modern Chinese to identify proper word segmentation in video
subtitles and analyze its performance based on the forward maximum matching
method. The statistical results show that most Chinese subtitles still remain
unsegmented (62.3%) which means the Chinese subtitles in the videos are not
appropriately segmented based on the corpus that contains the top 800 high
frequency words. However, with the integration of the top 1600 high frequency
words in the corpus, approximately 60% of the subtitles in each video are
effectively segmented, and numerous unknown words still remain. Active phrases,
idioms, and short phrases in Chinese subtitles may lead to the difficulty in
word segmentation; moreover, the usability testing result of using high
frequency words to conduct word segmentation is not significant.
The second method used natural language processing technique to split Chinese subtitles into its separate morphemes. The study adopted CKIP Chinese parser, which is a word segmentation tool for Chinese, to split subtitles according their part-of-speech tagging (i.e. grammatical tagging). The statistical results show that 97.26% subtitles are split, but the usability testing shows that subjective satisfaction is not good enough. To further investigation, we asked subjects to identify the "improper" word segmentation. For instance, the subtitle "接受治療很久了" (treated for a long time) will be split into "接受/治療/很/久/了", but most novices think that the proper segmentation should be "接受/治療/很久了". The "improper" rate is about 22.30% on average. In other words, the segmentation results from Chinese parser based on natural language processing technique are not best scaffolding for Chinese novice while watching videos with Chinese subtitles. The preliminary results of usability testing show that the second method can provide effective scaffolding for novice, but the granularity of chunked words may be too fine to read fluently sometimes (i.e. less than thirty percentage in results). Consequently, adaptation mechanism is required for learners to achieve the balance point of provided scaffolding between aforementioned two methods. For example, the Chinese function words, such as 很 and 了, serve only grammatical functions (i.e. they have no meaning by themselves). Those function words should not be separated out from subtitles for learning purpose. Further work is necessary to find out the proper granularity for chunking words, design adaptation mechanism of segmentation, and prevent segmentation errors in new or unknown words. Keywords: Chinese as a foreign language; Chinese segmentation; subtitle manipulation;
natural language processing; computer-assisted language learning | |||
| Young Egyptians Use of Social Networks and the January 2011 Revolution | | BIBAK | Full-Text | 38-43 | |
| Ghada R. El Said | |||
| The 2011 Egyptian protests began on Tuesday 25 January in Tahrir, one of
Cairo's biggest squares. On January 25 and 26, the Egyptian government blocked
Twitter in Egypt and later Face book was blocked as well.[1] Most observers of
the Egyptian scene at that time, claimed that the responsible governmental
authorities did this, in an attempt to stop mobilization for anti-government
protests.[2]
A report in March 2011[3] highlights a significant increase in the use of the Internet in Egypt in the wake of the January 25 protests. "A large increase in the number of web surfers and users of social networking sites reported to change the pattern of use and the interests of the of the Internet contents". According to the report, the number of Internet users in Egypt prior to January 25 was 21.2 million users, increased by almost 9% after this date to reach 23.1 million in two months. The time Egyptian users spent online was doubled from 900 to 1800 minutes per months after 25 January 2011. Still, Egypt's Internet penetration rate is less than 25%. This paper investigates cultural issues in human computer interaction. The paper explores the specific experiences of young Egyptian Internet users and their interaction through social media during and after the Egyptian protest in 25 January 2011. The paper aims to reveal some the cultural characteristics of this user group in interacting with the Internet. Keywords: Internet Social Network; User preference; Culture; language | |||
| Designing for a Thumb: An Ideal Mobile Touchscreen Interface for Chinese Users | | BIBAK | Full-Text | 44-53 | |
| Qian Fei | |||
| This paper focuses on designing for cross-cultural users; specifically, it
describes a study conducted to determine the "Comfort Zone" and optimal touch
target size for one-handed thumb use. Similar studies have provided general
measurements for touch targets, but they are not applicable to all the slots on
a touchscreen, nor are they consistent with the actual physiological
measurements (i.e., the size of hands and fingers) of Chinese users. The study
used repeated measures in a within-subject design of 16 (slots) $times; 5
(target sizes) $times; 10 (repetitions). The results indicated the Comfort Zone
for the right thumb of Chinese users is significantly different at 0.01 level,
and falls on a fan-shaped area located on the inclined left side of the screen.
Different locations were required for different optimal touch target sizes. Keywords: Design/evaluation for cross-cultural users; One-handed; mobile devices;
touchscreens; touch target size Note: Best paper award | |||
| Examining Interdisciplinary Prototyping in the Context of Cultural Communication | | BIBAK | Full-Text | 54-61 | |
| Michael Heidt | |||
| Designers typically have to operate in the environment of highly
interdisciplinary teams. However, at the same time mindsets of project
participants frequently remain framed within disciplinary and professional
boundaries. We argue that interdisciplinary communication processes can be
improved upon by further theorising the differences between disciplinary
cultures. Prototyping offers unique opportunities concerning these situational
configurations. It allows to make differences productive on the level of
practice whose incommensurabilities often preclude integration within the realm
of theory and conviction. We thus provide a tentative set of communicative and
methodological tools aimed at improving the communicative process in these
scenarios. Instead of trying to establish a common language or common toolset,
we try to render the dynamic friction between disparate perspectives
productive. Our positions are illustrated by discussing them in the context of
a case study in the domain of cultural education. Keywords: prototyping; interdisciplinarity; cultural informatics; critical technical
practice | |||
| Intercultural User Interface Design -- Culture-Centered HCI Design -- Cross-Cultural User Interface Design: Different Terminology or Different Approaches? | | BIBAK | Full-Text | 62-71 | |
| Rüdiger Heimgärtner | |||
| This paper presents the terminology containing several relevant concepts
used in intercultural user interface design as well as the results of an
analytic study of literature in the area of culture-centered human-computer
interaction (HCI) design. Their meaning and application context is analyzed and
implications are discussed. Some reviewed examples of related work helped to
clarify the issues and to establish a conceptual basis to elucidate the
different research approaches in the area of intercultural user interface
design. Keywords: Approach; Terminology; Research Paradigm; Culture; HCI; Cross-Cultural;
Design; Intercultural; Culture-Centered; Methods; Tools; Standards; Overview;
User Interface Design; User Interface; Human Computer Interaction | |||
| User-Experience and Science-Fiction in Chinese, Indian, and Japanese Films | | BIBAK | Full-Text | 72-78 | |
| Aaron Marcus | |||
| Chinese, Indian, and Japanese science-fiction films offer different and
interesting views of user-experience that can inform user-experience
researchers, designers, analysts, and evaluators. The author reviews Asian
contributions to science-fiction media. Keywords: China; culture; design; India; Japan; movies; science-fiction; user
interface; user experience | |||
| Two Solitudes Revisited: A Cross-Cultural Exploration of Online Image Searcher's Behaviors | | BIBAK | Full-Text | 79-88 | |
| Elaine Ménard; Nouf Khashman; Jonathan Dorey | |||
| This paper presents and discusses the results of the second phase of the
project that aims to investigate the roles and usefulness of search
characteristics and functionalities used for image retrieval in a bilingual
context, from the user's point of view. The difficulties encountered by image
searchers are described. Finally, suggestions to be integrated in a search
interface model are presented. This exploratory study provides an understanding
of how users with different linguistic and cultural background search for
images. Keywords: Digital images; search interface; image retrieval; cross-language
information retrieval; multilingual information | |||
| Usability Assessment in the Multicultural Approach | | BIBAK | Full-Text | 89-94 | |
| Maria Lúcia L. R. Okimoto; Cristina Olaverri Monreal; Klaus-Josef Bengler | |||
| In order for products to be marketed successfully, product designs should
accommodate users' cultural differences. Considering these aspects, various
authors have already pointed out the need for studies in cultural usability.
The main objective of this paper is to identify culture usability elements for
product design. First, we have selected associate usability studies with
culture, specifically for cases applied to product design. The next step is to
identify variables and methods used in a cultural and usability context. We
characterize the usability research into practical elements, in order to then
apply summative and formative usability methods. Next, we differentiate the
type of knowledge involved in the variables: explicit or tacit knowledge.
Finally, we discuss a possible preview of the system variables culture and
usability within the concept of a complex system. Keywords: usability; culture; usability test | |||
| Lessons from Intercultural Project Management for the Intercultural HCI Design Process | | BIBAK | Full-Text | 95-104 | |
| Yvonne Schoper; Rüdiger Heimgärtner | |||
| Global competition requires that new technical products are launched at the
same time in all relevant global markets. Therefore the Human Computer
Interface (HCI) product designers need to know all requirements of all global
customer groups before starting the global development process of user
interfaces (UI), which takes normally place in dispersed intercultural mixed UI
designer teams. Therefore the user-centered design process from ISO 9241-210 is
analyzed concerning the requirements of intercultural management and
particularly of intercultural project management. On this basis, an agile
intercultural HCI design management process is developed. The resulting UI
design approach empowered by cultural aspects makes sure that new systems are
designed right from the beginning for the cultural diverse user markets in a
time and cost efficient and effective way. Keywords: User-Centered Design; ISO 9241-210; Agile Methods; Agile Project Management;
Culture; HCI; Model; Approach; Process; Structure; Intercultural; Intercultural
Project Management; Intercultural User Interface Design; Management Process | |||
| Localization beyond National Characteristics: The Impact of Language on Users' Performance with Different Menu Structures | | BIBAK | Full-Text | 105-114 | |
| Christian Sturm; Gerhard Strube; Sara Gouda | |||
| The consideration of cognitive differences between user groups in the field
of human-computer interaction is still in its infancy. The present paper
presents two explorative studies looking at the impact of the users' native
language on their performance with different menu structures for mobile phones.
Object- and verb-oriented menus with different levels of hierarchy were tested
with users in Mexico and Germany. A follow-up study looked at the performance
with verb- and object oriented menus by Arabic native speakers in Egypt. The
results suggest that flat hierarchies are to be preferred independent from any
cultural impact. While the first study did not yield a significant difference
between Spanish and German native speakers using verb- and object-oriented
menus, Arabic users performed significantly better with verb-oriented menus. Keywords: internationalization; localization; cross-cultural usability; information
architecture; user-centered design | |||
| Tracing Technology Diffusion of Social Media with Culturally Localized User Experience Approach | | BIBAK | Full-Text | 115-120 | |
| Huatong Sun | |||
| This paper examines two recent technology diffusion cases of social media in
a global context, Facebook Japan and Sina Weibo. By tracing the local
development of two social media technologies and probing into the deeper issues
behind their peculiar use patterns, it presents a new framework -- Culturally
Localized User Experience (CLUE) for culturally sensitive design and argues the
integration of action and meaning in design is key to the success of global
social media. Keywords: social media; culturally localized user experience; culturally sensitive
design; postcolonial; SNS; microblog; Facebook; Weibo | |||
| The Interactive Media between Human and the Sacred | | BIBAK | Full-Text | 121-128 | |
| Pi-Fen Wang | |||
| The aim of this study is to provide an understanding of interconnectedness
between human, sacred and the attachment to sacred spaces. Further aim is to
elevate the new architectural and interior design value. The method of this
study includes the interview and case study from spiritual practitioner. The
results from this study conclude several finding in the followings. First, the
interactive media between human and the sacred usually includes some aspects
such as the time, the behaviors, spaces, and the sacred objects. Second, the
sacred behaviors include pray, meditation, rite, citing and educational course.
They prayed to the gods, and meditated with their inner spirits. Third, sacred
objects, symbolized the protection, power and the sacred. They are comprised
with god sculptures, god pictures, Buddha bead, the sutra, the sacred pictures
from the video, sacred incense and sacred light with sacred words. Forth,
sacred communications from the small group of spiritual practitioners become
very significant ways to sense the sacred. Fifth, they communicated each other
anytime with computer website. Computer screen could present many changeable
sacred images. The "Three Pins Group" for spiritual practice is an active group
to enhance their spirits. Keywords: sacred space; spiritual practice; rite; symbol | |||
| Banner Evaluation Predicted by Eye Tracking Performance and the Median Thinking Style | | BIBAK | Full-Text | 129-138 | |
| Man-Ying Wang; Da-Lung Tang; Chih-Tung Kao; Vincent C. Sun | |||
| The current study examined whether and how the Chinese culture rooted median
thinking style may affect banner ad viewing and evaluation. Eye tracking
performance was recorded as participants viewed banner ads of different
information complexity. High median thinking participants were characterized by
a flexible perceptual processing style. Their eye tracking performance showed
that they responded to information complexity of the banner ads and attempted
to integrate information spatially for low complexity banners. Less effortful
(and more fluent) eye tracking performance was associated with more positive
banner evaluation and the relationship was mediated by experienced fluency in
high median thinkers. Information complexity also guided eye tracking. These
findings demonstrated the potential of eye tracking measures in predicting
effects of culture (and design) related factors on banner evaluation. Keywords: banner advertisements; eye tracking; median thinking; ZhongYong; information
complexity | |||
| Intercultural Design for Use -- Extending Usage-Centered Design by Cultural Aspects | | BIBAK | Full-Text | 139-148 | |
| Helmut Windl; Rüdiger Heimgärtner | |||
| In this paper the Usage-Centered Design approach is suggested as structured
process for Intercultural HCI Design. Usage-Centered Design is extended by
cultural models to take into account the cultural aspects in HCI design. The
extensions cover as well common cultural aspects as system specific cultural
aspects of the system to be designed. This approach makes it possible to track
and trace the culture specific requirements and design decisions for
internationalized user interfaces. Keywords: Usage-Centered Design; U-CD; Culture; HCI; Model; Approach; Process;
Structure; Intercultural; User Interface; Design for Use; Cross-Cultural User
Interface | |||
| A Usability Testing of Chinese Character Writing System for Foreign Learners | | BIBAK | Full-Text | 149-157 | |
| Manlai You; Yu-Jie Xu | |||
| Currently, the study of Chinese has become increasingly popular in the
world. However, not every non-native Chinese speaker learning Chinese can have
formal guidance from qualified instructors. Xi-Zi-e-Bi-Tong
(習字e筆通) is one of the systems for writing Chinese
characters and is used by the Ministry of Education's E-innovation School and
E-bag Experimental Teaching Program in Taiwan. It was developed for native
Chinese speaking elementary school students. However, foreign learners come
from a variety of cultural backgrounds and ages, so this study looks at the
efficacy of this system for these types of students. As a case study, this
research performed a usability testing with this system in order to identify
what typical usability problems may exist in off-the-shelf products for foreign
learners. The usability testing is with thinking aloud, in order to avoid the
frustration of participants during tasks, the combination of coaching method to
provide help appropriately. The subjects for this research were six foreign
students, they came from different cultural backgrounds and all were unfamiliar
with Chinese. It was hoped that testing this level of learners would make it
easier to ascertain the usability problems of the system. Each was given six
tasks associated with system manipulation that was related to the research
purpose, and the tasks were designed in accordance with the instructions. When
they had completed all the tasks, in order to measure the satisfaction of the
system, they were asked to immediately fill out a questionnaire on user
interaction satisfaction (QUIS). The problems they encountered in the test can
be categorized, in accordance to the interactive design principles and
concepts, into: mental models, visibility, feedback, and control. This study
can be used as a reference for the redesigning of a program to teach the
writing of Chinese characters. Keywords: Chinese Characters; Interactive Interface; Chinese Learning; usability
testing | |||
| A Cross-Cultural Evaluation of HCI Student Performance -- Reflections for the Curriculum | | BIBAK | Full-Text | 161-170 | |
| José Abdelnour-Nocera; Ann Austin; Mario Michaelides; Sunila Modi | |||
| Human-computer interaction has become a subject taught across universities
around the world, outside of the cultures where it originated. However, the
implications of its assimilation into the syllabus of courses offered by
universities around the world remain under-researched. Our research project
provides insights on these implications by studying the performance of HCI
students in universities in UK, India, Namibia, Mexico and China engaged in a
similar design and evaluation set of tasks. It is argued that the predominant
cognitive styles and cultural attitudes of students located in different types
of institutions and countries will shape their learning of HCI concepts and
tools. This paper in particular reports the analysis of cognitive styles and
cultural dimensions of students engaged in a heuristic evaluation of a science
education portal. An emergent pattern between adaptive cognitive styles and
high uncertainty avoidance is identified in the assessment of the richness of
students' heuristics exercise completion. Keywords: HCI education; culture; cognitive style; design; evaluation | |||
| Desirability of a Teaching and Learning Tool for Thai Dance Body Motion | | BIBAK | Full-Text | 171-179 | |
| Worawat Choensawat; Kingkarn Sookhanaphibarn; Chommanad Kijkhun; Kozaburo Hachimura | |||
| This paper investigates the desirability of using a teaching and learning
tool for Thai dance in the context of higher education. Unlike the Western
dances where dance notation have been widely used for recording the dance body
movement, students in Thai dance classes have to memorize a series of body
movements by observation from their teachers. In Thai dance communities, dance
notation is very new, and few of professional people in Thai dance understand
and use it to record the Thai dance body movement. In this paper, we
demonstrate the adaption of a notation system to describe Thai dance and
introduce a learning tool for facilitate students to understand the notation.
Our presented tool for teaching and learning Thai dance is as a result from a
collaboration research between researchers from performing arts and computer
science. We measure the desirability of our tool with four Thai dance schools
dispersedly located in the north and middle of Thailand, and we receive a
promising feedback from them. Keywords: Desirability Methodology; User Evaluation; Dance notation; Labanotation;
LabanEditor; Multimedia Tool; Dance Animation | |||
| Improving User Experience in e-Learning, the Case of the Open University of Catalonia | | BIBAK | Full-Text | 180-188 | |
| Eva de Lera; Magí Almirall; Llorenç Valverde; Mercè Gisbert | |||
| E-Learning, or online learning, seems to have been stalled in the past. As
we look at the different learning management systems used by educational
institutions worldwide, it becomes obvious that the designs of the learning
interfaces look more like instruction booklets and manuals and less like
interactive and exciting environments through which to foster learning. The
following paper presents the work being carried out by the Universitat Oberta
de Catalunya, UOC (a.k.a. Open University of Catalonia), in their commitment to
radically change the way the internet is used for learning in higher
educational institutions. In order to go along with students' practices and
realities, and taking full advantage of what the web offers. The UOC is working
toward creating new online spaces where students can encounter richer and more
engaging and emotionally fulfilling experiences. Keywords: e-learning; user-experience; human-computer interaction; usability;
emotions; user-centered design; informal learning; personal learning
environments | |||
| Math Fluency through Game Design | | BIBAK | Full-Text | 189-198 | |
| Wanda Eugene; Tiffany Barnes; Jennifer Wilson | |||
| Our goal in this research is to create a comprehensive framework
establishing guidelines for the design of math fluency games for adult
learners. Our user-centered design approach consisted of focus groups with
students, faculty, and administrators from a two-year and a four-year
institution to probe more deeply into the ways students perceive the value of
math in everyday activities. Using our comprehensive focus group protocol, we
evaluated users' perception and understanding of culture-based mathematics to
determine value-laden game designs that will promote math fluency among
developmental math students. During these sessions, we collected quantitative
and qualitative data in the form of survey data, play-test data, and field
notes. The data speak to various issues such as games as a learning tool,
interests and mismatches between designers and the target audience. Moving
forward, our research will provide future directions for defining holistic
usability by integrating user-centered design and game design. Keywords: Game Design; User Centered Design | |||
| Musical Experience Development Model Based on Service Design Thinking | | BIBAK | Full-Text | 199-208 | |
| Sunyoung Kim; Eui-Chul Jung | |||
| After 2012, the number of Korean musical audience grew larger than 5
million, which is the starting point of popularization. Considering new-coming
audiences and changing market environment, overall analysis of musical art
management and customer-centered approach is needed. Performance experience
process and details of musical service will be analyzed based on 5 principles
of service design thinking. This paper will study purchase stages from musical
perspective, analyze flow experience structure model and the relationship
between different musical contents. This paper has the characteristic of basic
study to enhance musical experience and suggest planning direction. Keywords: Musical Experience; Service Design Thinking | |||
| Investigation of Interaction Modalities Designed for Immersive Visualizations Using Commodity Devices in the Classroom | | BIBAK | Full-Text | 209-218 | |
| Kira Lawrence; Alisa Maas; Neera Pradhan; Treschiel Ford; Jacqueline Shinker; Amy Ulinski Banic | |||
| In this paper we present initial research of the investigation in the design
collaborative interaction modalities for classroom-based immersive
visualizations of 3D spatial data, with an initial implementation for
geo-spatial applications. Additionally we allowed some pilot testing to gain a
sense of our design decisions and where user error might occur. Valuable
feedback will allow us to redesign and refine implementation for a much more
formal long-term evaluation of the system. Initial results give indications
that our interaction modalities may facilitate teaching and learning, but the
use of devices should be different for user type. Keywords: Immersive Visualization; 3D User Interfaces; Collaborative Interaction;
Classroom; Geospatial data; GeoWALL | |||
| Legibility in Children's Reading: The Methodological Development of an Experiment for Reading Printed and Digital Texts | | BIBAK | Full-Text | 219-228 | |
| Daniel Lourenço; Solange Coutinho | |||
| The aim of the present article is to address a number of essential questions
regarding children reading printed and digital texts. The objective is to
develop a methodological procedure with children in the 3rd year of the 1st
Cycle in Municipal Schools in the city of João Pessoa, in
Paraãba, Brazil. The experiments have been produced to be implemented in
schools. In Brazil, the subject of digital artifacts is still regarded as being
precarious; however, the children surveyed have experience with digital
artifacts and digital reading. Keywords: legibility; children's reading; experiment for reading | |||
| PALMA: Usability Testing of an Application for Adult Literacy in Brazil | | BIBAK | Full-Text | 229-237 | |
| Francimar Rodrigues Maciel | |||
| Currently in Brazil, a large number of illiterate adults want to learn to
read, but few of them are being provided with opportunities to learn. They are
a large audience with social barriers and limited knowledge about the usage of
technology. From this scenario, studies about how to conduct evaluation to
understand the user experience can contribute to design and get opportunities
for creating and improving interactive learning environments. This paper seeks
to present the usability testing of a mobile application for adult literacy
conducted in Brazil. The Methodologies and issues for further research on
M-Learning will also be indicated. Keywords: mobile learning; usability testing; adult literacy | |||
| Setting Conditions for Learning: Mediated Play and Socio-material Dialogue | | BIBAK | Full-Text | 238-246 | |
| Emanuela Marchetti; Eva Petersson Brooks | |||
| This study discusses how mediated play support learners' understanding of
abstract concepts, through ownership and expression of self. The studies,
Design-Learn-Innovate and MicroCulture, are targeted to primary and high school
pupils, and are respectively set in a secondary school and in an archaeological
museum. The impact of a dialogic setting for learning, based upon mediated play
and design activities, on pupils' understanding of abstract concepts as well as
active participation to learning are investigated. Results from both studies
show that mediated play and design based tasks can contribute to learning in
formal and non-formal contexts by setting conditions for children to take
possession of their learning process and of the concepts, exploring them
through their senses and social interaction. As a result, children can achieve
complex forms of understanding, which can be useful in future learning
experiences. Keywords: design based learning; playful learning; mediated play; facilitation | |||
| The Learning Machine: Mobile UX Design That Combines Information Design with Persuasion Design | | BIBAK | Full-Text | 247-256 | |
| Aaron Marcus; Yuan Peng; Nicola Lecca | |||
| In an era of increasing need for educated workers, higher costs of
education, and emergence of virtual universities appealing to worldwide
markets, new tablet-based online learning solutions are inevitable. The
Learning Machine project of 2012 combines information design with persuasion
design and seeks to change learning behavior in the short- and in the
long-term. This paper explains the development of its user interface. Keywords: courses; culture; dashboard; design; development; education; incentives;
information; learning; mobile; persuasion; social networks; tablet; user
interface; user experience; virtual university | |||
| Information Accessibility in Museums with a Focus on Technology and Cognitive Process | | BIBAK | Full-Text | 257-265 | |
| Laura B. Martins; Felipe Gabriele | |||
| The present article is part of a more broaden study regarding the integrated
systems of information. The focus of this research is the informational
accessibility in museums under the perspective of the universal design and the
ergonomic information and cognition. Its objective is to report the research
regarding new information and communication technologies, based on
bibliographic researches and synchronic analysis in Brazilian and European
museums. This work was carried out under the intention to gather data about the
state of the art in the area, aiming to understand it enough to find more
proper solutions to be applied in the object of study -- the Kahal Zur Israel
synagogue. Keywords: Information design; Information ergonomics; Universal design | |||
| Luz, Câmera, Libras!: How a Mobile Game Can Improve the Learning of Sign Languages | | BIBAK | Full-Text | 266-275 | |
| Guilherme Moura; Luis Arthur Vasconcelos; Aline Cavalcanti; Felipe Breyer; Daliton da Silva; João Marcelo Teixeira; Crystian Leão; Judith Kelner | |||
| There is a natural communication barrier between hearing and non-hearing
people, and one of the reasons is the lack of knowledge about sign languages.
This paper presents a study about a mobile application for learning and
practicing the Brazilian sign language (Libras). The application consists of a
guessing game in which two players must guess each other's signs. For two
months, the data collected from the game server and from the user gaming
experience was analyzed with regard to the user interaction, engagement, fun
and learning. The obtained results indicate that due to the mobile nature of
the application, the drop rate was higher than expected. However, the user
information demonstrated that learning tools can benefit from the mobile and
ubiquitous nature of such devices. Despite the many drawbacks found, users
confirmed the game was fun and effective for learning a sign language. Keywords: Mobile; Sign Language; User Experience; Games | |||
| Toward Social Media Based Writing | | BIBAK | Full-Text | 276-285 | |
| John Sadauskas; Daragh Byrne; Robert K. Atkinson | |||
| Although text-based digital communication (e.g. email, text messaging) is
the new norm, American teens continue to fall short of writing standards,
claiming school writing is too challenging and that they have nothing
interesting to share. However, teens constantly and enthusiastically immerse
themselves in social media, through which they regularly document their life
stories and voluntarily share them with peers who deliver feedback (comments,
"likes," etc.) which has been demonstrated to impact self-esteem. While such
activities are, in fact, writing, research indicates that teens instead view
them as simply "communication" or "being social." Accordingly, through a review
of relevant literature, interviews with teachers, and focus groups with
students, this research offers recommendations for designing technology that
infuses school writing with the aspects of social media that teens find so
engaging -- including multi-platform access to personal informatics, guided
prewriting tools, and structured peer feedback -- with the ultimate goal of
improving student writing. Keywords: storytelling; usability methods and tools; social media; writing; education;
educational technology; instruction; design | |||
| Participatory Design for Mobile Application for Academic Management in a Brazilian University | | BIBAK | Full-Text | 286-295 | |
| José Guilherme Santa Rosa; Andrei Gurgel; Marcel de Oliveira Passos | |||
| The object of this work is to report on the research process for the
development of a mobile software application devised for academic management --
SIGAA -- at Rio Grande do Norte Federal University (UFRN), in Brazil. Using the
methodology of Participatory Design (PD), Prototyping, and other participatory
techniques, the application's interfaces were developed, and three types of
prototypes for the registering and editing of student presence were tested. The
implications inherent to each model, and usability recommendations for the
formulation of usability guidelines for the academic information management
applications project were also ascertained. Keywords: Design; Participatory Design; Mobile | |||
| YUSR: Speech Recognition Software for Dyslexics | | BIBAK | Full-Text | 296-303 | |
| Mounira Taileb; Reem Al-Saggaf; Amal Al-Ghamdi; Maha Al-Zebaidi; Sultana Al-Sahafi | |||
| Learning disability is a classification including several disorders in which
a person has difficulty learning in a typical manner. Reading disability or
difficulties in reading is one of these disorders. Many researchers assert that
there are different types of reading disabilities, of which dyslexia is one.
Dyslexic children suffer from reading difficulties and face many challenges in
their educational life. In this paper we propose an Arabic reading assistance
solution for dyslexic children, it is an automatic speech recognition software
based on analyzing phonetic isolated Arabic alphabet letters. The software
application provides an environment for dyslexic children to develop and
improve their skills of reading and spelling. Keywords: Dyslexia; Speech Recognition; Usability | |||
| Measuring Usability of the Mobile Mathematics Curriculum-Based Measurement Application with Children | | BIBA | Full-Text | 304-310 | |
| Mengping Tsuei; Hsin-Yin Chou; Bo-Sheng Chen | |||
| In this paper, we present the application software on mobile tablet device called mathematics curriculum-based measurement (iCBM). The iCBM was developed by various mobile technologies. Thirty-four fifth-grade elementary students participated in the study. The findings demonstrated that students had positive attitudes toward the iCBM system as well as taking math tests through mobile tablet devices. The observations of usability test on iCBM system indicated that children can use iCBM successfully. Suggestions are made about the interface design for children while using iCBM to solve math problems. | |||
| Teachers and Children Playing with Factorization: Putting Prime Slaughter to the Test | | BIBAK | Full-Text | 311-320 | |
| Andrea Valente; Emanuela Marchetti | |||
| This study presents results from the evaluation of Prime Slaughter, a
computer game aimed at supporting learning of factorization and prime numbers.
The game was tested and re-conceptualized during a whole-day participatory
workshop, involving two classes of pupils and their math teacher. As a result,
it was possible to see that social play elicits fundamental questions about the
nature of abstract concepts, in our case the operations involved in
factorization and the relationship between natural numbers and primes,
supporting sense making and reflections through verbal articulation. Moreover,
new insights were gathered, in relation to enrich the game, taking inspiration
from emergent meaning regarding the different forms of play allowed and the
need to better support multi-player interaction. Keywords: Playful learning; factorization; social interaction | |||
| Towards a Common Implementation Framework for Online Virtual Museums | | BIBAK | Full-Text | 321-330 | |
| Katarzyna Wilkosinska; Andreas Aderhold; Holger Graf; Yvonne Jung | |||
| We present a prototypical solution to a common problem in the Cultural
Heritage (CH) domain. After creation, 3D models of CH artifacts need to be
processed to a format suitable for presentation on multiple platforms, e.g. in
a Web Browser for online virtual museum applications, to target desktop
computers and mobile devices alike. The constraints of an in-browser
presentation give rise to a series of optimization and conversion concerns that
need to be addressed to successfully display the CH objects in a Web
application. Current 3D authoring tools do not readily support this kind of
optimization and conversion required for CH domain scenarios. We therefore
propose a web-based service framework, which solves the problem of pipelining
3D models for interactive Web presentations. We apply open-source technologies
like X3DOM, Flask, Celery, and Redis to create a Common Implementation
Framework (CIF) that allows content designers or researchers to optimize their
3D models for the Web through a simple one-step process. Keywords: Web3D; Virtual Museums; Content Authoring; Cultural Heritage | |||
| Towards an Arabic Language Augmentative and Alternative Communication Application for Autism | | BIBA | Full-Text | 333-341 | |
| Bayan Al-Arifi; Arwa Al-Rubaian; Ghadah Al-Ofisan; Norah Al-Romi; Areej Al-Wabil | |||
| In this paper we describe the development and evaluation of an iOS application designed as an augmentative and alternative communication (AAC) tool for individuals with speech and language impairments in Arabic-speaking populations. Formative evaluations carried out in different settings are described with insights obtained from involving users and domain experts in the User-Centered Design approach. Moreover, we summarize experts' reviews on the impact of using the developed application in special education classrooms. | |||
| Improving Autistic Children's Social Skills Using Virtual Reality | | BIBAK | Full-Text | 342-351 | |
| Omaima Bamasak; Roa'a Braik; Hadeel Al-Tayari; Shatha Al-Harbi; Ghadeer Al-Semairi; Malak Abu-Hnaidi | |||
| This project presents an approach to improve autistic children's social and
interactive behavior through involving them in an interactive virtual reality
environment. The targeted group is in the age of 5 to 16 years. The environment
to be simulated is a typical house. The autistic child will have the chance to
move from one room to another and to engage in a series of activities related
to each of these rooms. After each activity in each room, games will be
presented to test the child's understanding and perception of the
aforementioned activities. Using our developed software, the autistic children
gaining improvement in their communication skills such as following commands,
identifying vocabulary , linking the words to their meaning and eye contacts.
They will also witness an improvement in learning the religious routines, daily
habits, awareness of danger and awareness of surrounding environment. Keywords: Autism; Autistic children; virtual reality; social skill; behavior;
simulate; software | |||
| Lazy Eye Shooter: Making a Game Therapy for Visual Recovery in Adult Amblyopia Usable | | BIBAK | Full-Text | 352-360 | |
| Jessica D. Bayliss; Indu Vedamurthy; Mor Nahum; Dennis Levi; Daphne Bavelier | |||
| As many as three quarters of a million preschoolers are at risk for
amblyopia in the United States, so appropriate screening and accessible
treatment are very important. Recent studies have shown that playing action
video games results in a range of improved spatial and temporal visual
functions, including visual acuity. Lazy Eye Shooter is a game treatment that
takes advantage of these findings in that the software contains a dichoptic
display in a First Person Shooter (FPS) action video game. FPS games are
unfortunately among the most difficult games to learn for naïve subjects.
Given that the treatment requires over 40 hours of playtime, we wanted to make
sure that subjects were successful at the game from the very beginning. We
describe several methods we have used to make the overall experiences of
subjects more positive and discuss current preliminary results from the use of
Lazy Eye Shooter. Keywords: amblyopia treatment; video games for health; serious games; UT2004; lazy eye
treatment; Unreal Tournament 2004; game treatment; game design | |||
| Designing Supportive Mobile Technology for Stable Diabetes | | BIBAK | Full-Text | 361-370 | |
| Katherine S. Blondon; Predrag Klasnja | |||
| Diabetes is a complex, evolving chronic disease, with an evolving need for
self-management as the disease progresses. Through patient interviews and a
focus group, we explored the changing need for technological support for
diabetes self-management over the course of the disease, with a particular
focus on insulin users. We propose a design for supportive technology aimed at
the stabilization and progression stages of diabetes, which focuses on the
creation of an individualized database of how new experiences with food,
physical activities and travel affect one's glucose levels. Our design supports
feedback and improvement for future similar experiences, while avoiding the
burden of intensive tracking. We propose a mechanism to suggest insulin doses
adapted to the user, and sharing data with peers according to individual
privacy wishes. Future research could allow this innovative approach to benefit
non-insulin users. Keywords: Diabetes; self-management; mobile technology; health informatics | |||
| Application of Rhetorical Appeals in Interactive Design for Health | | BIBAK | Full-Text | 371-380 | |
| Sauman Chu; G. Mauricio Mejia | |||
| The theory of rhetoric could provide critical foundations for interactive
design. One core idea of rhetoric is the rhetorical appeals, which include
logos, pathos, and ethos. The authors report a research-based design project
with reflections from the design process and usability evaluations. The project
explored the application of the rhetorical appeals in the design of a mobile
web application for childhood obesity prevention. Keywords: Design and health; mobile app; child obesity; rhetorical appeals;
interactive design | |||
| Addressing Human Computer Interaction Issues of Electronic Health Record in Clinical Encounters | | BIBA | Full-Text | 381-390 | |
| Martina A. Clarke; Linsey M. Steege; Joi L. Moore; Jeffery L. Belden; Richelle J. Koopman; Min Soon Kim | |||
| Electronic Health Records (EHRs) are known to reduce medical errors and store comprehensive patient information, and they also impact the physician-patient interaction during clinical encounters. This study reviewed the literature to (1) identify the most common challenges to patient-physician relations while using an EHR during a clinical visit, (2) discuss limitations of the research methodologies employed, and (3) suggest future research directions related to addressing human computer interaction issues when physicians use an EHR in clinical encounters. | |||
| Designing Co-located Tabletop Interaction for Rehabilitation of Brain Injury | | BIBAK | Full-Text | 391-400 | |
| Jonathan Duckworth; Patrick R. Thomas; David Shum; Peter H. Wilson | |||
| This paper surveys emerging design research on co-located group interaction
with tabletop displays as an approach toward developing an upper-limb movement
rehabilitation system for acquired brain injury (ABI). Traditional approaches
and newer virtual reality interventions for physical therapy tend to focus on
individuals interacting one-on-one with a therapist in a clinical space -- this
is both labor intensive and costly. Co-located tabletop environments have been
shown to enhance the engagement of users, translating to skill acquisition. We
describe the principles of group interaction that inform our understanding of
motor rehabilitation using interactive media; explore four constructs from
interactive tabletop research that may influence the design of co-located
systems for rehabilitation: 1) physical space, 2) group awareness, 3)
territoriality, and 4) interaction simultaneity; and consider how each
construct can be expressed in particular design solutions for rehabilitation of
ABI. Keywords: Co-located; Group Interaction; Tabletop Display; Movement Rehabilitation;
Acquired Brain Injury | |||
| Paindroid: A Mobile Tool for Pain Visualization and Management | | BIBAK | Full-Text | 401-406 | |
| Tor-Morten Grønli; Gheorghita Ghinea; Fotios Spyridonis; Jarle Hansen | |||
| This paper presents a tool that addresses self-management expression of
pain, through an Android application based on multimodal and 3D. Our pilot
evaluation highlighted a positive attitude towards the usability of PainDroid's
novel functionality, as well as the potential of the application to open up new
avenues of patient-clinician interaction with the use of an innovative user
experience. Keywords: Android; Pain Visualization; Tablet; HCI | |||
| Usability Testing Medical Devices: A Practical Guide to Minimizing Risk and Maximizing Success | | BIBAK | Full-Text | 407-416 | |
| Chris Hass; Dan Berlin | |||
| This experience-based paper provides an introduction to U.S. regulations,
example methodology documents, and practical advice for planning and executing
medical device usability studies. Keywords: Medical Device usability testing; procedures; practical guide; minimizing
risk | |||
| Exploring the Need for, and Feasibility of, a Web-Based Self-Management Resource for Teenage and Young Adult Cancer Survivors in the UK | | BIBAK | Full-Text | 417-423 | |
| Louise Moody; Andy Turner; Jane Osmond; Joanna Kosmala-Anderson; Louise Hooker; Lynn Batehup | |||
| The growth in social networking sites and online forums make the internet a
potential platform to be considered for the provision of self-management and
e-learning support to young people following cancer treatment. However, the
feasibility and potential barriers to this as a post treatment option should be
considered. A mixed methods approach was adopted that included an online
survey, focus groups and interviews with cancer survivors, their parents, and
information technology, clinical and social work professionals to consider the
potential of a web-based self-management resource. Barriers were identified to
the delivery of care using this method. Developing such a self-management
system requires close working between IT and clinical staff, alongside patient
representation and usability expertise. As computer access and use amongst this
group is commonplace, there is an expectation that self-management needs will
be met at least partially in this way in the future. Keywords: Web-based self-management; young cancer survivors; online support | |||
| Avatar Interfaces for Biobehavioral Feedback | | BIBAK | Full-Text | 424-434 | |
| Tylar Murray; Delquawn Hardy; Donna Spruijt-Metz; Eric Hekler; Andrew Raij | |||
| The combination of inexpensive wearable sensors, powerful mobile phones, and
always-connected cloud computing are enabling new, real-time feedback and
coaching via mobile technologies. This paper explores the use of avatars --
digital representations of the self -- as an ideal user interface for mobile
health application. Specifically, a justification for using avatars is
provided, both based on empirical studies and the psychology of human body
interpretation. We then provide an organized, theoretical description of how an
avatar's traits (appearance, behavior, and virtual environment) can be
manipulated to convey specific health-related behavior change messages. Keywords: avatars; development; Proteus Effect | |||
| Participatory Interaction Design for the Healthcare Service Field | | BIBAK | Full-Text | 435-441 | |
| Takuichi Nishimura; M. Kobayakawa; M. Nakajima; K. C. Yamada; T. Fukuhara; M. Hamasaki; H. Miwa; Kentaro Watanabe; Y. Sakamoto; T. Sunaga; Yoichi Motomura | |||
| Innovative service operations in the healthcare field should be cooperative
and proactive. However, this is often difficult because separate providers have
different ideas and backgrounds and little information of others' practices.
For example, we found that workers in a care facility share one notebook for
communication and have no incentive to improve the workflow. We also observed
that most point-of-care system PDAs in a hospital were not being used to record
and share information by the nurses, mainly because the system interface
impeded their workflow. In addition, members of a dance sports circle, who want
to improve their health, are inactive because of a lack of support. Such
healthcare communities should be encouraged to be proactive and collaborate in
solving problems. Participatory interaction design is important for this
purpose, and so an activity methodology combined with technical systems should
be developed. This paper proposes three steps towards participatory interaction
design and describes a prototype of the methodology. Keywords: Participatory interaction design; service engineering; nursing-care service;
collaborative system development | |||
| Virtual Environment to Treat Social Anxiety | | BIBAK | Full-Text | 442-451 | |
| Ana Paula Cláudio; Maria Beatriz Carmo; Tânia Pinheiro; Francisco Esteves; Eder Lopes | |||
| The aim of our work is to propose a Virtual Reality solution to treat social
anxiety, applying cognitive-behavioral therapies, that preserves the sense of
immersion without requiring the use of expensive special purpose hardware. We
have developed an application, called Virtual Spectators, that creates a
simulation taking place in a virtual scenario inhabited by animated virtual
humans whose behaviors are dynamically controlled by the therapist. To evaluate
the effective usefulness of the tool from the point of view of the therapist,
we performed an evaluation of the application with a set of these professionals
familiarized with the use of exposure therapy. Their feedback was positive and
they were enthusiastic about the possibility of using such a tool to support a
session of exposure therapy. Keywords: Virtual reality; virtual humans; social anxiety | |||
| Development and Evaluation of a Knowledge-Based Method for the Treatment of Use-Oriented and Technical Risks Using the Example of Medical Devices | | BIBAK | Full-Text | 452-461 | |
| Simon Plogmann; Armin Janß; Arne Jansen-Troy; Klaus Radermacher | |||
| Rapidly evolving technological progress in the field of medical devices not
only leads to a potential enhancement of therapeutic results but also to a
change of the Human-Machine-Interaction characteristics, causing deficiencies
in the use process and bringing along high potential for hazardous
human-induced failures. This implicates higher risks for patients, medical
professionals and third parties. In order to support the usability engineering
and risk management process of medical devices, a new methodology for risk
control has been developed and evaluated. The aim is to implement appropriate
counteractions in the risk control process, reducing errors in the
Human-Machine-Interaction process as well as system-inherent technological
risks. Accessing information from the method's knowledge base enables the
operator to detect the most suitable countermeasures for the respective
problem. 41 approved generic countermeasure principles have been indexed as a
resulting combination of root causes and failures that might appear during
Human-Machine-Interaction or manufacturing and developmental process. The
method has been tested in comparison to conventional approaches. Evaluation of
the matrix and reassessment of the risk priority numbers by a blind expert
demonstrated a substantial benefit of the new mAIXcontrol method. Keywords: Human Error Taxonomy; Usability Engineering; Human-Machine-Interaction; Risk
Control; Human Factors in Risk Management; System Safety; Theory of Inventive
Problem Solving (TRIZ); Healthcare/Medical Systems | |||
| Interactive System for Solving Children Communication Disorder | | BIBAK | Full-Text | 462-469 | |
| Wafaa M. Shalash; Malak Bas-sam; Ghada Shawly | |||
| The recent development in information technology contributes significantly
in solving special needed people problems. This paper describes an ongoing
project to help those children suffering from speech disorder problems. The
current application is an interactive game using speech recognition technology;
kid can interact with an animated picture using his/her voice. There are
several levels for improving the speaking skills of children at different
stages. Firstly, by encouraging child just to produce sounds then by improving
his/her pronunciation skills by pronouncing short vocal Arabic words. This
application solves speech disorder problems such as difficulty producing
speech, dysfluency, shuttering and voice disorders. The current work is pioneer
in developing an Arabic language application and targeted to children aged from
2 years to 7 years. Keywords: children speech disorder; speech recognition; interactive applications | |||
| Game-Based Interactive Media in Behavioral Medicine: Creating Serious Affective-Cognitive-Environmental-Social Integration Experiences | | BIBAK | Full-Text | 470-479 | |
| Alasdair G. Thin; Marientina Gotsis | |||
| The need to refocus health systems more towards prevention is now widely
recognized, since most of the major disease conditions in the developed world
have significant behavioral determinants. However, most efforts to date have
been limited in their impact as they have generally failed to take account of
the complex hierarchy of interacting social and environmental influences. The
reality of life in a networked society is such there is now an additional set
of corresponding influences that arise in the digital world(s) that an
individual inhabits. Concurrent with these developments, the rapid emergence of
a wide range of digital technologies offers a whole new set of affordances and
potential health applications. We therefore argue for the design of digital
supportive environments that utilize mobile devices, sensors, social media,
game worlds and mechanics, in order to create transformative experiences that
can effect large scale positive health behavior change. Keywords: health promotion; games; supportive environment; empowerment | |||
| A Mobile Prototype for Clinical Emergency Calls | | BIBAK | Full-Text | 480-487 | |
| Cornelius Wille; Thomas Marx; Adam Maciak | |||
| In case of an emergency within a hospital, all available doctors get alarmed
through a central collecting point. Only the doctor arriving first at the
patient undertakes the medical treatment. All other doctors needlessly
interrupt their current treatments or standby service. This article presents a
prototype, to locate and alarm safely the nearest and available doctor. Mobile
devices (smartphones und tablets based on Android or iOS) are used for
localization, alarming and confirmation. Beside the localization in closed
buildings the daily use of the prototype was tested. This incorporated the
smooth integration into clinical information systems, the easy to use interface
as well as the availability and robustness of the solution. Keywords: emergency calls; indoor localization; paging; clinical information systems;
mobile solution; eHealth | |||
| The Design in the Development of Exergames: A New Game for the Contribute to Control Childhood Obesity | | BIBAK | Full-Text | 491-500 | |
| Marina Barros; André Neves; Walter Correia; Marcelo Márcio Soares; Fábio Campos | |||
| Obesity is increasing alarmingly worldwide, especially in children's
audience, due to the adoption of sedentary habits. The exergames are a new
class of digital games that have arisen over the possible use of technology,
low cost, to unite physical activity to video games such as Nintendo Wii, X-Box
360, among others. And these have been gaining ground due to immersion of
users, working their cognitive skills, attention and memory. This study
presents a new game, the PEGGO developed by Federal University of Pernambuco,
with data supporting the use for this type of game in order to contribute to
help control childhood obesity. Keywords: Exergame; Design; Ergonomics; Control Obesity | |||
| Case Study: Identifying Gamification Opportunities in Sales Applications | | BIBAK | Full-Text | 501-507 | |
| Joëlle Carignan; Sally Lawler Kennedy | |||
| This paper presents results from interviews aimed at identifying end-users
interest in a gamified Sales application, motivations, and information sharing
concerns. A promotional video was used to introduce the concept of gamification
to participants in order to allow them to form an opinion on the concept.
Participants had mixed reactions, ranging from skeptical to positive. For some
participants, a game would need to be aligned with their primary work goal, but
others were interested in making connections with coworkers or increased sales
knowledge. The interviews provided basic information early in the design
lifecycle and helped in gaining support from the management team for the
validation of a prototype. The paper describes results from the study and
provides insights into the design process for the gamification of enterprise
software. Keywords: CRM; Design; Enterprise Software; Gamification; Research Methods; Sales;
User Experience | |||
| Interactive Doodles: A Comparative Analysis of the Usability and Playability of Google Trademark Games between 2010 and 2012 | | BIBAK | Full-Text | 508-517 | |
| Breno José Andrade de Carvalho; Marcelo Márcio Soares; Andre Menezes Marques das Neves; Rodrigo Pessoa Medeiros | |||
| By using artistic mutations, called Doodles, Google has been commemorating
important events and personalities. This fun approach started with still
images, evolved to increasingly complex interactions, and has resulted in games
based on the configurations of its logo. Thus, the company which was born in
the digital world has introduced a new interactive approach to its logo in
cyberspace, thus offering new experiences to the user. This article sets out to
present a comparative analysis of usability and playability of five interactive
Doodles by applying the RITE (Rapid Interation Testing and Evaluation) approach
so as to investigate ergonomic criteria of invitation, suitability immediate
feedback and user control. Keywords: Interactive Doodles; Mutated Logo; Google; Game; Playability; Usability | |||
| Exploring Adjustable Interactive Rings in Game Playing: Preliminary Results | | BIBAK | Full-Text | 518-527 | |
| Leonardo Cunha de Miranda; Heiko Hornung; Roberto Pereira; Maria Cecília C. Baranauskas | |||
| In recent years new forms of interaction have been proposed by academia and
industry for the contexts of use of interactive Digital Television (iDTV) and
games. One of these proposals is called Adjustable Interactive Rings (AIRs),
which is a technology resulting from a research project that was originally
designed to be used with iDTV applications. Taking into account the design
features of the physical artifact of interaction developed, it seems possible
to conjecture its use in other contexts then the iDTV. In this paper, we
present preliminary results of an experiment conducted with users in order to
investigate the suitability of AIRs in the context of playing computer games. Keywords: AIRs; kinect; Wiimote; joystick; gamepad; gesture-based interaction | |||
| Gamification at Work: Designing Engaging Business Software | | BIBAK | Full-Text | 528-537 | |
| Janaki Kumar | |||
| Gamification is a buzz word in business these days. In its November 2012
press release, Gartner predicts that "by 2015, 40% of Global 1000 organizations
will use gamification as the primary mechanism to transform business
operations". In the same report, they also predict that "by 2014, 80% of
current gamified applications will fail to meet business objectives, primarily
due to poor design".
What is gamification? Does it belong in the workplace? Are there design best practices that can increase the chance of success of enterprise gamification efforts? Janaki Kumar answers these questions and more in this paper Gamification @ Work. She cautions against taking a "chocolate covered broccoli" approach of simply adding points and badges to business applications and calling them gamified. She outlines a methodology called Player Centered Design which is a practical guide for user experience designers, product managers and developers to incorporate the principles of gamification into their software. Keywords: Gamification; Enterprise Gamification; Gamification of business software;
enterprise software; business software; User experience design; UX; Design;
Engagement; Motivation | |||
| Stand Up, Heroes!: Gamification for Standing People on Crowded Public Transportation | | BIBAK | Full-Text | 538-547 | |
| Itaru Kuramoto; Takuya Ishibashi; Keiko Yamamoto; Yoshihiro Tsujino | |||
| There are quite many commuters who are forced to keep standing on crowded
public transportation in Japan, and they often feel fatigue and frustration.
Stand Up, Heroes! (SUH) is an EELF-based gamification system to motivate
commuters to keep standing. In SUH, they have their own avatars which grow
according to their time of standing. As the result of a twelve-week practical
evaluation, it is found that SUH can stimulate commuters' motivation during
first eight weeks. Growing-up avatars are most effective for stimulation and
fun. However, some participants cannot feel fun or stimulation for standing
from SUH, because their public transportation which they get on is not so
crowded that they can seat on the transportation. Keywords: gamification; EELF; public transportation; motivation; mobile device | |||
| Applying Gamification in Customer Service Application to Improve Agents' Efficiency and Satisfaction | | BIBA | Full-Text | 548-557 | |
| Prerna Makanawala; Jaideep Godara; Eliad Goldwasser; Hang Le | |||
| Gamification is the idea of applying game mechanics to non-game areas in order to encourage the use of product or service and to help make technology more engaging. This paper discusses approaches to improve agents' productivity, spirit, and engagement at work by introducing gamification into SAP Service OnDemand, an enterprise application running in the cloud, using player-centered design. Customer service domain suffers with low job satisfaction, low employee morale, and high turnover due to the lack of job control and the task variety. We present ideas using gamification elements that could increase the job engagement and make various repetitive tasks more fun resulting in a more efficient and effective customer service. Added benefits would be reduced training needs and higher retention rates. | |||
| Perception of Gamification: Between Graphical Design and Persuasive Design | | BIBAK | Full-Text | 558-567 | |
| Cathie Marache-Francisco; Eric Brangier | |||
| We aim at determining Gamification contribution to non-ludic systems. We
analyze HCI design evolution and the theories using game design in that scope
to finally introduce Gamification. We state that it is perceived through
graphics and persuasion concepts without considering usefulness. To demonstrate
that, we ask 10 HCI designers to identify and categorize the elements which
induce a ludic spirit on Gamification systems. The results show that Graphics
and Persuasion aspects are associated with Perceived Gamification, while
Usefulness is not. The content and functions associated with the categories are
specified. We state that Gamification can become a decisive factor for the
design of a successful human-technology relationship beyond classic theories of
technology adoption and use. We then question its contribution. Keywords: Ergonomics; User Experience; Gamification; Persuasive Technology; Emotional
Design; Motivation | |||
| Interactive Rock Climbing Playground Equipment: Modeling through Service | | BIBAK | Full-Text | 568-576 | |
| Mikiko Oono; Koji Kitamura; Yoshifumi Nishida; Yoichi Motomura | |||
| Rock-climbing is a tool for investigating a full-body interaction. To design
physical and psychological interaction with rock-climbing equipment, it is
critical that scientific data on children's interaction with the equipment be
collected. We developed a rock-climbing wall with embedded sensors to record
the physical behavior of children while playing on the wall. Over 1000 children
participated in this study. With the aim of creating an evidenced-based
interaction design of climbing, we formulated a climbing behavior model to see
the relationship among influencing variables that describe climbing activities. Keywords: embedded sensor network; full-body interaction; children's behavior model;
playground equipment | |||
| Work and Gameplay in the Transparent 'Magic Circle' of Gamification | | BIBAK | Full-Text | 577-586 | |
| Rafzvan Rughinis | |||
| We analyze the 'Revision Fever' gamification exercise and the challenges of
adjusting the logic of gameplay to the logic of the non-game activity. We rely
on 'instrumental genesis' theory (Béguin & Rabardel, 2000) and a
conceptualization of the 'magic circle' of gameplay (Stenros, 2012) to
highlight points of divergence and possibilities of adjustment on two
dimensions: the gamification artifact, including the rules of the game layer
and the organization of the arena of play, and players' activity schemes,
especially their play strategies and their engagement with the game layer. The
work of adjustment is collective and distributed across roles, participants,
and time. Gamification involves the design and continuous enactment of a 'magic
circle' that is transparent towards the associated non-game activity. Keywords: Gamification; magic circle; collaborative work; distributed work;
instrumental genesis theory | |||
| Augmenting Yu-Gi-Oh! Trading Card Game as Persuasive Transmedia Storytelling | | BIBAK | Full-Text | 587-596 | |
| Mizuki Sakamoto; Tatsuo Nakajima | |||
| In this paper, we present Augmented Trading Card Game that enhances remote
trading card game play with virtual characters used in the fictional stories of
popular animations and games. We show our observations about the way players
use the system, realizing the game, and what their feelings and impressions
about the game are. We believe the obtained results would be useful to consider
how to use empathetic virtual characters and the fictional story that the
characters are used in, in the real world activities for future information
services. We also discuss how our approach can be extended to design a new type
of transmedia storytelling by considering Augmented Trading Card Game as one
form of transmedia storytelling. From the experiences we propose a framework
for designing transmedia story telling aiming to change people's attitude and
behavior named persuasive transmedia storytelling. The framework called
value-based design framework is a first step to design persuasive transmedia
storytelling. Keywords: Storytelling; Augmented Reality; Trading Card Game; Virtual Character | |||
| How Gamification and Behavior Science Can Drive Social Change One Employee at a Time | | BIBAK | Full-Text | 597-601 | |
| Susan Hunt Stevens | |||
| This paper discusses the use of interactive technology and gamification at
companies to drive positive behavior change at scale around the topic of
sustainability and corporate responsibility. While game and social based
learning is still a relatively new concept for companies, our research and
experience in the marketplace has shown that it can be effectively used to
bridge the education gap among employees to help translate complex
environmental science and ideas into a framework that people can understand as
well as understand their own personal impact. Keywords: Behavioral science; gamification; corporate sustainability; persuasive
technology; game design | |||
| Bridging the Gap between Consumer and Enterprise Applications through Gamification | | BIBAK | Full-Text | 602-607 | |
| Tim Thianthai; Bingjun Zhou | |||
| Consumer and enterprise applications are often perceived as the opposites in
user-experience spectrum. One seemed serious, complex, and dull, while the
other seemed fun, simple, and visually stimulating. Through gamification, these
differences in perception can change, and the line between consumer and
enterprise applications can be blurred. Some may think that applying the
gamification concept to enterprise application is much harder than applying it
to consumer application where the limitations are not as prominent. Thus, some
may have already given up before they started. When analyzed closely based on
our experience, these two types of application are quite similar. Keywords: Gamification; Enterprise; SAP | |||
| Gamification: When It Works, When It Doesn't | | BIBAK | Full-Text | 608-614 | |
| Erika Noll Webb | |||
| The concept of using game mechanics to attract and retain customers in the
consumer space is now well accepted. However, the use of gamification in the
enterprise space is still catching on. There are a number of reasons to believe
that acceptance of gamification will grow in the enterprise space. The most
likely reason is that companies are increasingly concerned about the effect of
employee engagement on productivity. But, there are circumstances where
gamification can be successful and circumstances where gamification can fail. Keywords: Gamification; Game Mechanics; Enterprise Software; User Experience;
User-centered design | |||