| Social Media Interactions and the Use of Third-Party Management Applications on Effectiveness and Perception of Information | | BIBAK | Full-Text | 3-12 | |
| Çakir Aker; Özgürol Öztürk | |||
| Social media has a significant impact in our daily social lives, which
challenges the traditional face-to-face interaction and/or other conventional
media. Most of the social media platforms provide unique and effective web
sites that enable the users to connect and interact with one another yet they
also update their sites with Web 2.0 improvements and innovative ways of
interaction. Twitter and Facebook have launched their own applications that
became really popular among users. However, there are also third-party
applications, which enable the use of diverse social networking sites through
one platform. These platforms are within the reach of everyone and can be
accessed directly from desktop without any browser needed. This research
focuses on the usability of these third-party management applications. In this
context, it will explore whether the desktop versions (third-party software) of
those platforms enhance the interaction capabilities and improve user
experience. In this regard the focus will be on an application that enables the
use of multiple social media sites simultaneously through a single graphical
user interface, 'Yoono'. The user interaction with multiple accounts and social
media services at the same time presents the ability to show the information in
one screen rather than having separate tabs like has been done in typical
browser view. Also it might be possible to have an estimate about if the user
prefers to have separate tabs or just one tab to show all of the information
regarding the social media that he/she is using. In order to understand this, a
qualitative usability test, based on multi-method approach, was carried out
with a sample of 8 participants who were experienced mobile social network site
(SNS) users. Tests were conducted on a desktop computer with Yoono. After a
background questionnaire, the participants were observed during the task
executions and additional data was collected through eye-tracking. After the
session, participants were asked to fill out a post-test form while having a
small debriefing interview to gain a detailed insight into their experience.
Findings support the notion that the usability problems might shroud the new
and innovative capabilities of Yoono and prevents it to become an application
that users would chose to use instead of browser interaction and needs further
development in order to be an alternative to browsing. Keywords: User experience; Dashboard applications; Social networking | |||
| Design Process of a Social Network System for Storage and Share Files in the Workplace | | BIBAK | Full-Text | 13-24 | |
| Heloisa Candello; Silvia Bianchi; Leandro Cassa | |||
| This paper explores the design process of a social network based storage and
share application in the workplace. One of the big challenges of our era is to
handle the amount of data available. This may result in a high cost with
additional servers to store the data and guarantee availability and
reliability. We interviewed ten employees to understand better their share and
storage practices in everyday life, and also identify opportunities to inspire
the design of storage applications. As a result, we provided 20 recommendations
to develop social network storage systems. Additionally, we created personas
and scenarios inspired by interviewed participants. We envisioned how the
system should work and we illustrated it by interaction cycles with a low-tech
prototype. Finally, we provide lessons learned towards the design of storage
and share files in the workplace leveraging the social relationship amongst
co-workers. Keywords: Design process; Social networks; Distributed storage systems | |||
| Evolution of e-Research: From Infrastructure Development to Service Orientation | | BIBAK | Full-Text | 25-35 | |
| Hashim Iqbal Chunpir; Thomas Ludwig; Dean N. Williams | |||
| E-Research has reframed the process of research. Researchers can now access
distributed data around the globe with the help of e-Research infrastructure.
This paper presents an overview of the developmental process and evolution of
an e-Research platform: Earth System Grid Federation (ESGF) that evolved from a
research infrastructure test-bed to a services oriented platform, in subsequent
phases. ESGF is a leading distributed peer to peer data grid system in Earth
System Modelling having around 27000 users distributed all over the world.
Currently, it is a challenge faced by most of the e-Research facilities to
provide user oriented services. Moreover, there is a strong need to conduct
user experience and usability studies of e-Research facilities like ESGF, which
is in demand. However, very few steps have been taken in practice to create a
better user experience (UX), so that users' interest can be generated to
interact with e-infrastructures, on an intuitive basis. Hence, thriving the
practice of e-Research and making it more interesting overtime. Finally, this
paper indicates at the service oriented and usability aspects of e-Science
infrastructures. Keywords: Service orientation of e-Science systems; E-Research; User support; Help
desk; User experience; User-centered design; Federated e-Research facilities | |||
| Visualizing Group User Behaviors for Social Network Interaction Design Iteration | | BIBAK | Full-Text | 36-45 | |
| Zhenyu Gu; Jia Ming Yu; Zhanwei Wu; Zhan Xun Dong | |||
| Considering the popularity of UCD methods in recent years, it's no surprise
that User behavior data analysis has become an important tool in design
process. Behavior tools based on data mining technology, such as Flurry and
Google Analytics, is widely used in web-based applications to support
quantitative user research. However, information visualization provided by
those tools is usually adapted to business other than design needs, which could
be hardly used by designers. In this paper, successful experience from CRM
system is analyzed, relations between user behavior and pattern is studied
according to design factors. A prototype visualizing user data gathered from a
social photo app is developed to integrate user behavior visualization into
interaction design iteration process. User experiments are conducted to
evaluate the prototype system. Results shown, interactive visualization on
real-time user data could help to promote design iteration. Keywords: Quantitative analysis; Information visualization; Design iteration | |||
| Understanding the Semantics of Web Interface Signs: A Set of Ontological Principals | | BIBAK | Full-Text | 46-53 | |
| Muhammad Nazrul Islam; A. K. M. Najmul Islam | |||
| Interface signs are the communication artifacts of web interfaces, with
which users interact. Examples of interface signs are small images,
navigational links, buttons and thumbnails. Although, intuitive interface signs
are crucial elements of a good user interface (UI), prior research ignored
these in UI design and usability evaluation process. This paper argues that
ontology (the set of concepts and skills for understanding the referential
meaning of an interface sign) mapping is critical for intuitive sign design. A
light weighted experiment with six participants and twelve signs has been
carried out in order to demonstrate the importance of ontology mapping in
understanding the semantics of interface signs. The paper concludes with some
practical implications and suggestions for future research. Keywords: Ontology; Web interface sign; Web usability; User interface design;
Usability evaluation | |||
| Cultural Reflections in Qatari Government Websites | | BIBAK | Full-Text | 54-62 | |
| Nouf Khashman | |||
| Localizing a website by incorporating culturally appropriate design features
arguably helps it become more functional and usable for its users. This paper
seeks to explore cultural reflections in government websites from Qatar using
the influential cultural model of Geert Hofstede. Through using systematic
content analysis, the examination focused on Web design elements which have
been proven to be good indicators of preferences within cultural groups. The
results showed that Arab culture which Qatar belongs to is somewhat reflected
in the design of Qatari websites. Keywords: Web design; Usability; Qatar; Culture; Hofstede | |||
| Usability Analysis of IxDA.org | | BIBAK | Full-Text | 63-73 | |
| Julija Naskova | |||
| The International Standards Organization definition of usability as
documented in ISO 9241-11 is for "...specified users... specified goals...
particular environments" which implies that usability varies based on those
three factors. The System Usability Scale (SUS) is a ten item questionnaire
developed to evaluate systems' usability. Consequently, SUS became the scale of
choice for measuring usability, broadly applied to various systems including
websites. Contemporary websites are visited by a wide range of users for
different reasons and from all kinds of environments -- can SUS still
effectively measure their usability? For a professional organization such as
IxDA whose focus is user interface design a heuristic evaluation aided by the
Expert Review Checkpoints provides detailed feedback on its website's
compliance with contemporary design standards that affect usability. Keywords: ISO; SUS; UX; Expert Review Checkpoint; Usability; IxDA | |||
| How We Perceive Search Engines | | BIBAK | Full-Text | 74-81 | |
| Leonardo Penna; Manuela Quaresma | |||
| This article presents a literature review related to users' perceptions
about search engines. Its motivation was establish an information source upon a
topic that directly affects people's interactions with these tools and
currently is scattered in the literature. It was discussed impact generated in
users' behavior by the confidence degree in the companies producing search
engines and by credit given to algorithms responsible for selection and
ordering of results. It was also analyzed the public view about impartiality,
accuracy and reliability of these tools. Keywords: Search engines; Search; Perception; Users; Results; Ordering; Ranking | |||
| Clicking Through Endless Seas: Understanding User Experience in the Design of Journalistic Websites | | BIBAK | Full-Text | 82-93 | |
| Ben Posetti | |||
| The research explores the visual design of journalistic content websites,
from a producer and user perspective, to understand the forces underlying the
design. A genre analysis approach is combined with an understanding of user
experience (UX) in interaction design to investigate the meaning embedded in
the design features of three websites. Ethnographic Content Analysis (ECA),
observation tasks, and in-depth interviews reveal a negotiation process between
users and producers in achieving their purposes through the website product. Keywords: User experience; Website design; Ethnographic content analysis | |||
| Origins and Perspectives on Designing Virtual Communities of Practice for Permanent Education: A Case Study in the Collective Health Sector | | BIBAK | Full-Text | 94-103 | |
| Carlos Eduardo Ribeiro; Cláudia Renata Mont'Alvão | |||
| With the advance of Information and Communication Technologies (ICTs),
information sharing is getting faster. The use of ICTs facilitates the
circulation of information and knowledge, but the cognitive ability and the
capacity for innovation are not affected by the technology. By this mean, the
communities of practice using traditional technological tools used in
corporate, personal or relationship websites, only change their goals and forms
of use. This paper describes the development of a conceptual interface to the
community of practice platform used as support for Brazilian National Policy of
Permanent Education in Health, of the Ministry of Health. Keywords: Online communities; Telemedicine; Education in health; Interface design | |||
| The Challenges and Opportunities of Designing National Digital Services for Cross-Border Use | | BIBAK | Full-Text | 104-115 | |
| Molly Schwartz; Heli Kautonen | |||
| By creating a centralized online access points for Finnish library,
archives, and museum materials, the National Library of Finland's web portal,
called Finna, is playing an active role in the wider movement to open and
expand access to cultural content. But as its ever-expanding online audience is
no longer constricted by physical or national borders, the National Library
must cope with the challenges of designing personalized user experiences for
diverse users. This study contains data from a survey and interviews of users
accessing Finnish materials from abroad to determine the nature of potential
target audiences for Finna outside of Finland and determine the major usability
barriers for this group. Keywords: Digital library; User studies; Open knowledge | |||
| Heuristic Evaluation of University Institutional Repositories Based on DSpace | | BIBAK | Full-Text | 119-130 | |
| Maha Aljohani; James Blustein | |||
| The number of Institutional Repositories (IRs) as part of universities'
Digital Libraries (DLs) has been growing in the past few years. However, most
IRs are not widely used by the intended end users. To increase users'
acceptability, evaluating IRs interface is essential. In this research, the
main focus is to evaluate the usability of one type of IR's interface following
the method of Nielsen's heuristics to uncover usability problems for
development purposes. To produce a reliable list of usability problems by
applying the heuristic evaluation approach, we examine the impact of experts
and novices on the reliability of the results. From the individual heuristic
analyses (by both experts and novices), we distilled 66 usability problems.
Those problems are classified by their severity. The results of applying the
heuristic evaluation show that both experts and non-experts can uncover
usability problems. We analyzed the differences between these types of
assessors in this paper. Experts tend to reveal more serious problems while
novices uncover less severe problems. Interestingly, the best evaluator is a
novice who found 21% of the total number of problems. The ability to find
difficult and easy problems are recorded with both types of evaluators.
Therefore, we cannot rely on one evaluator even if the evaluator is an expert.
Also, the frequency of each violated heuristic is used to assigned priority to
the uncovered usability problems as well as the severity level. The result of
the heuristic evaluation will benefit the university through improving the user
interface and encouraging users to use the library services. Keywords: Human computer interaction; Heuristic evaluation; Digital libraries; Digital
repositories; Institutional repositories; Usability problems; Scholarly output;
Dspace | |||
| Building Information Architecture Criteria for Assessing and Evaluating Universities' Web Portals | | BIBAK | Full-Text | 131-141 | |
| Hamad Ibrahim Alomran | |||
| Information architecture (IA) or web information design is the art and
science of organizing information on web pages. It creates ways for people to
find, understand, exchange, and manage information.
This paper aims to highlight the development of IA evaluation by proposing and explaining its main features, and by providing IA stakeholders with the necessary tools for assessing IA qualities, ensuring their suitability for business needs. This research will contribute to a greater understanding of building web IA criteria for assessing and evaluating universities' web portals. This paper uses the Delphi technique to identify the most important questions to build these criteria. Input from three disparate professional areas, each with a specialized area of expertise: web designers, web masters, researchers and faculty members in web design. Data collected over a three-month period. This paper illustrates 45 criteria and types of evidence, which are divided into seven sections: users, content, content management, structure, design and build, navigation, and security. Keywords: Information architecture; IA criteria; Web page evaluation; Academic
websites | |||
| Designing with Young Children: Lessons Learned from a Co-creation of a Technology-Enhanced Playful Learning Environment | | BIBAK | Full-Text | 142-152 | |
| Nanna Borum; Eva Petersson Brooks; Anthony Lewis Brooks | |||
| This paper reports on the lessons learned from working with creative visual
methods with young children between the ages of 3 to 5 years-of-age in an early
years educational setting in Southern Denmark as part of an 18-month project on
Digital Playful Learning. The overarching goal of the study was to create a
practice-based technology-enhanced playful learning environment. Collaboration
was with the pedagogical education University College SydDanmark, the preschool
teachers and the children. 55 children took part in the sessions. The study
investigated a selection of methods developed for children, but not necessarily
young children, such as the Bags of Stuff technique and the Mixing Ideas
technique. This paper will discuss the advantages and challenges of these when
applying them together with young children. The findings suggest that when
working with younger children researchers should make efforts into
understanding the children and their conceptual framework before engaging in
design activities. In addition, young children need support in their creative
expression. Keywords: Early years education; Creative visual methods; Designing with young
children | |||
| Application of Dashboards and Scorecards for Learning Models IT Risk Management: A User Experience | | BIBAK | Full-Text | 153-165 | |
| Ernesto Celi | |||
| The process of education of students and professional training in themes
such as IT Risk Management entails use frameworks such as Magerit or Octave.
The understanding of these frameworks becomes difficult when learning sessions
are short, even if we use specific software, due to the large number of
elements to identify, understand, relate and apply. Using dashboards and
scorecards prepared in tools like Excel helps enhance this learning. The
purpose of this study was to measure the usability and effectiveness in
achieving the expected outcomes, evaluating the experience of users through
questionnaires type System Usability Scale (SUS); and to examine the needs and
expectations of users. The results show that participants learn faster the
practical application of the frameworks studied, because the dashboards and
scorecards allows them easier to identify its elements and its practical
application. Keywords: User experience; Ease of use; Usability; Learning; Dashboard; IT risk
management | |||
| Mapping Metaphors for the Design of Academic Library Websites | | BIBAK | Full-Text | 166-172 | |
| Ming-Hsin Phoebe Chiu | |||
| Internet has changed the way people acquire and consume information. In the
academic setting, students turn to the library websites in the stead of
visiting the library for their information needs. Using metaphor in the design
of library website creates a resemblance that is grounded sensorily,
psychologically, and conceptually on the physical library. This study aims to
identify the analogies that connect the library website elements to the
real-life library experience. Organizational, functional, visual, and textual
metaphors elicited from the participating library users may provide an
integrative design construct that incorporates real-life library experience
into the design of library website. Keywords: Metaphor design; Metaphor; Academic library website; Usability | |||
| A Holistic Approach to User Experience in the Context of an Academic Library Interactive System | | BIBAK | Full-Text | 173-184 | |
| Andrea Alessandro Gasparini | |||
| This paper addresses the impact the user perspective has on an interactive
system, when designing for experience. The context is the introduction of a
discovery tool in an academic library, where the effects of addressing the
users experience (UX) are gathered in the digital and the physical space. How
the UX was addressed before the introduction of this new discovery tool and how
the users experience was tested afterward, will be discussed. The paper
analyzes the results of a multi-folded testing of the discovery tool, including
a large survey, focus groups, observations and usability testing. The main
focus of this paper is on how the results may support the re-design of this
system, and how the library staff made sense of the new insight gained by this
approach. This new insight is also a point of entrance to look at those
usability and design processes, both intensive and somehow chaotic, that
influence the design for the user experiences. This holistic approach will give
new insight both to the research community and to the academic libraries. Keywords: User experience; Usability testing; Academic library search tool | |||
| Antique School Furniture, New Technological Features Needs | | BIBAK | Full-Text | 185-196 | |
| Andreia Gomes; Ernesto Filgueiras; Luís Lavin | |||
| Question: Over the years the demands of teaching design contributed to the
differentiation of school furniture, giving it a specific and distinctive
character from the traditional classrooms. This fact is mainly due to the tools
used by the students in the activities performed in this kind of classes.
However, the material used by the students and the teaching methods have
undergone significant changes over the years. A recent example is the
replacement of traditional design methods by computer-aided ones as a
consequence of the rapid evolution of technology. The generation of students
now entering higher education, millennium generation, grew up with the presence
of technology and the internet, so the pencil and paper are for previous
generations as the computer is for millennial. Today's furniture does not show
signs of this evolution, thus still features characteristics of the beginning
of the twentieth century. This absence of modern adapted furniture forced
schools to provide supplementary material to compensate the problems caused by
constant changes. Purpose: It is part of this article's goals to perform a
morphological and evolutionary analysis of the products with which the students
interact directly. The analysis of some reference situations, such as the
environment in school study rooms and in the classrooms, will allow students to
identify their needs. In order to achieve our goal, data will be collected
through observation techniques, surveys and morphological analysis of the
current and antique furniture. Keywords: School furniture; Observation method; Morphological product methodology
analysis; Conceptual product design | |||
| Analysis of Usability and Information Architecture of the UFRN Institutional Repository | | BIBAK | Full-Text | 197-207 | |
| Débora Koshiyama; André Luís Santos de Pinho; José Guilherme Santa Rosa | |||
| In order to identify the possible problems of usability and information
architecture of the institutional repositories, the case study of the
Institutional Repository of the Federal University of Rio Grande do Norte was
chosen. As research hypothesis, it was established that the information
architecture of the UFRN Institutional Repository interface, version 1.8.1,
disadvantage usability in performing the tasks by system user groups. Data
collection was carried out by applying the techniques of Cooperative Evaluation
and Usability Testing of the UFRN/IR system. Problems of usability and
information architecture were found in the Institutional Repository from the
results obtained. The redesign of the UFRN Institutional Repository interface
on areas related to the tasks presented in the research, and considering the
aspects of usability and information architecture, mentioned above, we will
contribute to access and visibility of information improvement. Keywords: Design; Information ergonomics; Institutional Repository; Usability;
Information architecture | |||
| Ergonomic and Usability Analysis of Interactive Whiteboards in the Academic Environment | | BIBAK | Full-Text | 208-217 | |
| Eduardo Oliveira; Erick Vasconcelos; Elzani Sobral; Sayonara Bittencourt; Tiago Ramos; Marcelo M. Soares | |||
| This paper presents the usability analysis about the using of interactive
whiteboards, specifically the EPSON Brightlink 475wi + model, evaluating its
functionality for didactic purposes in classrooms. The research was done in
CAC, the Centre of Arts and Communication of the Federal University of
Pernambuco, where observations, interviews and questionnaires with potential
users have been done. The aim of this research is to propose possible
improvements that could be done in its hardware, software and interface, in
addition to evaluate the educator's preparing in relation to all the tools that
the interactive whiteboard disposes, and how its knowledge is shared to the
students when using this equipment. The purpose of this investigation is to do
an ergonomic analysis of this important educational tool, which is generally
underused by the educators, and to bring the users possible solutions so they
can explore its maximum resources in their classrooms. Keywords: Technology in education; Ergonomics; Usability | |||
| E-Learning Platforms and Lacking Motivation in Students: Concept of Adaptable UI for Online Courses | | BIBAK | Full-Text | 218-227 | |
| Hana Ovesleová | |||
| Current trend of facilitating education for masses through MOOC (Massive
Open Online Course) does not much respects different individual specifics
influencing success rate of users during the learning process. This paper
focuses on issues of MOOC user interfaces from the viewpoint of users'
individual needs. It deals with the question of motivation of users depending
on an interface, with the question of persuasive design and its potentials in a
given context. The paper analyzes effects influencing the user along the
learning process, the aim being to specify evaluation criteria for adaptable
interface formulation. EdX, Coursera and user interfaces of e-learning courses
of the largest Czech universities serve as examples. Keywords: Persuasive technology; User interface; Motivation; Massive online open
course; E-learning; Learning machine; Human computer interaction; Semiotic | |||
| A Usability Study with Children on an Online Educational Platform | | BIBAK | Full-Text | 228-239 | |
| Tuba Ugras; Orhan Sener | |||
| Online education has become widely popular in the last decade. Although
there are various online educational portals for children in the World and in
Turkey, the number of usability studies focusing on the needs of children is
limited. This study aims to fill this gap. The study focuses on Vitamin online
educational platform in Turkey and investigates the find and search strategies
that child users employ when navigating in the web site. A qualitative
usability test with a multi-method approach was conducted with a sample of 12
Turkish students between the ages of 9-13. Observations were made while the
participants were executing the given tasks. Additional data was collected by
using the retrospective think aloud procedure, pre-test survey and video
recordings. The findings showed that several improvements can be made in terms
of information architecture in order to improve the usability of the platform
for children. Keywords: Usability; Children; Educational platforms | |||
| Evaluating an Education Department Portal: A Case Study | | BIBA | Full-Text | 240-247 | |
| Xiaojun Yuan; Huahai Yang; Kathleen Moorhead; Kathleen DeMers | |||
| We performed a series of usability studies to evaluate an education department portal for New York State Education Department (NYSED) (www.nysed.gov) in order to measure the quality of a user's experience when interacting with specific sections of this Web site. This study is composed of two phases: 1. heuristic evaluation and cognitive walkthrough were carried out to evaluate 25 web pages of the site; and 2. a user testing was performed to evaluate three components of the site that have been redesigned based on the findings and recommendations from the Phase 1. The results will assist NYSED in identifying opportunities for improving customer service and enhancing the website. | |||
| Ads-on Games and Fake Brands: Interactions, Commercials and Playful Branding | | BIBAK | Full-Text | 251-262 | |
| Herlander Elias; Ernesto Filgueiras; Breno Carvalho | |||
| Today's communication-based world relies on advertising as a positive
medium, and branding is no exception. Also, the gaming industry relies on
videogames as a heavy player in our time, since "narrative", "graphics" and
"gameplay" are constantly worked out in the name of the best digital
experiences, where the user is the center. We have noticed that a fusion is
taking place between commercials, real and/or fake brands, in order to turn
digital worlds more convincing for the user-player. Relying on analytics, media
theory and user experience, we have conducted a study to better understand, in
analytical and experimental form, what is happening between the user, the
brands, the games and the outputs of such experiences in terms of interaction
and playfulness. Gamification seems to be the new rule. Keywords: Brands; Videogames; User experience; Interaction; Advertisement; Connection;
Player; Gamification | |||
| Heartbeat Jenga: A Biofeedback Board Game to Improve Coordination and Emotional Control | | BIBAK | Full-Text | 263-270 | |
| Yu-Chun Huang; Chung-Hay Luk | |||
| In most biofeedback interfaces, the user learns his/her biometric reading,
but does not need it to guide consequent motor control. Here we demonstrate a
game that requires the user to actively adjust his/her play in response to
his/her heartbeat. The game is based on Jenga, where players take turns
removing a wooden block from a tower of blocks and putting it on the top
without causing the tower to collapse. Heartbeat Jenga's added biofeedback
component changes the difficulty of the game based on real time monitoring of
the player's heart rate during the player's turn. If heart rate increases
(indicating that the player is not calm), the platform holding the blocks
shakes and the room lights dim, making the game harder to play. Through such
manipulation, the player actively prompts him/herself to calm down, while
improving coordination. Keywords: Biofeedback; Board game; Heart rate monitoring; Tangible interfaces; Soft
circuits | |||
| Evaluation of User Experience in Interaction with Computer Games | | BIBAK | Full-Text | 271-282 | |
| Tihana Lapaš; Tihomir Orehovacki | |||
| Positive user experience (UX) is considered to be one of the main predictors
of users' loyalty. In the context of Massively Online Battle Arena (MOBA)
games, absorption & dissociation, immersion, presence, flow, and social
play constitute a set of essential user experience (UX) facets. With an
objective to determine to what extent the aforementioned UX dimensions
contribute to MOBA games players' continuance intentions, an empirical study
was carried out. Participants in the study were randomly selected MOBA games
players. Data were collected by means of an online post-use questionnaire. The
psychometric features of the conceptual model that reflects an interplay of UX
facets and players' loyalty were examined by means of the partial least squares
(PLS) structural equation modelling (SEM) technique. Implications for both
researchers and practitioners are presented and discussed. Keywords: Massively Online Battle Arena (MOBA); Computer games; User experience;
Empirical study; Post-use questionnaire; Conceptual model; SEM-PLS | |||
| Doctor Who: Legacy, an Analysis of Usability and Playability of a Multi-platform Game | | BIBAK | Full-Text | 283-291 | |
| Rennan Raffaele; Renato Alencar; Iran Júnior; Bruno Colley; Gabriel Pontes; Breno Carvalho; Marcelo M. Soares | |||
| Doctor Who: Legacy is a multiplatform game, available for web and
smartphones, which pays tribute to the sci-fi adventure serial Dr Who from the
British Broadcasting Corporation (BBC) as part of the 50th anniversary
commemorations of the program. The game is a Puzzle Quest, in which the user
has to destroy blocks by turns, full of collectible characters. The central
plot features the "Doctor" who has to travel through time and space to bring
together all his friends and ex-assistants so as to prevent a war that
threatens the universe. This study sets out to investigate the gameplay and
usability of the game on mobile and web platforms, grounded on the concepts set
out by Preece, Rogers and Sharp, and by observing the interactions that users
engaged on. Keywords: Multi-platform; Social games; Usability and gameplay; User's experience;
Doctor who | |||
| Newsgames: Gameplay and Usability in Simulation Games | | BIBAK | Full-Text | 292-302 | |
| Carla Teixeira; Breno Carvalho; Jarbas Agra; Valeska Martins; Anthony Lins; Marcelo M. Soares; André Neves | |||
| Newsgames are a game format that use the news as a basis for constructing
their narrative. Observations made between 2012 and 2014 indicated a gap in the
observation of gameplay and usability of this kind of game, which has arisen as
a different format of publishing information. The objective of this study was
to analyze the usability and playability of newsgames produced since 2000, for
which three simulation newsgames were chosen: Iced -- I can end deportation,
Heartsaver and The Candidate. The analysis was based on studies by Niesen and
Preece and Rogers, who observed users interacting with newgames. From the
results obtained we intend to investigate other genres of newsgames, with a
view to improving the game experience. Keywords: Newsgames; Gameplay; Usability; Simulation games | |||
| Improving Song Guessing Games Through Music Track Composition | | BIBAK | Full-Text | 303-314 | |
| João Marcelo Teixeira; Dicksson Almeida; Edvar Neto; Veronica Teichrieb | |||
| In this work we propose a different scheme for music guessing games, based
on a constructive approach. By analyzing current available mobile games, we
show the barriers that must be surpassed to make such games viable and how
novel this work is. We have implemented a game prototype called "What's the
Song" and performed user tests with both usual and constructive approaches. A
Likert questionnaire was answered by all users and it points out that the
constructive approach improves game engagement and overall user experience. Keywords: Game experience; Music guessing games; Casual games | |||
| Evaluating and Customizing User Interaction in an Adaptive Game Controller | | BIBAK | Full-Text | 315-326 | |
| Leonardo Torok; Mateus Pelegrino; Jefferson Lessa; Daniela Gorski Trevisan; Cristina N. Vasconcelos; Esteban Clua; Anselmo Montenegro | |||
| When playing a game, the user expects an easy and intuitive interaction.
While current game console controllers are physical pre-defined hardware
components with a default number, size and position of buttons. Unfortunately,
different games require different buttons and demand different interaction
methods. Despite that, the play style of each player differs according to
personal characteristics (like hand size) or past gaming experiences. To
achieve an optimal controller configuration for each player, this work proposes
a virtual controller based on a common touchscreen device, such as smartphone
or tablet, that will be used as a joystick to control a game on a computer or
console, collecting user input data and applying machine learning techniques to
adapt the position and size of its virtual buttons, minimizing errors and
providing an enjoyable experience. With the prototype controller, tests were
performed with a set of users and the collected data showed considerable
improvements in the precision and game performance of the players. Keywords: Adaptive interfaces; Adaptive game control; Machine learning; User behavior;
Mobile; Touchscreen | |||
| New Research Methods for Media and Cognition Experiment Course | | BIBAK | Full-Text | 327-334 | |
| Yi Yang; Shengjin Wang; Liangrui Peng | |||
| With the development of human-brain cognition and signal processing
techniques, there is more attention on media and cognitive disciplines,
especially focus on human-computer interaction and human's brain function
analysis. Electronic media is a new expression of human civilization, culture
and arts. Media and cognition experiment course is to complete the goal of
training talents through a large number of state-of-the-art methods. This paper
describes the understanding of the new practical engineering projects on media
and cognition course. Students were asked to complete several sets of practical
engineering courses. Some optional contents are also included. After this
training, we were able to select and train more high-level talents further. In
fact, this kind of practical engineering course can improve the students'
ability to grasp related knowledge points. Eventually they will have the
ability to plan projects and solve practical problems. Keywords: Media and cognition; Analysis of human brain; Human-computer interaction;
High-level talents; Investigation of project programming | |||
| Learning from Hourly Household Energy Consumption: Extracting, Visualizing and Interpreting Household Smart Meter Data | | BIBAK | Full-Text | 337-345 | |
| Sam Borgeson; June A. Flora; Jungsuk Kwac; Chin-Woo Tan; Ram Rajagopal | |||
| In this paper, we present the Energy Visualization and Insight System for
Demand Operations and Management platform (VISDOM), a collection of smart meter
data analysis algorithms and visualization tools designed to address the
challenge of interpreting patterns in energy data in support of research,
utility energy efficiency and demand response programs. We provide an overview
of how the system works and examples of usage, followed by a discussion of the
potential benefits of using VISDOM to identify and target participants whose
electricity consumption is best aligned with the goals of efficiency and demand
response programs. Keywords: Information design; Data visualization; Energy; Sustainability; Energy
efficiency; Customer segmentation; Machine learning | |||
| Defining HCI/UX Principles for Urban Environment | | BIBAK | Full-Text | 346-356 | |
| Pavel Farkas | |||
| Interaction design works successfully with several design principles that
are widely implemented and used in the community of designers and
theoreticians. In this article, the author argues that urban designers and
architects who are designing built environment may very well face similar
questions and problems as the interaction designers in Human-Computer
Interaction (HCI) design. The text sets the design thinking and semiotics of
interaction in a large scale and tries to outline the connections between the
UX design and urban design for cities we live in. Moreover it targets means of
interaction and attempts to encourage designers of to engage in turning our
modern cities into more livable, user-friendly and inclusive environments. Keywords: Architecture; Communication; City; Design thinking; Information;
Interaction; Semiotics; Smart city; UX; Wayfinding | |||
| Participatory Explorations on a Location Based Urban Information System | | BIBAK | Full-Text | 357-367 | |
| Özge Genç; Damla Çay; Asim Evren Yantaç | |||
| In this paper, we share our user research experiences from an ongoing
participatory location based urban information system design study. While the
geographical information system (GIS) field advanced by means of sensors, data
collection and data processing, there is still a limited number of
visualization studies. Here, we envision novel solutions that represent
spatio-temporal data for effective use in daily life. With this intention in
mind, as early stage studies in our research process, we conducted a series of
participatory design (PD) workshops together with an ethnographic artifact, a
custom sketchbook to identify user scenarios and explore possible visualization
techniques. The main objective of the study is to explore new ways of
visualizing and interacting with the complex location based data that will
provide intuitive yet easier and more effective daily life information for the
public. Keywords: Participatory design; Design research; Journal; Urban information
visualization; Spatio-temporal data; Ethnographic research | |||
| Diffusion of Feedback: Perceptions and Adoption of Devices in the Residential Market | | BIBAK | Full-Text | 368-379 | |
| Beth Karlin; Angela Sanguinetti; Nora Davis; Kristen Bendanna; Kristen Holdsworth; Jessie Baker; David Kirkby; Daniel Stokols | |||
| Providing households with energy feedback is widely promoted as a
conservation strategy and its effectiveness has been established in field
studies. However, such studies actively recruit participants and little is
known about naturalistic consumers. Despite hundreds of products emerging, few
have taken hold in the market. Diffusion of innovation is a theory of
technology adoption that details both the general process by which innovation
spreads as well as the individual process of technology adoption. The current
study analyses survey data from 836 individuals through a diffusion framework
to assess the current and potential market of energy feedback. Questions
related to knowledge and perceptions of feedback reveal important insights
about customer acceptance and statistical comparison of adopters and
non-adopters identify key characteristics related to adoption. Implications for
the design and marketing of feedback technologies are discussed. Keywords: Sustainability; Feedback; Energy; Usability user experience | |||
| Design and Implementation of a Mobile Cloud Environmental Application for Riyadh City | | BIBAK | Full-Text | 380-389 | |
| Heba Kurdi; Amani Al-Fayez; Anfal Al-Tuwaim; Hanan Al-Mohammadi; Mona Al-Mutairi; Sarah Al-Kharji | |||
| Environmental problems are a global issue that everyone should contribute to
minimize. As it is difficult for people in charge alone to locate all the cases
of the environmental hazards and to address them on time, this paper proposes a
cloud based mobile application with a user friendly interface that allows
citizens to help their government make their city a better place by reporting
environmental violence. The aim is to help the responsible agencies have easy
and quick access to notifications provided by the community about environmental
issues, so they can be addressed promptly. We choose to customize the mobile
application to Riyadh City, the capital of Saudi Arabia. However, the software
is generic and can be customized to any other city. Keywords: Mobile application; Environmental software; Cloud computing; Android | |||
| How Do I Get to Room 3106? | | BIBAK | Full-Text | 390-399 | |
| Judith A. Moldenhauer | |||
| Built in 1895, Old Main is the oldest building on the Wayne State University
campus. The building is a warren of rooms and hallways that is occupied by a
wide variety of academic disciplines. However, there has never been any signage
system for Old Main. Through using the experience of volunteers who
specifically navigated to rooms and locations in Old Main, design students
developed signage prototypes that connected the "story" of the building's
information (e.g., rooms and locations, landmarks, stairs and elevators,
hallways) with the "story" of the volunteers (e.g., the time it took to get to
room, their use of landmarks, obstacles they encountered). This paper describes
the students' design process and design work to demonstrate the importance of
user-testing and the use of storytelling in design education. Keywords: Wayfinding; Storytelling; Information design; User-testing; User-based
design; Design education | |||
| A Practice on Wayfinding System Design with Service Design Thinking | | BIBAK | Full-Text | 400-411 | |
| Jing Pan; Zhengsheng Yin | |||
| Environment around people has become more complex than ever before due to
the development of society and economy. It is easy to feel lost when exposed to
wide-open and unfamiliar environments. Thus, wayfinding system design becomes
increasingly important. Various factors affect people's wayfinding experience.
Factors such as color, symbol or material of wayfinding facilities have been
discussed a lot while the importance of systematic planning of wayfinding
system has been ignored. This study combined service design thinking with
wayfinding system design. Different service design methods had been applied to
the different stages of wayfinding system design process in order to help
designers make a more comprehensive design strategy. The wayfinding system
design of Tea Experience Museum had been taken as a practice to show how
service design thinking was used in wayfinding system design process. Keywords: Wayfinding system; Service system; Design; Experience | |||
| Hidden Presence: Sensing Occupancy and Extracting Value from Occupancy Data | | BIBAK | Full-Text | 412-424 | |
| Larissa Suzuki; Peter Cooper; Theo Tryfonas; George Oikonomou | |||
| In this paper we review various technical architectures for sensing
occupancy in commercial real estate spaces and discuss the potential benefits
of applications that could be built upon the collected data. The technical
capabilities reviewed range from simple presence detection to identifying
individual workers and relating those semantically to jobs, teams, processes or
other elements of the business. The volume and richness of accumulated data
varies accordingly allowing the development of a range of occupancy monitoring
applications that could bring multiple benefits to an organization. We find
that overall occupancy-based applications are underappreciated in the Smart
Buildings mantra due to occupancy's inability to align to traditional building
engineering silos, a lack of common view between stakeholders with respect to
what is 'value' and the current client assessment tendencies which use
predominantly demonstrator-based logic rather than a combination of practical
demonstrators and theoretical value. We demonstrate that in commercial office
buildings, occupancy-based Smart Building concepts have the potential to
deliver benefits that can be orders of magnitude greater than current practice
associated with silos such as energy and lighting. The directness of value in
these is far more variable however, and the barriers and enablers to its
realization are non-trivial. We identify and discuss these factors (including
privacy, perceived additional capital expenditure, retrofitting requirements
etc.) in more detail and relate them to stages of design and delivery of the
built environment. We conclude that, on the presumption costs of development
and implementation are relatively similar, the value streams of occupancy-based
systems, while requiring more careful and bespoke design in the short term,
could produce greater lifetime value in commercial office scenarios than
leading smart building technologies. Keywords: Smart built environments; Occupancy detection | |||
| Designing Apps for Tourists: A Case Study | | BIBAK | Full-Text | 425-436 | |
| Virginia Tiradentes Souto; Caio Cristo; Maria Gabriela Araújo; Lucas Santos | |||
| With the popularity of new digital media, such as smartphones and tablets,
many applications have been designed in order to help tourists at different
moments of their trips. This study shows the creative process of designing an
app for tourists. The design of this mobile app is a part of a project that
aims to investigate the design of mobile apps for tourists and their
implications for interaction design and information visualization fields. It
also describes the method, the stages, and different approaches taken during
the creative process. In addition, some related studies on designing such apps
are reviewed. It finally shows some reflections on the possibilities,
difficulties and challenges designers have while trying to create an innovative
app for tourists. Keywords: Designing apps; Mobile tourist applications; Visualization information;
Creative process | |||
| Designing for the Naturalistic Driving Experience | | BIBAK | Full-Text | 439-449 | |
| Wanda Eugene; Jerone Dunbar; Alison Nolan; Juan E. Gilbert; Renesha L. Hendrix | |||
| We designed a naturalistic driving study to compare voice-texting
alternatives. The design accounts for the nuances we have discovered through
research in our simulations studies and through the literature. We then
conducted a pilot study to gauge the practice implications of our design. In
this paper, we present the problems we encountered, solutions we developed, and
other challenges faced in moving from a simulator experience to a real-world
naturalistic study. Leveraging these findings, we put forth a set of design
principles that will inform future research endeavors and provide instructions
for conducting naturalistic driving studies. We hope this research serves as a
comprehensive design guide for an effective naturalistic distracted driving
study. Keywords: Naturalistic driving study; Road safety; Transportation; Distracted driving;
Design guidelines | |||
| Exploring User Experience in the Wild: Facets of the Modern Car | | BIBAK | Full-Text | 450-461 | |
| Dimitrios Gkouskos; Ingrid Pettersson; MariAnne Karlsson; Fang Chen | |||
| Experiential approaches to technology create opportunities for facilitating
a wider range of in-car user experiences, however holistic knowledge regarding
experiences that car users find enjoyable is lacking. We present the experience
themes of the car as a caretaker, the car as a space for relatedness, the car
as a space for stimulation, and the car as a space for transition, collected
through a holistic study of 16 drivers, using contextual interviews, reflexive
photography and the UX curve method. The use of the themes is exemplified
through a design example. The experience themes can help designers empathize
with users and create design solutions that can support positive in-car
experiences, while the methodology used, serves as an example of how user's
experiences with technology can be studied. Keywords: User experience; Automotive; Qualitative; Holistic; HMI | |||
| Drivers and Automation: A Study About Cultural and Behavioral Influence in the Interaction with Driver Assistants | | BIBAK | Full-Text | 462-472 | |
| Rafael Cirino Gonçalves; Manuela Quaresma | |||
| ADAS or advanced driving assistant systems are rapidly gaining popularity
all over the world, but in order to work properly and prevent risks, ADAS must
be designed considering the context that it will be working on. The problem is
that most ADAS sold in Brazil were developed based in others cultures, not
considering specific issues of Brazilian traffic. This study aimed to point out
the most relevant problems of interaction between Brazilian drivers and their
ADAS. The results of this research concluded that the problem is not related to
individual aspects of Human-Machine communication, but to social and cultural
factors that misrepresents the way that people should use this kind of system. Keywords: ADAS; Automation; Safety; Ergonomics; Drivers' behavior | |||
| Going on a Road-Trip with My Electric Car: Acceptance Criteria for Long-Distance-Use of Electric Vehicles | | BIBAK | Full-Text | 473-484 | |
| Julian Halbey; Sylvia Kowalewski; Martina Ziefle | |||
| In this study we report on four focus group discussions to examine
cognitions, attitudes of a broad variety of users with respect to battery
electric vehicles (BEV). Specifically, we identified relevant criteria for the
use of electric cars as a long distance vehicle and gathered first impressions
of where users wish to locate such charging stations. Four main aspects were
identified as acceptance relevant: The battery's capacity, given in the driving
range in kilometers, the time it takes to regain this given range (charging
time), the density of the charging stations grid and the attractiveness of the
places where the charging stations are located, which could for example be a
service area or a simple parking lot off the highway. Results of this study
might provide detailed insights into conditions and technical specifications
that have to be met beyond the possibility of quick charging to reach higher
acceptance and a broad willingness to use BEVs for more than short-tracks in
the city. Keywords: Battery electric vehicles (BEV); User acceptance; Quick charging;
Infrastructure; Adoption of novel technologies | |||
| A Study on a Split-View Navigation System | | BIBAK | Full-Text | 485-495 | |
| Jongsung Lee; Heewon Lee; Sung Woo Kim | |||
| CNS (Car Navigation System) provides traffic information with an intention
to offer safe and comfortable driving experience. However, because too much
information is presented into a single screen it often becomes
information-crowded. This paper analyzed four commercial CNS products to
collect information elements and conducted user studies such as focused groups,
surveys and interviews to determine what information is needed for each
position of the seat; the driver and the passenger seat. The result showed that
there is clear difference in information priority between driver and the person
on passenger seat. Based on such finding, this paper proposes using split-view
based CNS. Split-view CNS contributes to enhance user satisfaction of driving
experience by providing different information to needed for a driver and a
passenger. Keywords: Navigation; Split-view; Information delivery element | |||
| What Travelers Want: An Investigation into User Needs and User Wants on Display | | BIBAK | Full-Text | 496-504 | |
| Tingyi S. Lin; Chia-Nien Chang | |||
| Travel information about public transportation is essential for all
commuters and travelers before and during their journey. The experience from a
journey creates long-lasting impressions for each traveler. Positive
impressions create good reputations for public services in and between cities.
The effectiveness of public transportation often relies on brief transfers
between connections. Even if they already have a clear touring map, travelers
always need on-site information to confirm schedules and so on. The improvement
of travel information for passengers is not only a must for enhancing
transportation flow, but also a necessary condition for passengers'
anxiety-free experience of transportation. Wayfinding and signage systems have
been important aspects of public transportation for decades and, in recent
years, have attracted more and more attention owing to rapid technology changes
that allow for extraordinarily innovative creations. This information-saturated
era gives us an opportunity to rethink and to re-make information so that it is
more visible and more understandable.
A successful design for information delivery and communication can successfully guide users through their journey and can reduce confusion considerably. In the current study, we examine the representation of railway information relative to display-interface sections. The very first and essential step in such an examination is to consider users. Here, our aim is to define the information needs attributable to travelers during their journeys by train. In order to understand what users need and what can motivate them, we observed and interviewed users and conducted a task-based analysis -- all to clarify user perceptions and reactions. The results will help future design thinking and processing in the field of information services. Our study's results show that (1) the types of information needed for long trips differ from the types of information needed for short trips; (2) current displays suffer from several problems such as ambiguity, low legibility, and unaesthetic layouts; and (3) users like to have rapidly conveyed information at stops, on routes, and at transfers. Technical information and entertainment are of secondary importance. The two principal issues are what to show (i.e., the issue of organizing needed information) and how to show it (i.e., the issue of designing easy-to-understand information). The results and findings from this study should be references for re-design processes, and should also be key items for checking usability tests of new models for train displays. Through this passenger-focused process serving to meet travelers' demands, it is vital to take into account visual information for short- and long-distance transport networks. Keywords: Railways and transportation networks; Wayfinding; Visual-Information; User
experience; Interface design | |||
| Head Up Display in Automotive: A New Reality for the Driver | | BIBAK | Full-Text | 505-516 | |
| Annie Pauzie | |||
| In the context of automotive, Human Systems Interactions Design is a great
challenge, taking into account the road safety issues and the complexity of the
driving task under high time constraint. To support this task, existing
on-board systems display mainly visual messages, forcing the drivers to move
their eyes away from the road. This paper presents an overview of studies
related to drivers' perception and cognition when this information is displayed
on the windshield (Head-Up Display or HUD), as it can be a solution to reduce
the duration and frequency drivers look away from the traffic scene.
Nevertheless, HUD might have also shortcomings raising new critical contexts,
which are discussed. The Augmented Reality (AR) concept is also presented, as
this solution can bear HUD potential drawbacks such as the risk of occluding
relevant objects of traffic as well as phenomena like perception tunneling and
cognitive capture. Keywords: Head Up Display; Augmented Reality; Road safety; Human factors in
automotive; Advanced driver information system | |||
| What Are the Expectations of Users of an Adaptive Recommendation Service Which Aims to Reduce Driver Distraction? | | BIBAK | Full-Text | 517-528 | |
| Nadine Walter; Benjamin Kaplan; Carmen Wettemann; Tobias Altmüller; Klaus Bengler | |||
| Adaptive systems are a promising approach to reduce driver distraction
caused by using functions of the infotainment system while driving. The number
of operation steps can be reduced through proactive recommendations based on
the user behavior in the past. We describe the methods and results conducted in
the first two iterations of an user-centered design process to develop an
interaction concept for an adaptive recommendation service. The result of an
extensive requirements analysis is described and how different concepts perform
in comparison with each other. Keywords: Adaptation; Recommendation service; User-centered design process; Heuristic
evaluation; User study | |||
| Cross Cultural Comparison of Users' Barge-in with the In-Vehicle Speech System | | BIBAK | Full-Text | 529-540 | |
| Peggy Wang; Ute Winter; Timothy Grost | |||
| The focus of this paper is user barge-in behavior during interactions with
an in-vehicle speech system. This study is part of a cross-cultural research
conducted in the US and China that explored the cultural differences regarding
users' expectations and interactions with in-vehicle speech applications. In
this paper, we describe the methodology of the field study, the interface of
the prototype, the experimental set up, the analysis procedure, as well as the
participants' demographics from both the US and China. We categorize the
observed barge-in behavior and the typical scenarios in which it occurred, from
both prompt timing and a dialog sequence perspective. After analyzing all
barge-in instances, we discuss design implications for a barge-in feature and
system prompts of an in-vehicle speech system that considers the different
cultural norms of the two regions. Keywords: User barge-in; In-vehicle speech system; Human-machine communication;
Turn-taking; Cross cultural comparison | |||
| PostureMonitor: Real-Time IMU Wearable Technology to Foster Poise and Health | | BIBAK | Full-Text | 543-552 | |
| Fatemeh Abyarjoo; Nonnarit O-Larnnithipong; Sudarat Tangnimitchok; Francisco Ortega; Armando Barreto | |||
| This paper presents the prototype development and verification of a simple
wearable posture monitor system, based on a miniature MEMS Inertial Measurement
Unit (IMU). The Inertial Measurement Unit uses accelerometers and gyroscopes to
estimate the orientation of the module through sensor fusion algorithms. The
system provides a warning to the user wearing it when he/she is departing by an
adjustable margin from the posture indicated to the system as correct.
Continuous real-time warnings of this type will help the user acquire good
posture habits, which has the potential to prevent or assuage health problems
caused by chronic bad posture. Keywords: Posture monitoring; Inertial measurement system; Accelerometer; Gyrosscope;
MEMS; Sensor fusion | |||
| Robot-Era Project: Preliminary Results on the System Usability | | BIBAK | Full-Text | 553-561 | |
| Roberta Bevilacqua; Elisa Felici; Fiorella Marcellini; Sebastian Glende; Susann Klemcke; Isabel Conrad; Raffaele Esposito; Filippo Cavallo; Paolo Dario | |||
| The European project Robot-Era is an ambitious integrated project
(FP7-ICT-2011.5.4), which objective is the development of advanced robotic
services, integrated in intelligent environments, to provide independent living
to older people.
In order to guarantee the matching of the users' need and the demands, two loops of experimentation were conceived, in realistic and real setting. The aim of the paper is to described the methods applied and the main results coming from the first experimental loop, concerning the degree of usability of the interfaces and provide guidelines for testing socially assistive robots with older people. Keywords: Usability assessment; Older people; HRI; HCI; Acceptability | |||
| User Experience Research on the Rehabilitation System of Speech-Impaired Children | | BIBAK | Full-Text | 562-574 | |
| Wenyi Cai; Jun Liu; Qiang Liu; Ting Han | |||
| A large number of Chinese speech-impaired children and their families face
long-term tough training and lack of professional speech therapists and
training products. The rehabilitation experience of preschool children in the
critical period of speech learning need attention. By the analysis to the
traditional treatment, it shows that young children generally have difficulty
in concentration. Parents worry about time-consuming, economic pressure,
fatigue from training, uncontrollable children. Speech therapists concern about
the problem of searching record, limitation of treatment. Accordingly,
ICT-based speech training product which suits Chinese learning has been
designed to improve these stakeholders' experience. The product has
interaction, gamification, professional knowledge, substitute for parents'
demonstration in part, visualization of the progress and training program. By
comparing using the product in the training with the traditional way, the
experience has been improved in attracting the attention of children, reducing
the burden of parents, lifting participation of speech therapists. Keywords: User experience; Speech rehabilitation; Speech-impaired children and their
parents; Speech therapist; ICT; Speech training product | |||
| "Keep What You've Earned": Encouraging Sailors to Drink Responsibly | | BIBAK | Full-Text | 575-586 | |
| Kristina Cook; Erin Brennan; Colleen Gray; Teha Kennard | |||
| The U.S. Navy contracted Booz Allen Hamilton, a strategy and technology
consulting firm, to develop and implement a social marketing campaign to
encourage Sailors to drink responsibly. The "Keep What You've Earned" campaign,
launched in April 2013, aims to encourage Sailors to drink responsibly through
the use of affirmative messaging, reminding them of all they have accomplished
in their Navy careers. The primary product of the social marketing campaign is
a mobile application game that combines role-playing with real-life tools to
help encourage Sailors to drink responsibly. Navy leadership has indicated that
the Keep What You've Earned campaign, in combination with other cultural and
policy-related changes, contributed to a decline in the number of reported
alcohol-related incidents. Keywords: Social marketing; Alcohol abuse prevention; Health communication model;
Gamification; Behavior change; U.S. Navy | |||
| The Use of Generative Techniques in Co-design of mHealth Technology and Healthcare Services for COPD Patients | | BIBAK | Full-Text | 587-595 | |
| Anita Das; Silje Bøthun; Jarl Reitan; Yngve Dahl | |||
| People suffering from COPD commonly experience exacerbations leading to
hospital admissions. mHealth technologies holds a potential for improved
healthcare delivery to this group, with a possible impact on preventing COPD
exacerbations. Designing appropriate technology and services for people with
COPD requires an in-depth understanding of their needs, values and life
situation. Co-design is an approach where users are actively involved in the
design process, with democratic participation and empowerment at its center. We
involved COPD patients in exploring their perspective on how mHealth technology
and appurtenant healthcare services could support them. By the use of
generative tools, we identified central aspects that the participants
experienced to be of importance related to their health condition and disease.
We here report on the main findings using this approach and on reflections on
the process. Keywords: Design thinking; mHealth; Service design; Generative techniques; COPD | |||
| Human-Computer Interaction in Bed | | BIBAK | Full-Text | 596-605 | |
| Gustavo Desouzart; Ernesto Filgueiras | |||
| Sleep disorders are increasingly common view and it is a growing problem in
modern societies. There are several problems that can cause this type of
disturbance, being the demanding obligations of work and study, a current
problem, which leads individuals to allocate more time their rest period in at
home. Currently, we are seeing the replacement of handwork by mental, automated
and computerized work, which translates into an increasing percentage of time
spent performing repetitive static character tasks (physical effort), being
able to compare yourself to your work done in industry, traditional production
lines (Caetano and Vala 2002). It is no less demanding contexts of labor among
which are those activities that involve the long hours spent at the computer.
This paper presents a study whose objective was to research the human-computer
interaction with the time spent by young adults in carrying out activities with
computing devices (computer, tablet or mobile phone) in residences' bedrooms of
air force military and university students in rest time periods and with
ecological validation with observation method to video analysis and using a
Software iSEE. A sample of 32956 observations, which corresponds to 1824
sleep-hours of 24 young adults, was classified into two (2) Interaction
Categories (IC), body position while participants were awake in bed (2873
observations) and doing activities (3001 observations). The image registration
was performed during the period of six months, divided into two periods with
each participant, to enable the analysis of different times of the year and not
just a single period can mean a higher specific activity. The results show that
38.7% (N = 1113 observations) of the participants presented the sitting as the
most common postural behavior during awake in bed when the participants doing
activities. In reference of activities in bed, 49.2% (N = 1475) used the
computer, followed by Using mobile devices, with 16.7% (N = 501) of
observations. When we analyze the group of participants, the students showed
49.2% of the period of activity in bed, using the computer, and 13.8% used
mobile equipment. In the same reference, the military also used the computer
(49%) as the main activity in bed during the night rest, but they used more
mobile devices (19.4%) than students.
Regarding the postures, students used the sitting (57.1%) as the main active posture when in bed, however, the military was the only sitting 3rd indication posture in bed, being the 1st observation of posture in bed, was the supine position with 30.7%. This data set the type of use of computer devices in bed (studying, playing games, watching movie or playing). Findings of this study allow suggesting what graphical interface designers must seek as new strategies and solutions for posture in bed, exploring other peripheral equipment for using informatics equipment in bed position. Keywords: Human-Computer interaction; Activities in rest period; Health care
professionals' procedures; ISEE | |||
| Designing an Interface Agent-Based Architecture for Creating a Mobile System of Medical Care | | BIBAK | Full-Text | 606-615 | |
| Ariel Escobar Endara; Carlos José Pereira de Lucena | |||
| This paper presents a software-based architecture aiming to provide a
mechanism for creating computer systems for telemedicine. The proposed
architecture has two execution environments. First, the server environment
where all the system information is centralized, processed by agents that are
executed in this environment. Secondly, the mobile environment. Highlighting
the interface agent, which exploits the information that is provided by the
patient and the other agents in order to become a personal assistant to the
patient. Together they are able to guide the patients in the care of their
health and help the physician on patient's care remotely. Keywords: Agents; Interface agents; Healthcare; Telemedicine | |||
| A Study of Conversation Support System Between the Elderly Person and Young Adults by Using Facial Expression Analysis | | BIBAK | Full-Text | 616-627 | |
| Miyuki Iwamoto; Noriaki Kuwahara; Kazunari Morimoto | |||
| Japanese society is recently facing a problem of a super-aging population.
The proportion of aged people is growing. The number of families with old
couples and old singles is increasing. In some case s/he passes a day without
speaking a word, and that causes a disuse of cognitive functions and a risk for
dementia and/or depression. In the future, it is expected that young adults in
the region will be involved with the elderly actively as a conversational
partner. They focused on reminiscence technique which is effective to control
dementia in order to reduce the mental burden of the partner young adult. We
have already examined the difference of the mental burden and the quality of
communication between the elderly and young adults when they use any
photographs as content for communication support. As a result, depending on the
category of the photo as a content for conversation support we are sure that
there is tension in conversation. So, we went to build a conversation support
system for the elderly and young adults to provide content according to the
circumstances of the conversation to allow the conversation to go smoothly
without feeling a sense of tension and discomfort. In previous studies, the
frustration and discomfort was determined by using wearable devices (such as
for heart or brain wave). However, in order to construct a system, it is
necessary to use a non-contact device that can easily measure the frustration
and discomfort. We measure the dissatisfaction, discomfort during a
conversation using the expression analysis sensor. Therefore, in this study, it
is an object of comparison and evaluation of the data obtained by measuring the
dissatisfaction, discomfort in wearable devices (heart-EEG) and non-contact
devices (expression analysis). Keywords: Elderly; Reminiscence videos; Dementia; Conversation | |||
| The Turkish Central Doctor Rendezvous System Under Spotlight: A User Study with Turkish Senior Users | | BIBAK | Full-Text | 628-637 | |
| Edibe Betül Karbay; Kerem Rizvanoglu | |||
| The Central Doctor Rendezvous System (MHRS), which is one of the platforms
within "Health in Transformation Project" to provide efficient health services,
is promulgated by Turkish Republic Ministry of Health. The aim of this
multi-method qualitative user study is to test the usability of MHRS web site
with senior users. The sample includes 10 senior users. The test procedure is
based on three steps: The semi-structured pre-test interview, the task
observation phase and a debriefing post-test interview. The participants are
asked to execute the pre-selected tasks through think-aloud protocol and the
audio/mouse tracks are recorded during the navigation. The findings support the
notion that the system comprises fatal problems not only for senior users who
-- due to relevant literature -- already fight an uphill battle when
interacting with any web environment, but also for a regular citizen who tries
to find healthcare support. Keywords: Usability; Healthcare; Senior users; User experience | |||
| Evaluation of Users Acceptance of a Digital Medicine Fact Sheet: Findings from a Focus Group | | BIBAK | Full-Text | 638-647 | |
| Amélia Lageiro; Catarina Lisboa; Emília Duarte | |||
| Most medicine fact sheets are printed in small type and have information
hierarchy and layout issues. In Europe, these sheets are individual bulletins
that are put inside the packages. Users frequently report difficulties in
reading the material, finding the required information and understanding the
technical jargon, and/or have lost the sheet. The purpose of this study was to
assess the participants' needs and major difficulties in using a medicine paper
fact sheet, as well as their acceptance of a digital solution. Two focus groups
sessions were conducted on a sample of 15 participants, divided into three
groups (young adults, middle-aged adults, young-older adults). Differences
among groups were found for difficulties with the paper version and the
expectations regarding the digital version. Findings suggest that digital fact
sheet may serve as a positive solution, but is mostly seen by the participants
as a complement of the paper version. Keywords: Medication; Fact sheet; Focus group; Information design; Interaction design | |||
| An Internet of Things Application with an Accessible Interface for Remote Monitoring Patients | | BIBAK | Full-Text | 651-661 | |
| Chrystinne Oliveira Fernandes; Carlos José Pereira de Lucena | |||
| E-health area is a research field whose exploration can bring numerous
benefits to society. In this paper, we present results from a case study
performed in a healthcare environment supported by an Internet of Things (IoT)
solution to automate techniques commonly used in patients' treatment and data
collection processes. This solution comprises hardware prototypes including
sensors, micro-controllers and software agents that work together to make
hospital environments more proactive. In addition, the proposed solution
provides remote storage of patient data in cloud-based platforms, allowing for
any authorized person, including external professionals to work collaboratively
with the local team. A web system enables real-time visualization of patient's
record as graphical charts through an intuitive interface. Software agents
constantly monitor collected data to detect anomalies in patients' health
status and send alerts to health professionals when they occur. This work also
aims to enable remote patient monitoring to increase proactivity and save
resources. Keywords: Healthcare; Medical systems; Internet of things; Multi-agent systems;
E-health; Sensors; Monitoring; Accessibility | |||
| Three-Dimensional Models and Simulation Tools Enabling Interaction and Immersion in Medical Education | | BIBAK | Full-Text | 662-671 | |
| Soeli T. Fiorini; Leonardo Frajhof; Bruno Alvares de Azevedo; Jorge R. Lopes dos Santos; Heron Werner; Alberto Raposo; Carlos José Pereira de Lucena | |||
| The article proposes the creation of a library of clinical cases generated
from images of minimally invasive procedures, which will enable students to
experience immersive way of performing procedures enabling the implementation
of a Biodesign Lab in Medicine, which will bring real cases (initially in the
domain of obstetrics and cardiology) as a premise, to the virtual world,
hands-on learning and experimentation of advanced technologies based on a
multidisciplinary and active participation of physicians and computing
engineers, experiencing and sharing experiences. Keywords: Virtual reality; 3D modeling; Visual simulation; Minimally invasive surgery;
Noninvasive diagnostic methods | |||
| MedData: A Mobile Application Designed for Medical Teams to Monitor Clinical Evolution of Inpatient in ICU Context | | BIBAK | Full-Text | 672-681 | |
| Carlos Alberto Pereira de Lucena; Cláudia Renata Mont'Alvão; Bruno Alvares de Azevedo | |||
| Intensive Care Units inside hospitals are usually managed by different teams
of physicians. Each team is in charge of a specific number of patients and are
composed by physicians that cover different specialties. The information
gathered by the physicians regarding each patient is crucial to their treatment
and is also very valuable for the rest of their team. In the reality of the
majority of the Brazilian hospitals, this type of information is recorded in
paper notes and later archived in hospital records. In order to share this
information with the rest of the medical team, physicians nowadays regularly
create their own digital files and saves them in cloud based servers such as
Drop Box or Google drive in order to give access of the data with their peers.
Aiming to solve this problem, research teams from PUC-Rio university developed
a mobile application named MedData. This app is currently being developed and
tested, as described in this paper. Keywords: Healthcare; Design; HCI; Mobile; E-health; Application | |||
| A Usability Study of a Gesture Recognition System Applied During the Surgical Procedures | | BIBAK | Full-Text | 682-692 | |
| Antonio Opromolla; Valentina Volpi; Andrea Ingrosso; Stefano Fabri; Claudia Rapuano; Delia Passalacqua; Carlo Maria Medaglia | |||
| Within an operating room, surgeons need to interact with a large amount of
patient's medical information and data. In order to avoid misunderstandings
among the staff and protecting the patient safety, the medical staff may use a
touchless interaction system that allows the surgeons to directly interact with
digital devices that visualize digital images. The RISO project aims to create
a gesture recognition system for the visualization and manipulation of medical
images, useful for the surgeons even during the surgical procedures. In this
paper we show the main findings from a usability study carried out with the aim
to evaluate, among others, the learnability of the system and the memorability
of the gestures employed for the interaction. Keywords: Touchless interaction; Gesture recognition; Usability; Surgery; Operating
room | |||
| A Novel User-Specific Wearable Controller for Surgical Robots | | BIBA | Full-Text | 693-701 | |
| Carmen C. Y. Poon; Esther Y. Y. Leung; Ka Chun Lau; Billy H. K. Leung; Yali L. Zheng; Philip W. Y. Chiu; Yeung Yam | |||
| Wearable sensors have emerged as an active field of research in human-computer interaction. This study explores the use of wearable sensors to detect human motion for precise control of a two-arm surgical robot designed for gripping and dissecting tissues. The wearable sensory sheath was designed with flexible e-textile bipolar electrodes to collect forearm electromyogram (EMG) and inertial measurement units (IMU) to capture arm motions of the user. Four pairs of bipolar electrodes were used to collect EMG from the forearm muscles and two IMU for detecting rotation and translation of each arm of the subject. Features were extracted from the EMG and linear discriminant analysis was used as the decoding method to classify the signals of the muscles. A calibration procedure was setup in the beginning for calibrating the IMU sensors to familiarize the user with the working space environment and the mapped-motions of the robot arms. A training session was then conducted for each user to control wrist flexion, wrist extension, hand opening and hand closure of the robot arms. Six users were asked to perform random arm and hand movements to ensure satisfactory mapping of the movements of the surgical robot. To evaluate the system, two tasks which were important in controlling surgical robots were designed: (1) using the dissector to mark dots along a straight line and (2) lifting a weight from one location to another. The results of this study found that the performance of different users in operating the motion controller and the wearable sensory sheath were similar in accuracy. Most users completed the same task in a shorter time with a standard motion controller than the wearable sensory sheath. The results show that most users adapt to a standard motion controller faster than the wearable sensors although the latter can be calibrated individually and is a user-specific approach for the control of robot. | |||