| Performance-Based Usability Testing: Metrics That Have the Greatest Impact for Improving a System's Usability | | BIBAK | Full-Text | 3-12 | |
| Robert W. Bailey; Cari A. Wolfson; Janice Nall; Sanjay Koyani | |||
| Usability testing methods and results have evolved over the last 35 years.
With new advancements being introduced every year, it is important to
understand the present state of the field and opportunities for further
improvement. This paper will detail the research-based methods and metrics
which are being used to ensure that usability recommendations are data-driven
and performance-based. By focusing on the types of usability metrics being
captured during usability tests, we will attempt to illustrate how usability
researchers can quantifiably measure the performance of a system, use these
measurements to make meaningful changes, and subsequently illustrate the
improvements in user effectiveness, efficiency and satisfaction. Keywords: Usability testing; Usability metrics; Effectiveness; Efficiency;
Satisfaction; FirstClick; Usability methods | |||
| Extending Quality in Use to Provide a Framework for Usability Measurement | | BIBAK | Full-Text | 13-22 | |
| Nigel Bevan | |||
| ISO has recently developed a new more comprehensive definition of quality in
use, which has usability, flexibility and safety as subcharacteristics that can
be quantified from the perspectives of different stakeholders, including users,
managers and maintainers. While this provides a more complete set of
requirements for operational use of a product, it also presents new challenges
for measurement. Keywords: Standards; usability; quality in use; requirements; measurement; safety | |||
| Combining Fast-Paced Usability and Scientific Testing to Improve the Lunar Quest Physics Game | | BIBAK | Full-Text | 23-26 | |
| Holly Blasko-Drabik; James Bohnsack; Clint A. Bowers | |||
| This study focuses on conducting fast-paced in-house testing in combination
with user comments and scores on the Questionnaire for User Interface
Satisfaction (QUIS) to provide a better educational game. The standard QUIS was
shortened and focused to be more sensitive to aspects of our educational game.
The game, Lunar Quest, was created at the University of Central Florida as a
supplemental instruction tool that would provide students with examples of
several different Physics concepts while being an enjoyable and fun game.
Overall the modified version of the QUIS was not successful in determining
which categories of the game should be targeted, although the open ended
questions did help our researchers focus the game redesign and showed
improvement throughout the testing period. Keywords: Usability; QUIS; Serious Games; Learning | |||
| Considering User Knowledge in the Evaluation of Training System Usability | | BIBAK | Full-Text | 27-30 | |
| Clint A. Bowers; Janis A. Cannon-Bowers; Talib S. Hussain | |||
| A variety of software-based systems are being used as training media. There
is not, however, an accepted approach to evaluating the usability of these
systems. Traditional usability approaches can be employed with some
effectiveness, but they may lack appropriate specificity for use in training.
In this paper, we evaluate whether assessing, and remediating, gaps in learner
knowledge might be an important addition to training system evaluation. The
results suggest that remediating knowledge gaps might lead to more accurate
usability conclusions. Keywords: Learner-centered design; usability; training | |||
| Engaging Experience: A New Perspective of User Experience with Physical Products | | BIBAK | Full-Text | 31-40 | |
| Chun-Juei Chou; Chris Conley | |||
| Engaging experience is a specific kind of experience that a user acquires
when and after using a product frequently, intensively, actively, vividly, and
completely, etc. For example, if the appearance of a toaster is completely
transparent, a user can see how the bread changes from white to brown. The
transparent sides stage the toasting process as a visually engaging
performance. To expand on engaging experience, this paper presents the
definition of engaging experience, example products that engage users, the
classification and instinctiveness of engaging experience, and product
properties that foster engaging experience. Keywords: Engaging experience; user experience; product experience; user-product
interaction; user-product relationship | |||
| User-Centered Mouse Access Evaluation Design: Windows-Based Simulation Technology | | BIBAK | Full-Text | 41-45 | |
| Chi Nung Chu | |||
| This paper introduces a Windows-Based Simulation Technology (WBST) to
monitor user's interaction with computer through a mouse. This design could
evaluate a client's pointing and selecting proficiency by measuring the cursor
movement and motion control. The simulated Windows-based task operations
require the client synthesize four basic types of mouse operating skills,
including clicking, cursor moving, cursor moving and clicking, and dragging.
The WBST can record the positions and responses of a mouse during any specific
task. It can also rebuild the recorded results of cursor moving and motion
control on the screen. The WBST not only provides the clinical professionals
with more detailed information to evaluate the specific difficulties of
manipulating mouse for a client, but also allows engineers to design adaptive
input device for the people with special needs. Keywords: Windows-Based Simulation Technology | |||
| Engaging and Adaptive: Going beyond Ease of Use | | BIBA | Full-Text | 46-54 | |
| Kevin A. Clark | |||
| Making products and services easier to use is a durable goal, yet will likely be insufficient to meet the expectations of a new generation of customers. This paper suggests "ease-of-use" be augmented with the goal of being "engaging and adaptive" for products, services, and the overall experience people have with organizations that provide them. Being intentional and using design thinking can be used to deliver engaging and adaptive experiences to customers around the world. | |||
| Usability Evaluation of Mp3/CD Players: A Multi-Criteria Decision Making Approach | | BIBAK | Full-Text | 55-64 | |
| Ergün Eraslan | |||
| Globalization and the competition obliged the user-oriented design today. In
the last years, usability has become a highly important research subject.
Usability, considering user satisfaction along with the user performance, is
one of the key factors in determining the success of a product in today's
competitive market. Product usability is a prerequisite for high customer
satisfaction and future sales of companies. Mp3 players and portable CD players
are selected for this study since usability is highly important for them.
Designing a usable mp3 or CD player is extremely important for users who have
close interaction with them. In this study, 14 different mp3/CD players are
selected and their usability is analyzed. The usability criteria used in the
mp3/CD players' evaluation are divided into two major categories: performance
and emotional expectations. The best alternative is determined with three
different multi-criteria decision making methods which are TOPSIS, Analytic
Hierarchy Process (AHP), and Fuzzy Axiomatic Design Theory (FADT). Although the
same data obtained from semantic differential experiment are used for all
multi-criteria decision making methods, different rankings are obtained from
each method. Keywords: Usability; TOPSIS; Analytic Hierarchy Process (AHP); Fuzzy Axiomatic Design
Theory (FADT); Semantic Differential Scale | |||
| From Usability to Playability: Introduction to Player-Centred Video Game Development Process | | BIBAK | Full-Text | 65-74 | |
| José Luis González Sánchez; Natalia Padilla Zea; Francisco L. Gutiérrez | |||
| While video games have traditionally been considered simple entertainment
devices, nowadays they occupy a privileged position in the leisure and
entertainment market, representing the fastest-growing industry globally. We
regard the video game as a special type of interactive system whose principal
aim is to provide the player with fun and entertainment. In this paper we will
analyse how, in Video Games context, Usability alone is not sufficient to
achieve the optimum Player Experience. It needs broadening and deepening, to
embrace further attributes and properties that identify and describe the Player
Experience. We present our proposed means of defining Playability. We also
introduce the notion of Facets of Playability. Each facet will allow us to
characterize the Playability easily, and associate them with the different
elements of a video game. To guarantee the optimal Player Experience,
Playability needs to be assessed throughout the entire video game development
process, taking a Player-Centred Video Game Design approach. Keywords: Video Games; Playability; Usability; Interactive Systems; User Experience | |||
| Mapping of Usability Guidelines onto User's Temporal Viewpoint Matrix | | BIBAK | Full-Text | 75-83 | |
| Tadashi Kobayashi; Hiromasa Nakatani | |||
| There are many sets of usability guidelines that could be used to
quantitatively evaluate products or systems. There were, however, no
quantitative means so far to evaluate a set of usability guidelines by
comparing with another set of usability guidelines of an established
reputation. In this paper, a new evaluation method of usability guidelines is
introduced and verified as an applicable evaluation method to all kinds of
usability guidelines. Our method has characteristics of employing two temporal
scales, forming a user's temporal viewpoint matrix with a scale of utilization
timeline and a scale of applied principles, as the means of improving the
comparison accuracy. By comparing the graph patterns for each scale, we can
provide a means of qualitative evaluation of the targeted guidelines; by
comparing the computed similarity value of user's temporal viewpoint matrix, we
can provide a means of quantitative evaluation of the targeted guidelines. Keywords: Usability guidelines; quantitative evaluation; temporal viewpoint; usability
principles; utilization pattern | |||
| A Study on User Centered Game Evaluation Guideline Based on the MIPA Framework | | BIBAK | Full-Text | 84-93 | |
| Jinah Lee; Chang-Young Im | |||
| The purpose of this experiment was to identify the relative benefits of the
usability checklist and to investigate how the identified usability problems
varied by groups. From our experience, there are no structured game frameworks
for user interface design. This is why evaluation methods are important in the
game development process. The MIPA framework can perform efficient evaluations
and correctly identify as many usability defects as possible. Also, accurate
evaluations earlier in the design phase can save money and time. Therefore the
result is an effective task-oriented usability evaluation checklist that is
easy to learn and apply for not only experts but also non experts. Keywords: MIPA framework; user interface; game design | |||
| The Factor Structure of the System Usability Scale | | BIBAK | Full-Text | 94-103 | |
| James R. Lewis; Jeff Sauro | |||
| Since its introduction in 1986, the 10-item System Usability Scale (SUS) has
been assumed to be unidimensional. Factor analysis of two independent SUS data
sets reveals that the SUS actually has two factors -- Usable (8 items) and
Learnable (2 items -- specifically, Items 4 and 10). These new scales have
reasonable reliability (coefficient alpha of .91 and .70, respectively). They
correlate highly with the overall SUS (r = .985 and .784, respectively) and
correlate significantly with one another (r = .664), but at a low enough level
to use as separate scales. A sensitivity analysis using data from 19 tests had
a significant Test by Scale interaction, providing additional evidence of the
differential utility of the new scales. Practitioners can continue to use the
current SUS as is, but, at no extra cost, can also take advantage of these new
scales to extract additional information from their SUS data. The data support
the use of "awkward" rather than "cumbersome" in Item 8. Keywords: System Usability Scale; SUS; factor analysis; psychometric evaluation;
subjective usability measurement; usability; learnability; usable; learnable | |||
| Validating a Standardized Usability/User-Experience Maturity Model: A Progress Report | | BIBAK | Full-Text | 104-109 | |
| Aaron Marcus; Richard Gunther; Randy Sieffert | |||
| The authors report on ongoing work in developing a usability/user-experience
maturity model, in particular, the results of a workshop about this subject
held at the Usability Professionals Association 2009 national conference. Keywords: Business; design; experience; maturity; model; usability; user | |||
| Defining Expected Behavior for Usability Testing | | BIBAK | Full-Text | 110-119 | |
| Stefan Propp; Peter Forbrig | |||
| Within HCI task models are widely used for development and evaluation of
interactive systems. Current evaluation approaches provide support for
capturing performed tasks and for analyzing them in comparison to a usability
experts' captured behavior. Analyzing the amount of data works fine for the
evaluation of smaller systems, but becomes cumbersome and time-consuming for
larger systems. Our developed method aims at making the implicitly existing
expectations of a usability expert explicit to pave the way for automatically
identifying candidates for usability issues. We have enhanced a CTT-like task
modeling notation with a language to express expected behavior of test users.
We present tool support to graphically compose expectations and to integrate
them into the usability evaluation process. Keywords: Usability Evaluation; Task Models | |||
| Interaction Techniques for Binding Smartphones: A Desirability Evaluation | | BIBAK | Full-Text | 120-128 | |
| Umar Rashid; Aaron J. Quigley | |||
| This paper reports on the use of guided interviews to evaluate the
desirability of different interaction techniques for binding smartphones. We
demonstrate five interaction techniques using storyboard sketches and cardboard
prototypes of iPhones. The participants highlight five words from a list of
adjectives that best describe their experience with each technique. For
comparative evaluation, we group the highlighted adjectives for all techniques
into a list of nouns and let the participants rank each technique on a 5-point
Lickert scale with respect to these nouns. We discuss the implications of these
results for the design of interaction techniques for smartphones. Keywords: Ubiquitous computing; spontaneous connection; smartphone; co-located
collaboration; desirability evaluation | |||
| A Usability Inspection of Medication Management in Three Personal Health Applications | | BIBAK | Full-Text | 129-138 | |
| Katie A. Siek; Danish Ullah Khan; Stephen E. Ross | |||
| We present the findings of a cognitive walkthrough inspection on three
Personal Health Applications (PHAs). Two of the PHAs, Google Health and
Microsoft HealthVault, are general purpose PHAs that are freely available to
the general public. The last PHA, Colorado Care Tablet, is a prototype PHA that
was designed specifically for older adults to manage their medication
information. Older adults need a way to manage medications and share this
information with their caregivers and healthcare providers to avoid
complications during transitions of care. PHAs provide people with the ability
to collect and share health information. However, given the problems older
adults have with navigating applications and web pages, we needed to inspect
currently available PHAs and identify problems older adults may have when using
them for medication management before conducting user studies. Based on our
findings, we encourage the design community to place more of an emphasis on
interface consistency and tightly coupling information with links. Keywords: Usability Inspection Methods; Cognitive Walkthrough; Personal Health
Applications; Personal Health Records | |||
| Designing a Lighting with Pleasure | | BIBAK | Full-Text | 139-146 | |
| Tyan-Yu Wu; Wen-Chih Chang; Yuan-Hao Hsu | |||
| Lighting plays an important role in the enhancement of atmosphere in a
house. It provides not only a luminous function, but also experiencing pleasure
in the space. This study investigated the type of pleasure and its factors
towards lighting. An interview was conducted to collect the responses of
pleasurable feelings from 10 participants. From 250 images, 10 were extracted
as stimuli for the interviews. Data analysis was used to group key sentences
obtained from the responses and the results produced 7 factors which could be
categorized into four types of pleasure: Appearance, Interactive, Reflective,
and Novelty Pleasure. Among them, the responses related to appearance pleasure
were mentioned most frequently and could elicit a consumer's pleasure, which
also confirm Creusen's theory. The four pleasures can associate with Jordan and
Norman's pleasure/ emotion. Particularly mentioned, novelty pleasure is
distinguished from other two theories. Designer can utilize four types of
pleasure in designing a lighting with pleasure as possible. Keywords: Pleasure; Lighting design; Pleasurable product | |||
| Plugging the Holes: Increasing the Impact of User Experience Evaluations | | BIBAK | Full-Text | 147-156 | |
| Sachin S. Yambal; Sushmita Munshi | |||
| The principal objective of this paper is to demonstrate the APRICOT
methodology that aims to streamline and increase the effectiveness of user
experience initiatives within a development project and in the final solution.
User Experience (UE) evaluations, both heuristic based and usability testing
based are important skills and a crucial part of a practitioner's tool kit.
They showcase the inadequacies in an application or system. Close inspection of
projects which have used User Experience evaluations reveal that only a small
percentage of User Experience recommendations actually make it into the final
product. This substantially reduces the ROI for User Experience contribution.
The APRICOT concept is work in progress and aims to make User Experience
evaluation more effective by better integrating UE practitioners and aligning
the processes and methodology with one used by development teams. Keywords: ROI of Usability; User Experience Reviews; Institutionalizing Usability | |||
| Elicitation of User Requirements for Mobile Interaction with Visual and RFID Tags: A Prototype-Based Exploratory Study | | BIBAK | Full-Text | 159-166 | |
| Margarita Anastassova; Oscar Mayora-Ibarra | |||
| This paper presents a preliminary prototype-based elicitation of user
requirements for mobile interaction with a public display using visual and
RFID-tags. The study is based on the use of a demonstration and two
applications scenarios as means for encouraging user requirements elicitation.
The results show that the prototype, its demonstration and the examples of
possible applications are very useful for the users: they express a large
number of requirements, which, are furthermore, quite original. Keywords: Emerging Technologies; Innovation; Mobile Interaction; Prototype Evaluation;
User Requirements; Visual Tags | |||
| The Physiological User's Response as a Clue to Assess Visual Variables Effectiveness | | BIBAK | Full-Text | 167-176 | |
| Mickaël Causse; Christophe Hurter | |||
| The paper deals with the introduction of Bertin's visual variables in an ATC
context. The ranking of the efficiency of these variables has been
experimentally verified by Cleveland, however, no studies highlight the
physiological correlates of this ranking. We analyzed behavioral, physiological
and subjective data recorded on 7 healthy subjects facing a visual comparison
task witch involve 5 selected visual characterizations (angle, text, surface,
framed rectangles and luminosity). Results showed that the observed accuracy
was coherent with Mackinlay ranking of visual variables. Psychophysiological
and subjective measurements are also discussed. Keywords: Bertin's visual variables; Emotion; Mental load; Psychophysiological
response | |||
| A Photo Correlation Map Using Mobile AP II for Scenario-Based Design | | BIBAK | Full-Text | 177-183 | |
| Yu-Li Chuang; Makoto Okamoto | |||
| We aim to explore a potentially valuable tool for scenario writing, focusing
on the collection of user experiences organized around photos. We have
developed a tool, Mobile AP II, to produce a comprehensive context
classification based on a sample scenario to demonstrate how the context of
photos and their relationships can be integrated to assist with scenario-based
design. An efficient scenario-building technique for concept development and
design leads to a simple user-modeling framework whereby the Mobile AP II
system can learn to display query results based on photo relationships provided
by the designer. The resulting retrieval, browsing and visualization can adapt
to the user's selection of content, context and preferences in style and
interactive navigation. Our purpose is to develop rich and flexible methods and
concepts that can incorporate users' descriptions and their current and
potential use of a scenario into the very design reasoning about such a system. Keywords: Activity probes; Scenario-based design; Photo category | |||
| Accelerating the Knowledge Innovation Process | | BIBAK | Full-Text | 184-192 | |
| Guillermo Cortes Robles; Giner Alor-Hernández; Alberto A. Aguilar-Lasserre; Rubén Posada-Gómez | |||
| The generation of ideas or new concepts is the steppingstone of the
innovation process. Nevertheless the transformation of those ideas in new or
improved products, services or processes demands the mobilization of a huge
diversity of knowledge. In this document is proposed the integration of the
Theory of Inventive Problem Solving (TRIZ) and the Case-Based Reasoning (CBR)
process in order to conceive a solving process capable to guide creativity
while generating innovative solutions and also to store, index and reuse
knowledge with the aim to accelerate the innovation process. Keywords: Innovation; TRIZ; CBR; Knowledge; Problem Solving Process | |||
| What Properties Make Scenarios Useful in Design for Usability? | | BIBAK | Full-Text | 193-201 | |
| Kentaro Go | |||
| As described herein, we propose heuristics of scenario for designing usable
products. From a structural viewpoint, a similarity exists between the
definition of usability in ISO 9241-11 and the concept of scenario for
designing a product, which suggests what elements a scenario should include and
how designers should incorporate it into a human-centered design process.
Particularly, this paper presents the argument that a scenario should include
what a user accomplishes, sees, hears, and thinks, and how the user does them
so that designers become capable of evaluating the effectiveness, efficiency,
and satisfaction of goal achievement from a usability perspective. Keywords: Guideline; heuristics; human-centered design; scenario; scenario-based
design; usability | |||
| A Method for Consistent Design of User Interaction with Multifunction Devices | | BIBAK | Full-Text | 202-211 | |
| Dong San Kim; Wan Chul Yoon | |||
| Over the last decade, feature creep and the convergence of multiple devices
have increased the complexity of both design and use. One way to reduce the
complexity of a device without sacrificing its features is to design the UI
consistently. However, designing consistent user interface of a multifunction
device often becomes a formidable task, especially when the logical interaction
is concerned. This paper presents a systematic method for consistent design of
user interaction, called CUID (Consistent User Interaction Design), and
validates its usefulness through a case study. CUID, focusing on ensuring
consistency of logical interaction rather than physical or visual interfaces,
employs a constraint-based interactive approach. It strives for consistency as
the main goal, but also considers efficiency and safety of use. CUID will
reduce the cognitive complexity of the task of interaction design to help
produce devices that are easier to learn and use. Keywords: Interaction design method; consistency; constraint-based design | |||
| A Mobile Application for Survey Reports: An Evaluation | | BIBAK | Full-Text | 212-220 | |
| Daniel Kohlsdorf; Michael Lawo; Michael Boronowsky | |||
| In manufacturing processes damages occur caused by humans or machines. These
damages have to be reported and documented, e.g. to enable a manufacturer to
react in quality circles. The first part of this paper describes the process of
creating survey reports. Furthermore a customized solution designed for mobile
survey reports is introduced. In the second part this paper describes and
discusses the advantages and disadvantages of this mobile solution in an
automotive industry setting. Keywords: Smart phone; survey reports; automobile manufacturer | |||
| Integrating User Experience into a Software Development Company -- A Case Study | | BIBAK | Full-Text | 221-229 | |
| Tobias Komischke | |||
| Establishing an user experience (UX) practice is an endeavor that more and
more companies engage in to increase their market success. While there is a
rich knowledge base on UX processes and methods, practical tips and tricks for
starting up a corporate UX culture are harder to find. This paper summarizes
best practices, recommendations and experiences from other companies and traces
our own efforts and thoughts while integrating UX into our company. Keywords: Usability; User Experience; Case Study; Organizational Aspects | |||
| Full Description Persona vs. Trait List Persona in the Persona-Based sHEM Approach | | BIBAK | Full-Text | 230-238 | |
| Masaaki Kurosu | |||
| Instead of the usual persona method (full description persona), a new type
of persona (trait list persona) was proposed for the purpose of covering the
wide variety of possible users. These two persona methods were then used to
anticipate problems that might occur by applying sHEM (structured heuristic
evaluation method) that is one of the inspection methods. In other words, it
was not necessary to create the full descriptive scenario but just the possible
lists of problems that are similar to the pMS (problem micro scenario) of micro
scenario method were described. Keywords: Full description persona; trait list persona; scenario; sHEM; pMS | |||
| Organized Reframing Process with Video Ethnography: A Case Study of Students' Design Project for New Interface Concept from Research to Visualization | | BIBAK | Full-Text | 239-246 | |
| Katsuhiko Kushi | |||
| Ethnographical research is a recent trend in design profession field, but
its open-ended approach does not always bring effective solutions, especially
when a novice design student executes it. Inspired by Jacob Buur's video
ethnography, the author revised the approach and applied it to a design project
sponsored by a corporation. The project goal set by the company was vague
enough for students to lose a consistent direction, however, with this method
they could find underlying needs and created a set of attractive solution ideas
to the client company.
This report will describe how the project went and generate results, and finally, discuss the possibility of design with video ethnography. Keywords: Video ethnography; interface design; GUI; user need | |||
| Animated Demonstrations: Evidence of Improved Performance Efficiency and the Worked Example Effect | | BIBAK | Full-Text | 247-255 | |
| David Lewis; Ann Barron | |||
| The purpose of this study was to assess the efficiency and effectiveness of
animated demonstrations, to determine if those using animated demonstrations
would exhibit the worked example effect [1], and a delayed performance
decrement, described as Palmiter's animation deficit [2], [3]. The study
measured relative condition efficiency (RCE) [4] and developed a construct
called performance efficiency (PE). Results revealed the animated demonstration
groups assembled the week one problem in significantly less time than the
practice group, providing evidence for the worked example effect with animated
demonstrations. In addition, subjects from the demonstration groups were
significantly more efficient (given performance efficiency) than those from the
practice group. Finally, group performance did not differ a week later,
providing no evidence of Palmiter's animation deficit. Keywords: Animation; cognitive load; performance efficiency | |||
| Personas Layering: A Cost Effective Model for Service Design in Medium-Long Term Telco Research Projects | | BIBAK | Full-Text | 256-265 | |
| Alessandro Marcengo; Elena Guercio; Amon Rapp | |||
| Creating a set of Personas requires a considerable effort.
Socio-psychological characteristic must be very punctually defined, needs and
goals must also be well investigated and related to the service that will be
designed. The accurate collection and processing of this large amount of
qualitative and quantitative data represents often a huge cost. In our research
area, which deals mainly with medium to long term telco projects, we developed
a Personas layering model that allows us to adapt them over different contexts.
The model consists in two main elements; the basic "Persona" and the "external"
layer. In this paper we gave a practical application of our model within
different projects developed in our research area. The benefits that arise from
this model are the "durability" of Personas, their re-use in different
contexts, the modularity of components and their possible recombination, thus
reducing costs while maintaining excellent design insights. Keywords: Personas; User Centred Design; Focus Groups; Ethnography | |||
| Bridging Software Evolution's Gap: The Multilayer Concept | | BIBAK | Full-Text | 266-275 | |
| Bruno Merlin; Christophe Hurter; Mathieu Raynal | |||
| The multilayer interface concept is used to promote the universal usability,
to smooth the transition to new systems and working methods and to help the
user optimize his interface for the management of contextual situations. In
this article, we will explain how this concept can help to tackle a serious
issue for R&D projects: the integration of the innovative concepts into the
operational environment. To illustrate this, we will explain how we used a
multilayer interface to promote a way to integrate different concepts currently
in maturation in the R&D sphere. Keywords: Multi-layer interface; direct manipulation; working method evolution | |||
| A Proposal of XB-Method, an Idea Generation System for New Services Using User Experiences | | BIBAK | Full-Text | 276-283 | |
| Naoka Misawa; Mitsuru Fujita | |||
| These days, due to diversifying standards of living, people seek such a
sense of impression in products and services. We therefore developed XB-method,
an idea generation system, in order to inspire the affecting experience, and
that have been difficult through the conventional process in the current
product planning. XB-method is a method which enables us to generate the
affecting experience with multiplying the database of keywords
statistically-extracted from user experiences by images of commodities in order
to inspire the new product and services with the affecting experience
effectively in user's perspective. Keywords: Idea generation; Experience; Requirement definition; Emotion | |||
| Integrating Human-Computer Interaction Artifacts into System Development | | BIBAK | Full-Text | 284-291 | |
| Megan Moundalexis; Janet Deery; Kendal Roberts | |||
| This paper introduces a methodology for developing and leveraging Human
Computer Interaction (HCI) artifacts into systems design within the
Antisubmarine Warfare (ASW) domain. The method is structured with four
integrated steps: Scenario Development, Personas, Operational Concept
Documentation, and Usability. Explicit links are made between the artifacts to
allow a more efficient use of design resources including legacy documentation
for developers while improving the quality of design. As with current systems
engineering practices this approach relies upon requirement analysis,
prototyping, design iteration, and test and evaluation. Unlike current
practice, however, this approach can improve the process of iteration as well
as feedback on additional unanticipated requirements. Often overlooked, this
process also yielded effective design team interaction. These improvements are
made possible by the structured methodology that makes the HCI products
attractive to systems developers: the artifacts are well organized, adaptable,
and inspectable. Keywords: Systems Design; Decision Support Systems; Human Computer Interaction | |||
| "How Do I Evaluate THAT?" Experiences from a Systems-Level Evaluation Effort | | BIBAK | Full-Text | 292-301 | |
| Pardha S. Pyla; H. Rex Hartson; Manuel A. Pérez-Quiñones; James D. Arthur; Tonya L. Smith-Jackson; Deborah Hix | |||
| In this paper we describe our experience deriving evaluation metrics for a
systems-level framework called Ripple that connects software engineering and
usability engineering life cycles. This evaluation was conducted with eight
teams of graduate students (falling under four types of development models)
competing in a joint software engineering and usability engineering course to
create a software solution for a real world client. We describe the challenges
of evaluating systems-level frameworks and the approach we used to derive
metrics given our evaluation context. We conclude with the outcome of this
evaluation and the effectiveness of the metrics we employed. Keywords: Systems-level evaluation; evaluation metrics; goal-question metric | |||
| Changes of HCI Methods towards the Development Process of Wearable Computing Solutions | | BIBAK | Full-Text | 302-311 | |
| Ingrid Rügge; Carmen Ruthenbeck; Bernd Scholz-Reiter | |||
| Logistics is a dynamic and heterogeneous application area for wearable
computing. In this paper, wearable computing technologies are examined as basis
for a support system for mobile workers at an automobile terminal under the new
paradigm of autonomous controlled logistics. An appropriate wearable computing
system has to fulfil different system requirements with respect to the mobile
work process and the bodily conditions of the user. Therefore the requirements
of wearable computing systems were defined in a participatory process with the
users. Keywords: Autonomous Control; Logistics; Mobile Usability; Mobile Work Process;
Requirement-Monitoring; User-Centred Design; Wearable Computing | |||
| Combining Activity Theory and Grounded Theory for the Design of Collaborative Interfaces | | BIBAK | Full-Text | 312-321 | |
| Christine Rivers; Janko Calic; Amy Tan | |||
| In remote tabletop collaboration multiple users interact with the system and
with each other. Thus, two levels of interaction human-computer interaction and
human-human interaction exist in parallel. In order to improve remote tabletop
systems for multiple users both levels have to be taken into account. This
requires an in-depth analysis achieved by qualitative methods. This paper
illustrates how a combination of Activity Theory and Grounded Theory can help
researchers and designers to improve and develop better collaborative
interfaces. Findings reported here are based on three video recordings that
have been collected during a quasi-experiment. Keywords: Activity theory; Grounded Theory; remote tabletop collaboration;
methodological-design approach | |||
| User Behavior Patterns: Gathering, Analysis, Simulation and Prediction | | BIBAK | Full-Text | 322-331 | |
| Lucas Stephane | |||
| This paper presents methods and tools for gathering, analyzing and
predicting behavior patterns. Considered both for a single user and for groups
of users, behavior patterns may impact at a local and/or global level. The
first part explains how to gather behaviors in various situations and how to
drill from overt behaviors into deeper cognitive processes. The rationale of
cognitive modeling and guidelines to perform it are provided. The second part
deals with analysis methods that enable to detect behavior patterns. Bottom-up
analysis based on existing data is augmented with top-down analysis based on
conceptual design choices and hypotheses. The last part emphasizes the needs of
data storage and data sharing in the organization. Beyond data storage and
sharing, it presents the benefits of using Adaptive Business Intelligence in
order to simulate and predict possible situations as well as the appropriated
behavior patterns that enable to adapt. Keywords: Behavior patterns; modeling; Ontology systems; Multi-Agent Systems; Agent
Oriented Programming; Adaptive Business Intelligence | |||
| Scenarios in the Heuristic Evaluation of Mobile Devices: Emphasizing the Context of Use | | BIBAK | Full-Text | 332-341 | |
| Jari Varsaluoma | |||
| Varying contexts of use make the usability studies of mobile devices
difficult. The existing evaluation methods, such as Heuristic Evaluation (HE),
must be redesigned in order to create more awareness of the mobile context.
Through the reworking of existing heuristics and use of written use scenarios,
there have already been some promising results. In this study the context of
use of mobile devices was examined with written scenarios. The main target was
to improve the reliability of HE by increasing the number of right predictions
and reducing the number of false positives produced by the evaluators. The
results seem to differ from those of a previously conducted study as the
scenarios did not improve the HE regarding the numbers of false positives or
accurate predictions. There is a need for more research regarding the possible
benefits of different scenarios and other factors that affect the outcomes of
HE. Keywords: Heuristic evaluation; scenario; context of use; mobile device; false
positive | |||
| The Proposal of Quantitative Analysis Method Based on the Method of Observation Engineering | | BIBAK | Full-Text | 342-350 | |
| Tomoki Wada; Toshiki Yamaoka | |||
| Observation Engineering is the logical method to obtain product's
requirements. We propose the method to analyze user's behavior by Formal
Concept Analysis. User's behavior was converted to category data, and
peculiarity of user's behavior was obtained by FCA. Requirements were got from
peculiarity. Finally, Requirements were obtained from their peculiarity, and
there were verified by questionnaire. Keywords: Observation; Formal Concept Analysis; requirement | |||
| Translating Subjective Data to Objective Measures to Drive Product Design and Experience | | BIBAK | Full-Text | 351-356 | |
| Erin K. Walline; Bradley Lawrence | |||
| To successfully drive best-in-class human factors into product design, it is
sometimes necessary to adopt more non-traditional experimental methods and
reporting techniques. Within the PC industry, a traditional usability study is
usually comprised of running eight to twelve participants through a set of
tasks in a two-hour time period, collecting and reporting ease-of-use, success
rate, time-on-task, and preference data. This traditional method is great at
identifying potential usability pitfalls, but not necessarily equipped to focus
on a product's visual appeal or quality perception. Two case studies are
described that introduce non-traditional methods which: (1) focus on the
perceived quality of specific product designs; (2) relate subjective data to
concrete mechanical terms such that engineers have clear direction on how to
build the products; and (3) report findings in a concise, graphical manner that
is easily and quickly understood by executives and colleague functions lacking
a human factors background. Keywords: Product design; experience; usability | |||
| Towards an Holistic Understanding of Tasks, Objects and Location in Collaborative Environments | | BIBAK | Full-Text | 357-366 | |
| Maik Wurdel | |||
| In this paper a task modeling approach is presented which tackles the
integration of different kinds of models by a generic framework. The
application of the framework is shown for collaborative environments, a certain
sub set of ubiquitous computing environments. In these environments tasks have
a close bond to the location of the executing actor as well the state of the
involved objects. Therefore a location specification and a domain model are
used to constrain the task execution. The language is supported by a tool, the
CTML editor and simulator, which covers all steps of development from creation,
editing, testing and verification. Such a model is particularly from interest
for the intention recognition module of our experimental infrastructure of a
collaborative environment. Keywords: Collaborative Task Modeling; Domain Modeling; Collaborative Environments;
Location Modeling | |||
| Approach to Human Centered Design Innovation by Utilized Paper Prototyping | | BIBAK | Full-Text | 367-373 | |
| Kazuhiko Yamazaki | |||
| The purpose of this study is to discover a design methodology for User
Centered Design (UCD) Innovation. This paper focuses on paper prototype method
for user evaluation and design. After proposing an approach to utilize paper
prototype method, author proposed detail approach based on UCD process. In case
study, author utilized this method for design education of design course on
university. As a result, author received several innovative ideas from UCD view
point. Keywords: UCD; innovation; prototyping; design | |||
| Structured Scenario-Based Design Method | | BIBAK | Full-Text | 374-380 | |
| Koji Yanagida; Yoshihiro Ueda; Kentaro Go; Katsumi Takahashi; Seiji Hayakawa; Kazuhiko Yamazaki | |||
| This paper introduces "The Structured Scenario-based Design Method", a
design approach where a vision is proposed from an HCD (Human-Centered Design)
perspective for use with ubiquitous computing. This method utilizes structured
scenarios that are created in order to appropriately incorporate users'
intrinsic needs and values into systems/products specifications at an early
stage of designing. This paper discusses the method, articulating
characteristics, a design process and a few case examples using a tool
developed for this particular method. Keywords: Scenario; persona | |||
| Facilitating Idea Generation Using Personas | | BIBAK | Full-Text | 381-388 | |
| Der-Jang Yu; Wen-Chi Lin | |||
| Persona and scenario are important design tools for new concept development.
Usually, scenario is used to generate ideas, and persona is for evaluation.
This article proposes a new approach that embeds persona data in scenario-based
design for idea generation. It includes a persona dataset, a facilitation
process, and a working field. The persona dataset is a user profile collected
in ethnographic research and categorized by subjects, motives, activities,
goals and behaviors. The facilitation process helps designer create new ideas
via re-matching the elements in the persona dataset. The working fields allow
the freedom of implementing with different sizes of the designer team and
persona dataset. This new approach provides a direct and effective way that
materializes designers' internal experiences and persona data to create new
ideas and scenarios. Keywords: Persona; scenario-based design; ethnographic | |||
| Auditory and Visual Guidance for Reducing Cognitive Load | | BIBAK | Full-Text | 391-397 | |
| Hiroko Akatsu; Akinori Komatsubara | |||
| Auditory and visual guidance are often used as means to make IT equipment
easier to use and decrease cognitive load. However, the effective use of the
guidance is not yet clarified. Accordingly, there is a case that the guidance
disturbs user operation because of inappropriate use of guidance. This paper
discusses the effective use of auditory and visual guidance to reduce user's
cognitive loads through experiments with simulated ATM systems. Keywords: Auditory and visual guidance; cognitive load; usability | |||
| Tailoring Interface for Spanish Language: A Case Study with CHICA System | | BIBA | Full-Text | 398-407 | |
| Vibha Anand; Paul G. Biondich; Aaron E. Carroll; Stephen M. Downs | |||
| We developed a clinical decision support system (CDSS) -- Child Health Improvement through Computer Automation (CHICA) -- to deliver patient specific guidance at the point of clinical care. CHICA captures structured data from families, physicians, and nursing, staff using a scannable paper user interface -- Adaptive Turnaround Documents (ATD) while remaining sensitive to the workflow constraints of a busy outpatient pediatric practice. The system was deployed in November 2004 with an English language only user interface. In July 2005, we enhanced the user interface with a Spanish version of the pre-screening questionnaire to capture information from Spanish speaking families in our clinic. Subsequently, our results show an increase in rate of family responses to the pre-screening questionnaire by 36% (51% vs. 87%) in a four month time period before and after the Spanish interface deployment and up to 32% (51% vs. 83%) since November 2004. Furthermore, our results show that Spanish speaking families, on average, respond to the questionnaire more than English speaking families (85% vs. 49%). This paper describes the design, implementation challenges and our measure of success when trying to adapt a computer scannable paper interface to another language. | |||
| A Personal Assistant for Autonomous Life | | BIBA | Full-Text | 408-415 | |
| Alessandro Andreadis; Giuliano Benelli; Pasquale Fedele | |||
| This paper presents a design of an innovative framework to support continuous monitoring and assistance for ageing people affected by disabilities or chronic diseases during their stay in a structured environment such as home or hospital. | |||
| Towards a Theory of Cultural Usability: A Comparison of ADA and CM-U Theory | | BIBAK | Full-Text | 416-425 | |
| Torkil Clemmensen | |||
| Cultural models in terms of the characteristics and content of folk theories
and folk psychology have been important to social scientists for centuries.
From Wilhelm Wundt's Volkerpsychologie to the distributed and situated
cognition theorists in the global world of today, thinkers have seen human
action as being controlled by cultural models. The study of cultural models for
humans interacting with computers should thus be at the heart of the scientific
study of human-computer interaction (HCI). This paper presents a theory of
cultural usability that builds on the concept of Cultural Models of Use (CM-U
theory). The theory is compared to existing Artifact Development Analysis (ADA)
theory to identify its sensitivity to explain cultural usability phenomena. The
conclusion is that a) the theory can account for empirical findings on cultural
usability, and b) CM-U and ADA theories seem to fit different user populations'
perception of usability. Keywords: Cultural models; HCI; culture; usability Note: Best Paper Award | |||
| Regional Difference in the Use of Cell Phone and Other Communication Media among Senior Users | | BIBAK | Full-Text | 426-435 | |
| Ayako Hashizume; Masaaki Kurosu; Toshimasa Yamanaka | |||
| In this paper, authors focused on the use of the cell phone by senior people
living in the urban area and the rural area in Japan. The result of the
questionnaire research showed that there are differences in the use of the cell
phone and other communication media between two areas. These differences are
related to the difference in the life pattern and the environmental factors in
both areas. Keywords: Communication media; usability; cell phone; senior user; regional difference | |||
| Grouping Preferences of Americans and Koreans in Interfaces for Smart Home Control | | BIBAK | Full-Text | 436-445 | |
| Kyeong-Ah Jeong; Robert W. Proctor; Gavriel Salvendy | |||
| The purpose of the current study was to find the grouping principle for
smart home interfaces that most closely matches the thinking styles of
Americans and Koreans. The independent variables were grouping method (NO: no
grouping other than alphabetical order, FS: functional and then spatial
grouping, SF: spatial and then functional grouping), culture and gender. 40
American and 40 Korean students' perceptions of the interfaces and their
performance times with the interfaces were measured. Both female and male
Koreans preferred the SF grouping, consistent with a cognitive style favoring
thematic organization and field dependence. For Americans, females preferred SF
grouping but males preferred FS grouping. Thus, only American males'
preferences conformed to a cognitive style favoring functional organization and
field independence. Cultural differences in grouping preferences need to be
taken into account in design of smart home interfaces. Keywords: Culture; grouping; interface design; smart home | |||
| User Needs of Mobile Phone Wireless Search: Focusing on Search Result Pages | | BIBAK | Full-Text | 446-451 | |
| Yeon Ji Kim; Sun Ju Jeon; Min Jeong Kim | |||
| Based on understanding differences between wired and wireless search, we
analyzed user needs for mobile phone wireless search. According to this
research, heavy wireless search users produce more traffic searching for
information than searching for downloadable contents. Through several usability
tests, we can get some design guidelines for wireless search result page. Users
require different results and presentation for the results of general
information keyword searches to media contents keyword searches. Users
preferred representative labelling of categories. In addition, it is essential
to minimize navigation of the search results. Keywords: Wireless search; wireless internet; mobile phone; usability; user
satisfaction; design guidelines | |||
| Why Taking Medicine Is a Chore -- An Analysis of Routine and Contextual Factors in the Home | | BIBAK | Full-Text | 452-461 | |
| Wei Kiat Koh; Jamie Ng; Odelia Yiling Tan; Zelia Tay; Alvin Wong; Martin G. Helander | |||
| Medication adherence is an important concern for many people. This is
especially so in the older adults population where non-adherence can have
serious consequences and may lead to higher healthcare cost. Non-adherence is a
problem that afflicts the younger and older adults and there are many factors
affecting one's medication adherence (Social/economic factors,
provider-patient/health care system factors, condition-related factors,
therapy-related factors, patient-related factors [1]). In this paper, we focus
on patient-related factors and investigate how these factors (mainly routines
in patients' daily life, their surrounding environment and their self-made
systems) affect their medicine taking behaviour and their abilities to adhere
to their treatment regimens. Results presented in this paper are gathered from
in-depth interviews with patients during house visits and from observing how
they go about handling their medication in their living space. This knowledge
of how patients are currently coping with their medication will be useful for
the design of an effective medication support system. Keywords: Medication; medical adherence; reminders; older adults | |||
| Social Robot Design | | BIBAK | Full-Text | 462-467 | |
| Seita Koike; Masayuki Sugawara; Yuki Kutsukake; Sayaka Yamanouchi; Kie Sato; Yoshihiro Fujita; Junichi Osada | |||
| The purpose of this study is to describe the network of human and non human
as the personal robot in the community. We designed an original program for the
personal robot and took it to the nursery school. We participated in the
community of the nursery school and supported the new play group that the
children's mothers set up. They used the robot for their play actively. We made
new users of the robot and changed the activity of the nursery school. As a
result, the design of the interface for controlling robot changed. Keywords: Robot; society; interface; design | |||
| Culture and Communication Behavior: A Research Based on the Artifact Development Analysis | | BIBAK | Full-Text | 468-475 | |
| Masaaki Kurosu; Ayako Hashizume | |||
| Authors focused on the use of the cell phone by senior people and young
people living in the urban area and the rural area in Japan and in the US. The
result of the questionnaire research showed that there are differences in the
use of the cell phone and other communication media depending on the situation.
These differences are related to the difference of the culture: nation culture,
region culture, and generation culture. Keywords: Communication; media; usability; cell phone; senior user; culture | |||
| Exploring the Interface Design of Mobile Phone for the Elderly | | BIBAK | Full-Text | 476-481 | |
| Chiuhsiang Joe Lin; Tsung-Ling Hsieh; Wei-Jung Shiang | |||
| This study evaluated the influences of mobile phone interface design on the
operating performance of aged people. To achieve the objective, the present
research adopted a 2x2 within subject experimental design to develop different
experimental treatments based on two types of software interfaces and two types
of hardware interfaces. A total of 20 subjects including 10 younger
participants (15-30 years old) and 10 older participants (over 40 years old)
were tested in this experiment. Three dependent variables were under study. One
measure refers to the operating time of subjects who were requested to perform
several tasks in the experiment. The second measure refers to the error
frequency, defined by the number of incorrect steps that subjects make when
they perform the tasks. The third variable was the subjective convenience that
was measured by a seven-point Likert scale. Finally, this study discussed
design directions in cell phone design for the aged people. The conclusions
from this study provided a useful reference for the mobile phone designer. Keywords: Elderly people; Mobile phone; Interface design | |||
| Design for China Migrant Workers: A Case of User Research and Mobile Product Concepts Development | | BIBAK | Full-Text | 482-491 | |
| Xin Liu; Jikun Liu; Jun Cai; Ying Liu; Xia Wang | |||
| The mobile user experience in China is far from optimal. The language
styles, interactive modes and interfaces for most of the mobile communication
products in Chinese marketplaces are just copies of those developed for Western
users, which are difficult and not suitable for Asian people's thinking habits
and usage customs. This especially applies to the needs of the poorly educated
and users who are challenged by digital products. They are almost totally
ignored by the mainstream of mobile product makers, even though a huge
consumptive potential exists in those segments of consumers in the future
years. This joint project of Tsinghua and Nokia, targeting the market segment
of Chinese migrant workers, concentrates on user research and conceptual design
for proper mobile communication products or service systems, with hopes to
contribute to the corporate future design strategies and market development
plans. Keywords: Migrant workers; mobile products; user research; conceptual design | |||
| User Value Based Product Adaptation: A Case of Mobile Products for Chinese Urban Elderly People | | BIBAK | Full-Text | 492-500 | |
| Jikun Liu; Xin Liu | |||
| Mobile user experience in Asia is far from optimal. User interfaces and
interactions are just copies of those for Western users. Product designers are
not clear about the needs of many user segments in Asia. Products lack creative
solutions specific for the Asian market, driving researchers to study users in
Asia and create new concepts to improve the mobile user experience. Based upon
the Industrial Design Value Innovation Theory developed in the Industrial
Design Department of Tsinghua University, this project sponsored by the Nokia
Research Center targets the market segment of urban elderly people in China,
conducts the user research and concept design for proper mobile products or
service systems, and hopes to contribute to the corporate future design
strategies and market development plans. Keywords: User value; product development; mobile communication; elderly people | |||
| From Novice to Expert -- User's Search Approaches for Design Knowledge | | BIBAK | Full-Text | 501-510 | |
| Ding-Bang Luh; Chia-Ling Chang | |||
| As the arrival of the individual creativity era, innovation needs user
creativity from the general public, nowadays, the enterprise provides the
components or tools of products for users to utilize their creativity, and
thus, users can be viewed as another form of designers. This research is based
on the concept, "user is innovator", using LEGO bricks and its players with
high design capability as the research subjects, proposes a qualitative method
on users' design knowledge, the procedure includes five steps: user subject
identification, status attribute classification, design knowledge
categorization, search approach analysis, and knowledge model construction.
This article proposed the design knowledge connotation and search approaches of
four statuses of highly-involved users (junior expert, exhibition participator,
business manager, award winner). When users possess the needed design knowledge
and search approaches, it does not only fulfill individual creativity, also
indirectly expands the creativity origin of the enterprise and increases its
economic value. Keywords: User as innovator; Design knowledge; Information search; Knowledge
management | |||
| Leveraging User Search Behavior to Design Personalized Browsing Interfaces for Healthcare Web Sites | | BIBAK | Full-Text | 511-520 | |
| Malika Mahoui; Josette F. Jones; Derek Zollinger; Kanitha Andersen | |||
| Understanding and leveraging user search behavior is increasingly becoming a
key component towards improving web sites functionality for the health care
consumer and provider. Hence, the development and improvement of any
interactive browser-based information system, such as those used by digital
libraries, requires consideration of the type of individuals utilizing the
system, an understanding of available content and inclusion of a way to measure
user interactivity. Information systems not only need to provide useful
content, they must also present content in a way that results in an efficient,
effective and satisfying user experience. Functional interface design is
assumed to take in consideration the overall environment of the user to support
users in their search tasks. Web logs -- access logs and search logs -- record
user interactions with the interface, and as thus provide insight in user
search behavior in a natural environment. The present study measures the
usability of a digital library through an in depth analysis of the web logs.
The study also leverages user interaction with the digital library to propose a
use driven browsing interface to improve user interaction with the system. Keywords: Log data analysis; web usage mining; search term clustering | |||
| Multimodal Corpus Analysis as a Method for Ensuring Cultural Usability of Embodied Conversational Agents | | BIBAK | Full-Text | 521-530 | |
| Yukiko I. Nakano; Matthias Rehm | |||
| In this paper we propose the method of multimodal corpus analysis to collect
enough empirical data for modeling the behavior of embodied conversational
agents. This is a prerequisite to ensure the usability of such complex
interactive systems. So far, the development of embodied agents suffers from a
lack of explicit usability methods. In most cases, the consideration of
usability aspects is constrained to preliminary user tests at the end of the
development process. Keywords: Multimodal Corpora; Embodied Conversational Agents; Cultural Usability | |||
| Support Method for Improving the Ability of People with Cerebral Palsy to Efficiently Point a Mouse at Objects on a GUI Screen | | BIBAK | Full-Text | 531-537 | |
| Hiromi Nishiguchi | |||
| Many people with cerebral palsy work in social welfare companies as data
entry operators etc. Because of spastic reactions and involuntary motion, they
find it difficult to use their upper limbs for movement and positioning tasks
such as pointing a mouse at an object on a GUI screen. It would be of great
benefit to secure the movement distance and the target size which are
appropriate for people with cerebral palsy on a GUI screen, so they can perform
pointing device operation effectively. However, it is not possible to increase
the screen size beyond a certain limit. Therefore, ideal conditions may not be
achieved. In such a situation, an effective environment for positioning tasks
can be created by controlling the D/C gain, which is calculated by dividing the
movement distance of the pointer by that of the input device. This study
investigated the effect of changes in the D/C gain on motion time (MT) for
pointing tasks and attempted to determine the D/C gain for minimizing the MT.
It was found that the D/C gain for minimizing the MT could be obtained by using
an appropriate combination of the target distance and target size. Further, the
relation between the D/C gain and the positioning time is found to be linear or
second-order curvilinear, depending on the target distance and target size. Keywords: GUI; Mouse operation; D/C gain; User interface | |||
| A Study of Design That Understands the Influences on the Changes of Information Processing Ability of Users | | BIBAK | Full-Text | 538-547 | |
| Ji Hyun Park | |||
| The main goal of this study is to research new design approaches for
creating interactive products by designers that take into consideration the
positive long-term influence a product has on users. In recent years, users are
more and more interested in products that can have a good influence on them,
for example, how much of a positive change can occur to their emotional or
physical health through using a product. With the further advancement of
technology, a wide range of effects frequently occur between new devices and
users. These effects can be considered a new experience by users. In the
future, users will take into consideration the positive influences a product
has on them, and the long-term experience of using a technology device. Because
of these compelling reasons, research is necessary to study the factors and
characteristics of influences that products have on users through objective and
utility methods. Keywords: Design factors; Users; Interaction; Information processing abilities | |||
| Common Understanding of Graphic Image Enhance "Emotional Design" | | BIBAK | Full-Text | 548-551 | |
| Hisashi Shima | |||
| The object of this research is to investigate the empathy of the brand
design attribute to development of the product design, software screen and web
site design. At early phase of the development "Empathy" is one of the
important matters of emotional design. To share of the target verbal and image
help to common understanding of the product characteristic, it can assume
height efficiency of the development. Keywords: Emotional design; development procedure; brand design; Tacit dimension;
empathy development | |||
| Older Drivers and New In-Vehicle Technologies: Adaptation and Long-Term Effects | | BIBAK | Full-Text | 552-561 | |
| Anabela Simões; Marta Pereira | |||
| The introduction of new technologies into vehicles has been imposing new
forms of interaction, being a challenge to drivers but also to HMI research.
The multiplicity of on-board systems in the market has been changing the
driving task, being the consequences of such interaction a concern especially
to older drivers. Several studies have been conducted to report the natural
functional declines of older drivers and the way they cope with additional
sources of information and additional tasks in specific moments. However, the
evolution of these equipments, their frequent presence in the automotive market
and also the increased acceptability and familiarization of older drivers with
such technologies, compel researchers to consider other aspects of these
interactions: from adaptation to the long term effects of using any in-vehicle
technologies. Keywords: In-Vehicle Technologies; Older Drivers; Behavioral Adaptation; Human-Machine
Cooperation | |||
| Frequency of Usage and Feelings of Connectedness in Instant Messaging by Age, Sex, and Civil Status | | BIBAK | Full-Text | 562-569 | |
| Michael E. Stiso | |||
| A questionnaire was administered to determine (1) the frequency with which
participants use various IM features, and (2) whether and to whom they feel
more connected as a result of IM usage. Younger participants IMed more
frequently than older ones, and males and younger participants were the more
frequent users of the more esoteric IM activities, particularly video sharing
and video chatting. Singles 25-34 were most likely to report feeling increased
connections overall to people via IM. The youngest and the single ones were
much more likely to feel a greater connectedness with friends than with family.
In the later 20s, that focus on friends shifts to family and coworkers,
resulting in relatively equivalent percentages reporting greater connectedness
with each of the three categories. The suggestion is that younger, single
people are using IM to fulfill a need for social interaction that would be
otherwise difficult to meet. Keywords: Age; sex; gender; civil status; instant messaging; connectedness | |||
| Examining Individual Differences Effects: An Experimental Approach | | BIBAK | Full-Text | 570-575 | |
| Wan Adilah Wan Adnan; Nor Laila Md. Noor; Nik Ghazali Nik Daud | |||
| Role of individual differences has been emphasized for system success. Many
researchers claim about the need for a better understanding of individual
differences as empirical evidence is still very limited. The purpose of this
paper is to examine the extent to which individual differences affects one's
decision performance and decision processes. This study focuses on decision
making style and gender as the dimensions of individual differences
characteristics. Their potential effects are investigated using experimental
approach. Empirical findings from this study support for the user-centered
approach that emphasize on user in the design of an information system. Keywords: Individual differences; decision making style; gender effects; human factor | |||
| Usability Maturity: A Case Study in Planning and Designing an Enterprise Application Suite | | BIBA | Full-Text | 579-584 | |
| Jeremy Ashley; Kristin Desmond | |||
| Although user experience professionals look to the user-centered design process (UCD) as the overarching set of principles for the research, design, and testing of usable products that meet customer needs, the application of these principles varies significantly depending on the type and scale of design challenges to be solved and the level of usability maturity that a company practices. This paper describes a case study of how one organization went from a Usability Maturity Model level of Implemented to a level of Integrated while it worked through a design cycle for a large enterprise application suite. This paper also discusses lessons learned along the way. | |||
| Developing a Scenario Database for Product Innovation | | BIBAK | Full-Text | 585-593 | |
| Shang Hwa Hsu; Jen Wei Chang | |||
| Introducing new product is vital for a company's survival. Scenarios have
been demonstrated as a valid tool to generate product ideas from user's
perspective. The purpose of this study is to develop a scenario data base for
product emergence and a novel method for product idea generation. The proposed
scenario database is based on a product innovation database approach that
emphasizes on discovering user needs and requirements from scenarios and
incorporating them into product development. It draws on the primacy of the
idea itself as a driving force toward new product success. Keywords: Scenario-based design; Database; Activity Theory; Product Idea Generation;
Innovation | |||
| Practice of Promoting HCD Education by a Consumer-Electronics Manufacturer | | BIBAK | Full-Text | 594-600 | |
| Jun Ito; Akiyoshi Ikegami; Tomoshi Hirayama | |||
| We conducted an internal e-learning course on the basics of HCD, starting in
February 2008. E-learning is convenient in that any employee can take the
course whenever they like. The e-learning course described in this report aims
at preventing miscommunication regarding user interfaces. What we expect to
achieve by realizing that purpose is, (1) to enable to memorization of the
defined common terms, and (2) to encourage daily use of the common terms when
talking about user interfaces in the workplace. Then we decided to select seven
key words and three methods that make up the ten common terms. Keywords: E-Learning; HCD; grouping; mapping; feedback; constraints; consistency;
fail-safe; affordance; persona; scenarios; paper-prototyping | |||
| A Survey of User-Experience Development at Enterprise Software Companies | | BIBAK | Full-Text | 601-610 | |
| Aaron Marcus; Jeremy Ashley; Claus Knapheide; Arnie Lund; Dan Rosenberg; Karel Vredenburg | |||
| Developers worldwide wish to understand what major companies are doing in
user-experience development (UXD). UXD comprises activities in user-centered
design of user experience, specifically user-interface development (metaphors,
mental models, navigation, interaction, and appearance) that is useful for
planning, research, analysis, design, implementation, evaluation, and
documentation of products/services across a wide number of platforms. This
paper reports the results of a survey conducted with six enterprise software
companies. Keywords: Design; development; management; user interface; user experience | |||
| User-Experience Development | | BIBAK | Full-Text | 611-617 | |
| Aaron Marcus | |||
| Developers worldwide wish to understand user-experience development (UXD).
UXD comprises activities in user-centered design of user experience,
specifically user-interface development (metaphors, mental models, navigation,
interaction, and appearance) that are useful for planning, research, analysis,
design, implementation, evaluation, and documentation of products/services
across a wide number of platforms. This paper summarizes some key concepts and
terms. Keywords: Design; development; management; user interface; user experience | |||
| Measurements and Concepts of Usability and User Experience: Differences between Industry and Academia | | BIBA | Full-Text | 618-626 | |
| Anja Naumann; Ina Wechsung; Robert Schleicher | |||
| Usability and User experience are two central terms in the discipline of Human-Computer Interaction (HCI). The relevant literature provides a wide range of definitions and measuring methods for both concepts. This paper presents results of a survey asking usability researchers and practitioners about their views and practice on Usability and User Experience aiming to investigate the current state of the art regarding both concepts. | |||
| Proactive Ergonomics in Refrigerator Concept Development | | BIBA | Full-Text | 627-634 | |
| Maximiliano Romero; Fiammetta Costa; Giuseppe Andreoni; Marco Mazzola; Juan Vargas; Luigi Conenna | |||
| Proactive Ergonomics means to pre-test the human factors features of a product in an early step of development (design or prototyping), modifying it, re-performing the test and so on. The goal is to apply an iterative process to reach a final definitive solution. This work presents a case study on refrigerator concepts development based on a Design for All approach. The first design concept was created through a participatory workshop supported by reference literature data about arthropometrical and functional parameters and by results from ethnographic observation. This also led to the design of a dedicated experimental protocol for evaluating the physical ergonomics characteristics of products and mock up through a comparative analysis. Using a bestseller's refrigerator as reference, we evaluated comparatively, our new concepts. The results were very significant and demonstrated a consistent improvement of the ergonomic quality of the concepts with respect to the standard product. The quantitative ergonomic evaluation has been validated by subjective methods. | |||
| Corporate User-Experience Maturity Model | | BIBAK | Full-Text | 635-639 | |
| Sean Van Tyne | |||
| User experience encompasses all aspect of a persons experience with an
organization's services and products [1]. Organizations may or may not be aware
of their customers' experience with their services or products and give
different degrees of attention to developing and managing their customers'
experiences. These degrees of attentions given to their customer experience can
be measured and charted by phases or stages along a continuum of dedication or
maturity. Based on the Capability Maturity Model Integration [2] and the
Corporate Usability Maturity [3], this paper presents a model of user
experience maturity by level based on an organizations dedication of resources,
budget, and process integration. Keywords: Corporate; experience; maturity; model; user | |||
| Website Affective Evaluation: Analysis of Differences in Evaluations Result by Data Population | | BIBAK | Full-Text | 643-652 | |
| Anitawati Mohd Lokman; Afdallyna Fathiyah Harun; Nor Laila Md. Noor; Mitsuo Nagamachi | |||
| Studies involving consumer studies have suggested different mechanisms of
subject selections. The paper elaborates results of subject's responses by the
methodology adopted from Kansei Engineering. In the research, evaluation of
subject's Kansei towards website interface design was performed, targeting to
measure affective quality in website design. Principal Component Analysis was
performed to identify semantic structure of Kansei Words. The analyses were
based on the average of evaluation results obtained from subjects. Results of
PC Loadings were analyzed to see differences of determinants by size of data
population. It is evident from the study that population size does not affect
determinants of affective web interface design. The study makes decent
contribution in determining appropriate population size in designing research
instruments for future studies involving website affective evaluations. Keywords: Consumer science; website affective evaluation; Kansei; Population size;
Principal Component Analysis | |||
| Evaluating E-Commerce User Interfaces: Challenges and Lessons Learned | | BIBAK | Full-Text | 653-660 | |
| Rainer Blum; Karim Khakzar | |||
| This paper presents lessons learned from a user interface evaluation --
concerning the applied methodical approach. Four alternative implementations of
product catalogue navigation and presentation components for online clothing
shops were evaluated in a comparative study. The resulting rather complex
experimentation setting revealed interesting issues for the design of similar
experiments. After describing the study's methodical setup the paper analysis
relevant aspects of the applied approach. Finally, lessons learned are derived
that are of relevance for user interface testing methodology in related
contexts. Keywords: E-Commerce; User Interface Evaluation; Rapid Prototyping; Evaluation
Methodology | |||
| Caring and Curing by Mixing Information and Emotions in Orphan Diseases Websites: A Twofold Analysis | | BIBAK | Full-Text | 661-670 | |
| Maria Cristina Caratozzolo; Enrica Marchigiani; Oronzo Parlangeli; Marcella Zaccariello | |||
| The study reported in this article was structured as a first step in
planning guidelines to design effective internet sites for Associations dealing
with rare diseases. The Authors used a two-stage analysis: first, they carried
out an analysis of the websites of a sample of Italian Associations on rare
diseases and then they did an interview survey to identify the objectives and
needs of those organizations. Results indicate that two different kinds of
organizations do exist and suggest possibilities for developing guidelines
aimed at improving their websites. Keywords: Rare and orphan diseases; affective communication; patients' associations;
website; usability | |||
| Eye Tracking Method to Compare the Usability of University Web Sites: A Case Study | | BIBAK | Full-Text | 671-678 | |
| M. Oya Çinar | |||
| Web sites are one of the main source which enables human computer
interaction, also widely used for receiving and transmitting information.
University web sites are frequently visit by their students to get some
information. In today's fast life cycle these web sites has great usage, many
people prefer to use them. University web sites are extremely important for the
students of that institution. In the last years, usability has become a highly
important research subject. Designing usable web sites is considerably
important factor for the user satisfaction in our case for university students.
In this study, a new design is proposed for the engineering faculty web page and eye tracking method is used to compare the usability of it with the original design. Participants were observed while trying to finish specified tasks. In evaluation period, fixation count, fixation length and heatmaps of each website are taken into the consideration. At the end of the study showed that proposed design is more effective and efficient. Participants required fewer fixations and less time to complete the given tasks. Keywords: Eye tracking; HCI; usability; computer interface design; design evaluation | |||
| User Centered Design of a Learning Object Repository | | BIBAK | Full-Text | 679-688 | |
| Núria Ferran; Ana-Elena Guerrero-Roldán; Enric Mor; Julià Minguillón | |||
| This work outlines the design process of a user centered learning object
repository. A repository should foster the development and acquisition of both
generic and specific informational competencies. The results of the first stage
of the user centered design process are presented which provide a clear
understanding of user and task requirements and the context of use. A user
study was conducted using quantitative and qualitative methodologies. A
qualitative approach was performed through the content analysis of 24 in-depth
interviews achieved through a random stratified sampling method. Regarding the
quantitative approach, more than 5 million student navigation sessions were
processed in order to know the real information behavior accomplished in the
virtual campus and more specifically all the services and resources used and
the search actions carried out by users. Our aim is to achieve a thorough
informational behavior analysis that involves access, treatment, integration,
evaluation, creation and communication of information for learning purposes
which will be useful for integrating learning object repositories in virtual
learning environments. Keywords: Learning Object Repository (LOR); user centered design; log analysis;
content analysis; e-learning; information-related competencies | |||
| Web Orchestration: Customization and Sharing Tool for Web Information | | BIBAK | Full-Text | 689-696 | |
| Lei Fu; Terunobu Kume; Fumihito Nishino | |||
| In this paper, we present a tool, Web Orchestration, which allows people to
customize and share the web information in a simple way. Our work is based on
the web annotation and web scraping technique. It adopts B/S architecture, and
has a user-friendly interface. It can be used in many aspects, such as web
information monitoring, web information sharing, web information integration,
recombination and so on. As an application of web 2.0 technique, it's easy to
use, simple but powerful; it can enhance collaboration of each other, and make
web information sharing and personalized web information customization much
easier to use. Keywords: Web annotation; web scraping; information sharing; information customization | |||
| Using Google Analytics to Evaluate the Usability of E-Commerce Sites | | BIBAK | Full-Text | 697-706 | |
| Layla Hasan; Anne Morris; Steve G. Probets | |||
| The success of an e-commerce site is, in part, related to how easy it is to
use. This research investigated whether advanced web metrics, calculated using
Google Analytics software, could be used to evaluate the overall usability of
e-commerce sites, and also to identify potential usability problem areas. Web
metric data are easy to collect but analysis and interpretation are
time-consuming. E-commerce site managers therefore need to be sure that
employing web analytics can effectively improve the usability of their
websites. The research suggested specific web metrics that are useful for
quickly indicating general usability problem areas and specific pages in an
e-commerce site that have usability problems. However, what they cannot do is
provide in-depth detail about specific problems that might be present on a
page. Keywords: Web Analytics; Google Analytics; usability; e-commerce web sites | |||
| Site-it!: An Information Architecture Prototyping Tool | | BIBAK | Full-Text | 707-711 | |
| Atsushi Hasegawa | |||
| Site-it! is a simple, powerful and cheap prototyping tool for site structure
and user experience flow. This tool is a set of sticky notes printed abstract
appearance of web pages. It contains 7 types of templates that express most of
web pages. IAs can use it for brainstorming and discussion with clients. By
using this tool, you can focus on IA discussion and cultivate understandings of
user experience in the sites with team members and clients. Keywords: Information Architecture; Workshop; Prototyping; User Experience | |||
| A Theoretical Model for Cross-Cultural Web Design | | BIBAK | Full-Text | 712-721 | |
| Hsiu Ching Hsieh; Ray Holland; Mark Young | |||
| People from different cultures use web interfaces in different ways; they
hold different mental models for visual representations, navigation,
interaction, and layouts, and have different communication patterns and
expectations. In the context of globalisation, web developers and designers
have to make adaptations to fit the needs of people from different cultures,
but most previous research lacks an appropriate way to apply culture factors
into the web development. It is noted that no single model can support all
cross-cultural web communication but a new model is needed to bridge the gap
and improve the limitations. Thus, in this paper, a thorough literature review
is conducted to develop a theoretical cross-cultural model to facilitate
effective communication (usability) for web design, in which the variable
(cultural factors), the process of developing cross-cultural websites, and
measurement criteria are identified, and two related testable hypotheses are
generated. Keywords: Web interface; globalization; cross-cultural web communication | |||
| An Investigation of User's Mental Models on Website | | BIBAK | Full-Text | 722-728 | |
| Hui-Jiun Hu; Jen Yen | |||
| Since mid 1990s Internet has been developing rapidly to become the most
booming and emerging media in recent history and played an important role in
human livelihood. People's demands on website interface interaction have thus
been increasing. How to make a website interface easy to learn and easy to use?
It has thus become an important issue pertaining to Human Computer Interaction
(HCI). In this paper, we use the Interactive Qualitative Analysis (IQA)
approach to conduct a qualitative data-gathering, analysis and examination made
by 9 expert participants. The result show the affinity of 11 website user is
thus produce. And, we can make some suggestions such as website user is speed
& efficiency-oriented and negative images of web advertiser. In addition,
the affinity of User Requirement is an important affinity to keep in website
user. Keywords: Mental model; website user; Interactive Qualitative Analysis (IQA) | |||
| Using Measurements from Usability Testing, Search Log Analysis and Web Traffic Analysis to Inform Development of a Complex Web Site Used for Complex Tasks | | BIBAK | Full-Text | 729-738 | |
| Caroline Jarrett; Whitney Quesenbery; Ian Roddis; Sarah Allen; Viki Stirling | |||
| In this case study, we describe how we use measurements taken from web
analytics and search log analysis with findings from usability testing to
inform the development of web site. We describe an example of triangulating
data taken from all three sources to help make design decisions; an example of
drawing on web analytics and search log analysis to inform our choices of tasks
during a measurement usability evaluation; and an example of using search log
data to decide whether a new feature was worth investigating further. The
context is enquirers making decisions about whether to pursue a course of study
at a distance learning university: a long-term, complex problem. Keywords: Measurement; web analytics; usability testing; search analysis;
triangulation; multi-measurement; online prospectus; university; enquirers | |||
| User-Centered Design Meets Feature-Driven Development: An Integrating Approach for Developing the Web Application myPIM | | BIBAK | Full-Text | 739-748 | |
| Torsten Krohn; Martin Christof Kindsmüller; Michael Herczeg | |||
| In this paper we show how a user-centered design (UCD) method can be
successfully combined with an agile software development approach, namely
feature-driven development (FDD), to develop the web-based information
management system myPIM. This system supports users' workflow requirements in
research and teaching/learning contexts. It provides bookmark, file, and
reference archives, as well as possibilities for exchanging information with
colleagues and students. By describing the system and its development process
we show how this combination of methodologies supported our development process
to create a service that truly assists the target audience and is easy to use. Keywords: World Wide Web; online community; feature-driven development; folksonomy;
information management; information sharing; internet-based collaboration;
social bookmarking; social software; tagging; user-centered design | |||
| The Effects of Information Architecture and Atmosphere Style on the Usability of an Ecology Education Website | | BIBAK | Full-Text | 749-757 | |
| Chao-jen Ku; Ji-Liang Doong; Li-Chieh Chen | |||
| Ecology education is an important issue nowadays. But not everyone has equal
opportunities to learn relevant topics through direct access to the great
nature. In such a case, the platform of Web becomes the potential channel for
people to learn ecological topics. Therefore, the key to success is to enhance
the platform so that the performance is close to that of experiencing the great
nature in person. In this study, expert interview was first conducted. The
participants pointed out the differences in information architectures,
atmosphere styles, the differences in learners' backgrounds were important
factors needed to be considered while designing such a system. Therefore,
several experiment websites were constructed based on different atmosphere
styles. The results revealed that there were significant differences in
browsing behaviors and the usability of websites between people from rural and
urban. Websites with breadth architecture and natural atmosphere could reduce
user's pressure and perceived workload. Keywords: Ecology Education; World Wide Web; Information Architecture; Layout;
Usability | |||
| Accommodating Real User and Organisational Requirements in the Human Centered Design Process: A Case Study from the Mobile Phone Industry | | BIBA | Full-Text | 758-764 | |
| Steve Love; Paul Hunter; Michael Anaman | |||
| This paper reports on the results of a case study that investigated how different stakeholder needs within an organisation can be taken into consideration alongside the needs of real users in the human-centered design process to improve product and service design. The case study focuses on the mobile phone industry and in particular the design of a new service that was to be used in the retail stores of a major mobile phone service provider. The results indicated that by including various organizational stakeholders (such as sales and marketing teams) in an early stage evaluation of a prototype design provides valuable insight to problems (as well as suggestions to improve design) that may not otherwise come to light until a crucial time period in the project and could have a concomitant effect on sales and marketing timelines associated with the project launch. | |||
| Affectively Intelligent User Interfaces for Enhanced E-Learning Applications | | BIBA | Full-Text | 765-774 | |
| Fatma Nasoz; Mehmet Bayburt | |||
| In this article we describe a new approach for electronic learning applications to interact with their users. First we discuss our motivation to build affectively intelligent user interfaces that can recognize learning related emotions and adapt to these through user modeling. In the remainder of the paper we describe the experiment we designed to elicit learning related emotions from students in order collect their physiological signals while they are experiencing those emotions and to classify those physiological signals into emotional states with pattern recognition algorithms. | |||
| Design of a Web-based Symptom Management Intervention for Cancer Patients | | BIBAK | Full-Text | 775-784 | |
| Christine M. Newlon; Chin-Chun A. Hu; Renee M. Stratton; Anna M. McDaniel | |||
| The discipline of Human-Computer Interaction design has potential for
significant benefit to the field of health informatics. This paper describes
the design approach used to develop a web-based interface to help cancer
patients manage their chemotherapy side effects. Previous versions of this
intervention utilizing telephone technology had been efficacious, but limited.
The paper discusses the design decisions made in order to leverage the
potential benefits of the Internet in supporting patients while avoiding the
potential pitfalls that the patients may encounter with a web-based approach. Keywords: human-computer interaction; iterative design; cancer; web-based
intervention; symptom management; evidence-based practice; reading level;
continuous evaluation | |||
| A Preliminary Usability Evaluation of Hemo@Care: A Web-Based Application for Managing Clinical Information in Hemophilia Care | | BIBAK | Full-Text | 785-794 | |
| Vasco Saavedra; Leonor Teixeira; Carlos Ferreira; Beatriz Sousa Santos | |||
| In this work, an overall description of the methods used and the results
obtained in the on-going evaluation of hemo@care is presented. To help
understanding the methods and results, we first give an overview of the main
functionalities of hemo@care, which is a web application to manage the clinical
information in hemophilia care, developed to be used by hematologists, nursing
staff and patients suffering from hemophilia. Following we described the
methods used in this particular evaluation, and finally we present the main
results and general conclusions of these preliminary usability evaluation. Keywords: Health information system; Hemo@care; Usability evaluation | |||
| Fundamental Studies on Effective e-Learning Using Physiology Indices | | BIBAK | Full-Text | 795-804 | |
| Miki Shibukawa; Mariko Fujikake Funada; Yoshihide Igarashi; Satoki P. Ninomija | |||
| In order to apply individual learning methods to an e-learning system, we
need some appropriate measures to know the quantitative evaluation for the
learning progress of each individual. The ratio of the number of correct
answers to the number of questions is a simple measure of the achievement of
the learner. However, such a simple measure may not accurately reflect the real
progress of the learner. Event Related Potentials (ERPs for short) are measured
from electroencephalograms (EEGs for short). We consider that ERPs may contain
meaningful information about the level of the learner's achievement. We had
experiments measuring ERPs of subjects learning chemical formulae on an
e-learning system. We try to characterize the relation among the learner's
achievement, hardness of learning, and the waveforms of his ERPs. This kind of
characterizations may be useful for evaluating the learner's achievement. Keywords: EEG; event related potential; achievement; learning; chemical formulae | |||
| Culture Design of Information Architecture for B2C E-Commerce Websites | | BIBAK | Full-Text | 805-814 | |
| Wan Abdul Rahim Wan Mohd Isa; Nor Laila Md. Noor; Shafie Mehad | |||
| Culture is widely treated as an essential factor for the success of
e-commerce, yet the concept itself is still clouded in bewilderment.
Furthermore, there has been little research on usage behavior in the context of
developing countries; e.g., Islamic countries. By using Islamic culture as the
case study, this study highlights the website information architecture
practical design indication and reports the partial analysis of the
investigation on how culture design of information architecture (IA) for B2C
e-commerce website will has a positive affect to the user performance tasks
(browsing, searching and purchasing books activities). Analyses of one-way
between-groups multivariate analysis of variance (one-way MANOVA) and
paired-samples t-test were performed. The result showed that the task time
performance of the Middle East and the Malaysian users are different and faster
when using the culture centred e-commerce website. Thus, provides empirical
evidence on the positive influence of culturally design website to performance. Keywords: Website Information Architecture; Culture Centred Website; Muslim Online
User; Islamic Culture | |||
| Influence and Impact Relationship between GIS Users and GIS Interfaces | | BIBAK | Full-Text | 815-824 | |
| Hongmei Wang | |||
| A Geographic Information System (GIS) is a computer-based system for
managing and processing geospatial data. GIS has been an important tool in
science, government agencies, private agencies and the public since the 1960s.
To make GIS more usable and useful to GIS users, the GIS community has paid
increasing attention to GIS interfaces. This paper provides an individual level
analysis of influence and impact relationship between GIS users and GIS
interfaces based on the level analysis framework developed by Korpela et al.
The analysis results show that, on one hand, different physical and mental
characteristics of the end GIS users have influenced design of GIS interfaces;
on the other hand, technologies developed in GIS interfaces have impacted how
the GIS users understand and use the GIS in different ways. Keywords: GIS; Influence; Impact; Users; Interfaces; Individual level of analysis;
Level analysis framework | |||
| Investigation of Web Usability Based on the Dialogue Principles | | BIBAK | Full-Text | 825-832 | |
| Masahiro Watanabe; Shunichi Yonemura; Yoko Asano | |||
| ISO 9241-110 standard provides user-interface design rules based on 7
dialogue principles. The priority of the principles varies depending on the
characteristics of the tasks, the users, and the environments. We observed the
behavior of middle-aged and older novice PC users when they performed some Web
navigation tasks. We also pointed out some of the problems with usability, as
discerned from the observations. We found that among the dialogue principles,
self-descriptiveness is the most important. The observed problems, which were
associated with the dialogue principles, suggest strategies for the enhancement
of Web usability. Keywords: Web; usability; ISO 9241-110; dialogue principles; self-descriptiveness | |||
| Participatory Human-Centered Design: User Involvement and Design Cross-Fertilization | | BIBAK | Full-Text | 835-843 | |
| Guy A. Boy; Nadja Riedel | |||
| Design and development of new instruments requires much attention with
respect to safety, performance and comfort. Introducing new technology is a
matter of taking care of past user experience on current technology and
anticipating possible user experience on prototypes incrementally developed.
The intricate spiral combination of prototyping and formative evaluations
provides excellent support to include end-users in the design and development
process. Human-centered design is also a combination of both analytical and
user-centered (experimental) approaches. We cannot get rid of analyzing
human-machine interaction using methods such as GOMS for example, and neither
using professional design expertise. These methods provide an envelope of
usability and usefulness issues; some are directly applicable, others issues
require an experimental user-centered evaluation, i.e., real professional users
are needed. Usability engineering is now very much used in industry and
provides good results. Crucial problems are not technical any longer; they are
financial, legal, social and finally relational. The various actors who will
have an influence on the product being developed should participate.
Participatory design enables to improve awareness of product attributes, i.e.,
what the product is really for, and how it should be made and used. A running
example of the design of a new flight attendant panel to be included in the
cabin of commercial aircraft is presented to support methodological claims and
demonstrate approach soundness. Keywords: Human factors; HCI design; user involvement | |||
| Playful Holistic Support to HCI Requirements Using LEGO Bricks | | BIBAK | Full-Text | 844-853 | |
| Lorenzo Cantoni; Luca Botturi; Marco Faré; Davide Bolchini | |||
| This paper presents Real Time Web (RTW), a holistic method for eliciting HCI
requirements and strategic design issues of web applications based on the
systematic use of LEGO bricks. Capturing, understanding and expressing the
requirements for the design of complex web applications can be a daunting task.
This is due both to the complex nature of the tasks, and to the biased
alignment of stakeholders, who often do not have an analytical understanding of
their own needs and goals, and the current, mainly analytical, requirement
analysis methods. The paper presents the method, its relationship with existing
requirements analysis methods, and some case studies. Keywords: Requirements analysis; web applications; LEGO bricks; informal interactions | |||
| User Research and User Centered Design; Designing, Developing, and Commercializing Widget Service on Mobile Handset | | BIBAK | Full-Text | 854-861 | |
| Sung Moo Hong | |||
| Mobile widget is a new paradigm for interactive idle screen service on
mobile handset. Currently the standardization of widget is being discussed by
W3C; Widget is globally accepted as a tiny web application. In Korea, however,
mobile widget business is being expanded prior to that of web/PC widget though
it has lots of issues to be solved: issues of usability, technology, and
business model. In order to resolve these issues, user research and user
centered design process were derived by KTF through the development of mobile
widget. While using newly developed Widget, user can easily set and unset
widgets by just pushing Widget key and change background images without
changing one single widget. User can also personalize his/her widget adjusting
its spot, size, opacity, theme, and color. Keywords: User centered design; user research; mobile; widget | |||
| The Method of User's Requirement Analysis by Participation of the User: Constructing an Information System for Travelers | | BIBAK | Full-Text | 862-868 | |
| Chia-Yin Lin; Makoto Okamoto | |||
| This study attempts to capture the problems discovered on a field trip and
to clarify user requirements with the participation of the user. With Mobile AP
II, a platform for gathering user information and communication, user and
designer can discuss issues so that user requirements can be specified from the
context of the situation. In addition, we use narrative factors based on user
experience and activity to make modeling scenarios easy to organize. In this
study, we discovered how helpful it is to share information and to communicate
via Mobile AP II, and that scenarios could be built using narrative factors to
analyze the context of information systematically. Keywords: Scenario Based Design; User Requirement; Participatory Design | |||
| Concept Development with Real Users: Involving Customers in Creative Problem Solving | | BIBAK | Full-Text | 869-878 | |
| Mika P. Nieminen; Mari Tyllinen | |||
| This paper describes idea generation activities in a user-centered concept
development project when creating a new Enterprise Resource Planning system.
With detailed statistics of the produced ideas we show that different creative
problem solving methods are feasible to allow real end-users to generate ideas
to improve their own ERP system. Our results show consistent success in using
the various methods and a remarkably high percentage of new ideas were selected
for further evaluation by the developers of the system. Keywords: User-Centred Design; Concept Development; Creative Problem Solving; Idea
Generation | |||
| Towards Fine-Grained Usability Testing: New Methodological Directions with Conversation Analysis | | BIBAK | Full-Text | 879-887 | |
| Marko Nieminen; Sari Karjalainen; Sirpa Riihiaho; Petri Mannonen | |||
| We examine the possibilities of conversation analysis (CA) in usability
testing. The goal is to examine how usability test setups serve as source for
the CA analysis. We used video data from two earlier usability tests. Our
results indicate that traditional test setup does not serve as a sufficient
source for CA. The actions in the user interface were unclear, the user's
facial reactions were not visible, and the user is occasionally having more
conversation with the moderator than the system. CA approach can be taken
towards two separate directions regarding usability tests: Analysis can be
focused to the dialogue between the moderator and the user or on the
user-system interaction. There is a need to fine-tune data gathering with
detailed level recording of keypresses and system outputs. However, CA-enhanced
usability testing allows in-depth analysis of usability problems as well as
analysis of holistic interaction between user and system. Keywords: Usability test; usability evaluation; conversation analysis; situated
action; dialogue structures | |||
| Possibility of Participatory Design | | BIBAK | Full-Text | 888-893 | |
| Makoto Okamoto | |||
| Participatory design has attracted attention as a design method in recent
years. Scenario or Inclusive Design is one way to make users participate in the
design process. In this paper, I report on some case studies in which the
visually-impaired participated in the design process. The sighted designer
worked together with the visually-impaired wearing eye masks. The
visually-impaired could tell designers some problems in their lives or their
demand which was difficult to express in words. Keywords: Participatory Design; Inclusive Design; scenario based design; Information
Design | |||
| The Value of Answers without Question[s]: A Qualitative Approach to User Experience and Aging | | BIBAK | Full-Text | 894-903 | |
| Anna Elisabeth Pohlmeyer; Lucienne T. M. Blessing; Hartmut Wandke; Julia Maue | |||
| This project investigates reasons for use and non-use of interactive
products by two age groups. It was motivated by the assumption that older
adults, when given the chance, report more than just usability-related aspects
of interactive products. In laboratory settings, older adults are oftentimes
confronted with unfamiliar technology. In this case, instrumental qualities are
of primary concern. However, the picture might be different, when it is up to
the participant to choose the device. Twenty younger (20-33 years) and 20 older
(65-80 years) adults were provided with a disposable camera and a
documentation-booklet for one week in order to photograph and describe positive
as well as negative examples of interactive products in their surrounding.
After this week of intensive sensitization, participants named five reasons
that motivated them to use technology, and five that led to avoidant behaviour.
A qualitative content analysis with an inductive development of categories was
conducted. Keywords: User Experience; Aging; Motivation; Methods; Content Analysis | |||
| Shaping the Future with Users -- Futures Research Methods as Tools for User-Centered Concept Development | | BIBAK | Full-Text | 904-911 | |
| Mikael Runonen; Petri Mannonen | |||
| We have identified four problems when developing futuristic concepts.
Technologies cannot be used as boundaries for concept creation, there is a lot
of room for surprises, user knowledge is bound to present day, and futuristic
concepts are not easily communicable. We propose three methods from Futures
Studies to tackle these problems, with the emphasis in developing futuristic
product and service concepts in a business-to-business context. In this paper,
we introduce the methods and discuss the possible benefits gained from their
use. Keywords: Futures studies; concept development; Delphi; user-centered design;
backcasting | |||
| Empowering End Users in Design of Mobile Technology Using Role Play as a Method: Reflections on the Role-Play Conduction | | BIBAK | Full-Text | 912-921 | |
| Gry Seland | |||
| Role play as a method has several qualities that make it a profound
candidate as a technique to understand user needs for mobile devices and
services. However, making role-play participants act is a recognized but little
discussed problem in relation to using role-play in design. This paper focuses
on the how the role-play facilitator can arrange for the necessary conditions
for making role-play participants act out realistic and relevant scenarios. The
paper contributes with reflections on the role-play facilitator's conduction of
role plays, by applying and discussing a general framework for role-play
conduction on seven role play design workshops carried out in the period
2001-2005. The framework on role play conduction originally developed by the
psychologist Yardley-Matwiejczuk [1], and has previously not been applied to
role-play design workshops. Keywords: Role play; user involvement | |||
| The User's Role in the Development Process of a Clinical Information System: An Example in Hemophilia Care | | BIBAK | Full-Text | 922-931 | |
| Leonor Teixeira; Vasco Saavedra; Carlos Ferreira; Beatriz Sousa Santos | |||
| This work describes the development process of a Web-based Information
System for managing clinical information in hemophilia care, emphasizing the
role of the users around a human-centered development. To help understanding
all this process, we first present the relevant concepts concerning
human-centered design; next we describe the web application for managing the
clinical information in hemophilia care, as well as, the development process
followed in its development; and finally we illustrate the importance of the
user's involvement in critical phases through the demonstration of some
results. Keywords: Health information system; development process; user-centered design | |||
| From Tools to Teammates: Joint Activity in Human-Agent-Robot Teams | | BIBA | Full-Text | 935-944 | |
| Jeffrey M. Bradshaw; Paul J. Feltovich; Matthew Johnson; Maggie R. Breedy; Larry Bunch; Thomas C. Eskridge; Hyuckchul Jung; James Lott; Andrzej Uszok; Jurriaan van Diggelen | |||
| Coordination is an essential ingredient of joint activity in human-agent-robot teams. In this paper, we discuss some of the challenges and requirements for successful coordination, and briefly how we have used KAoS HART services framework to support coordination in a multi-team human-robot field exercise. | |||
| Capturing and Restoring the Context of Everyday Work: A Case Study at a Law Office | | BIBAK | Full-Text | 945-954 | |
| Gaston R. Cangiano; James D. Hollan | |||
| Real-world activity is complex and increasingly involves use of multiple
computer applications and communication devices over extended periods of time.
To understand activity at the level of detail required to provide natural and
comprehensive support for it necessitates appreciating both its richness and
dynamically changing context. In this article, we (1) summarize field work in
which we recorded the desktop activities of workers in a law office, (2)
analyze interview data in detail to show the effects of context reinstatement
when viewing video summaries of past desktop activity. We conclude by
discussing the implications of our results for the design of software tools to
assist work in office settings. Keywords: User behavior; empirical study; screen recording; summarization | |||
| Development of CSCW Interfaces from a User-Centered Viewpoint: Extending the TOUCHE Process Model through Defeasible Argumentation | | BIBA | Full-Text | 955-964 | |
| María Paula González; Victor M. Ruiz Penichet; Guillermo Ricardo Simari; Ricardo Tesoriero | |||
| The Task-Oriented and User-Centered Process Model for Developing Interfaces for Human-Computer-Human Environments (TOUCHE) is aimed to build up user interfaces for groupware applications under a Human-Computer Interaction perspective. It includes a large set of well known formal models like Class Diagrams, Organizational Structure Diagrams, Task Diagrams, Collaboration Diagrams and Abstract Interaction Objects among others. Most of such models, however, suffer from a number of limitations when formalizing users' commonsense. Over the last few years, Argumentation Systems have been gaining importance in several areas of Artificial Intelligence, mainly as a vehicle for facilitating rationally justifiable decision making when handling incomplete and potentially inconsistent information. This paper sketches a Proof of Concept to show how defeasible argumentation techniques can be embedded within the TOUCHE. The final goal is to enhance the capability of development process models for CSCW systems by including a rule-based approach for efficient reasoning with incomplete and inconsistent information. | |||
| Ergonomic Approach for the Conception of a Theatre Medical Regulation System | | BIBAK | Full-Text | 965-971 | |
| William Guessard; Alain Puidupin; Richard Besses; Paul-Olivier Miloche; Aurélie Sylvain | |||
| This paper is a reflection for the conception of an overseas operations'
computerised medical regulation system. After a short description of
problem-solving and human error cognitive mechanisms, these concepts are used
for the conception of a human centred theatre's medical regulation system. Keywords: Medical regulation; problem-solving; human error; human reliability | |||
| Use of Nursing Management Minimum Data Set (NMMDS) for a Focused Information Retrieval | | BIBAK | Full-Text | 972-978 | |
| Josette F. Jones; Eric T. Newsom; Connie Delaney | |||
| Evidence-based nursing (EBN) is central to the knowledge base for nursing
practice, and evidence based interventions are considered as one of the best
avenues to achieve maximum outcomes [1]. These interventions typically are
implemented through the portals of nursing management forming the context for
delivery of nursing practice [2]. Hence, understanding how to provide high
quality nursing care efficiently and making management decisions based in
evidence is of increasing importance. EBN management requires a research-driven
approach for identifying patient, professional, and setting characteristics
that affect the processes of care at micro and meso levels. Yet nurse managers
cite lack of time and skills; limited access to search engines or poor
understanding of research language and most importantly a paucity of management
research articles as a barrier to EBN. This study explored the possibility of
using the NMMDS to retrieve research related to nursing management. Keywords: Information Retrieval; Search Queries; Terminology; Evidence-Based Practice | |||
| HCD Case Study for the Information Security Training System | | BIBA | Full-Text | 979-985 | |
| Akira Kondo; Makoto Yoshii | |||
| We proposed organization persona as persona scenario method for business to business content creation process. This paper introduces three projects cases which were based on HCD process. We improved design process practically and enhanced persona for organization as company. | |||
| Driving and Situation Awareness: A Cognitive Model of Memory-Update Processes | | BIBAK | Full-Text | 986-994 | |
| Josef F. Krems; Martin R. K. Baumann | |||
| Safe driving requires a mental representation of objects and situational
features relevant to the driver's behavior. This includes the generation of
predictions of how the situation will develop in the near future. These
processes are summarized under the term "situation awareness", previously
proposed in the aviation domain. By now the cognitive mechanisms underlying
situation awareness are far from being understood properly. In this paper we
propose a theory that is based on results from studies in language
understanding [1] and attention [2] and that is applied to the driving context.
Mechanisms for the construction of a situation model and for the selection of
actions are outlined. Finally, predictions of the model concerning the effect
of experience, relevance, and criticality on the drivers' mental representation
are investigated. In a second study the effects of cognitive tasks on
predicting events in traffic are focused. Keywords: Situation awareness; driver modeling; cognitive processes | |||
| Redefining Architectural Elements by Digital Media | | BIBAK | Full-Text | 995-1002 | |
| Kai-hsiang Liang | |||
| An architectural element is a unit of a construction. Architects and
researchers can understand how to design by defining architectural elements.
Design media act as helping roles between the designers' abstract concept and
the concrete composition. Today, architectures designed by different media have
different outcomes. This study discusses the relationship between architectural
elements and design media, and treats whether digital media impact the existing
architectural elements. In conclusion, digital media can not only use
architectural elements from non-digital media, but also create three digital
architectural elements, which are "curvy-surface", "multiple-functions" and
"slit-opening." Keywords: Digital architecture; Design media; Architectural element | |||
| Cognitive Engineering for Direct Human-Robot Cooperation in Self-optimizing Assembly Cells | | BIBAK | Full-Text | 1003-1012 | |
| Marcel Ph. Mayer; Barbara Odenthal; Marco Faber; Jan Neuhöfer; Wolfgang Kabuß; Bernhard Kausch; Christopher M. Schlick | |||
| In a work system with direct human robot cooperation the conformity of the
operator's expectation with the behavior of the robotic device is of great
importance. In this contribution a novel approach for the numerical control of
such a system based on human cognition and a cognitive engineered approach for
the encoding of the system's a priori knowledge is introduced. The
implementation using an established method in the field of design of cognitive
systems is compared to a schema describing human decision making. Finally,
simulation results of the implementation are compared to empirical tests with
individuals. Keywords: Cognition; HRC; Automation | |||
| Evaluating Design Concepts to Support Informal Communication in Hospitals through the Development of a Tool Based on an Iterative Evaluation | | BIBAK | Full-Text | 1013-1022 | |
| David A. Mejia; Alberto L. Morán; Jesús Favela; Sergio F. Ochoa; José A. Pino | |||
| The evaluation of groupware systems is considered a complex activity, mainly
due to the impact that this kind of tools could have in work practices, the
multiples variables that influences the use and evaluation of them, as well as
the expensive cost of time and resources required for an in situ evaluation.
These reasons have complicated the generation of a generic guide for evaluating
this type of tools. Some researchers in groupware evaluation have highlighted
the need to evaluate groupware tools, according to the context and
characteristics of those organizations in which these tools would be deployed.
Thus, in this paper we present a process to evaluate a tool that supports
informal collaboration in hospital. Due to nature of hospital work and the
difficulty of performing an in situ evaluation, our proposal implies a
multi-phase evaluation process through the development lifecycle of the tool. Keywords: Groupware evaluation; design concepts; informal communication | |||
| Understanding Activity Documentation Work in Remote Mobility Environments | | BIBAK | Full-Text | 1023-1032 | |
| Alberto L. Morán; Raúl Casillas | |||
| Activity documentation is a critical part of the work of many professionals.
Documents are used as a means to store personal information, remind things to
do, convey and generate new meaning, and mediate contact among people. In this
paper, and based on the results of an observational study, we propose a model
of how activity documentation work in remote mobility environments is
performed. Further, based on this model and on some identified issues that
remote mobility workers face while performing activity documentation work, we
propose a set of design insights that designers and developers of support
systems could use to inform their designs and developments. These results allow
designers and developers not only to support a single activity documentation
work phase if so desired, but also to envision the creation of comprehensive
services for activity documentation work throughout its complete lifecycle in a
seamless, effortless and secure manner. Keywords: Activity documentation work; remote mobility environments; activity
documentation lifecycle; design implications | |||
| Human Factor's in Telemedicine: Training Surgeons by Telementoring | | BIBAK | Full-Text | 1033-1041 | |
| Dina Notte; Rym Mimouna; Guy-Bernard Cadiere; Jean Bruyns; Michel Degueldre; Pierre Mols | |||
| This study aim at evaluating several cases and communication options between
a surgeon-mentor and a surgeon-mentoree within a telementoring context. The
simulation proved that surgical telementoring was technically feasible with a
satellite link simulated at 384 Kb/s, 512 Kb/s, and 768 Kb/s and with a
transmission delay of 700 ms. Results show the limitations of image
communication and its acceptability for telementoring and point out an
important learning process for the mentoree. This seems to indicate a more
efficient learning curve than with the standard training techniques (live
surgical demonstration by companionship or videoconferencing), or with the use
of laparoscopic simulator and surgical robots. Keywords: Surgery; telementoring; simulation; training; usability; cognitive approach;
ergonomics | |||
| User Experience in Machinery Automation: From Concepts and Context to Design Implications | | BIBAK | Full-Text | 1042-1051 | |
| Jarmo Palviainen; Kaisa Väänänen-Vainio-Mattila | |||
| Machinery automation (MA), e.g. different agriculture machinery, has
traditionally been developed by experts in automation and in machinery
engineering. As the role of interactive software is increasing, the principles
and methods of human centered design (HCD) are being applied. This results in
better usability of the systems particularly through efficiency of work
processes and user interfaces (UIs). The user experience (UX) approach extends
the HCD approach with broader motivational factors of using the systems. This
paper describes the elements of UX in the MA from the interaction design
perspective. After introducing the UX field, we describe the context to give an
overview of the major factors affecting UX. Then we present what we consider to
be the key elements of UX in MA and what implications they bring to the design
of such systems. Finally we discuss the benefits and challenges of applying UX
in this particular field. Keywords: Human centered design; interaction design; MA; user centered design; user
experience | |||
| Perceived Usefulness and Perceived Ease-of-Use of Ambient Intelligence Applications in Office Environments | | BIBAK | Full-Text | 1052-1061 | |
| Carsten Röcker | |||
| This paper describes a multi-national study evaluating the perceived
usefulness and perceived ease of use of Ambient Intelligence (AmI) applications
in office environments. In a first step, existing usage scenarios were analyzed
to identify characteristic functionalities and application domains. The
identified core functionalities were integrated into a representative and
coherent evaluation scenario, which was presented to a target user population
in a questionnaire-based study. The results of the study indicate, that the
participants regard the described Ambient Intelligence functionalities as
rather useful and easy to use. Nevertheless, moderate overall ratings for both
factors show, that the acceptance of AmI technologies is not as high as often
argued. Keywords: Ambient Intelligence; Ubiquitous Computing; Pervasive Computing; Technology
Acceptance; Study; Perceived Usefulness; Perceived Ease-of-Use | |||
| Clinical System Design Considerations for Critical Handoffs | | BIBAK | Full-Text | 1062-1069 | |
| Nancy Staggers; Jia-Wen Guo; Jacquelyn W. Blaz; Bonnie M. Jennings | |||
| Change of shift report (CoSR) is a nurse-to-nurse communication event
(handoff) that could potentially result in missed or incomplete information,
time inefficiencies and patient errors. Although technology is touted as being
amenable for this process, researchers have not yet evaluated how CoSR might be
supported through computerization. This paper summarizes past research on this
critical transition, describes the results of a qualitative study for shift
report content on medical and surgical units in the U.S. and then outlines
requirements for computerized support of the process. Three potential CoSR
designs are provided and discussed: a patient summary screen, a
personally-tailored design for nurses, and a problem-oriented design. Benefits
and disadvantages of each are proposed. Keywords: Handoffs; user interface design; clinical systems | |||
| Looking for the 3D Picture: The Spatio-temporal Realm of Student Controllers | | BIBA | Full-Text | 1070-1079 | |
| Monica Tavanti; Matthew Cooper | |||
| Employing three-dimensional displays in Air Traffic Control (ATC) has been the object of study and debates for numerous years. Although empirical studies have often led to mixed results, some preliminary evidence suggests that training could be a suitable domain of application for 3D interfaces. Little evidence, however, is available to fully support this claim. We attempted to fill this gap with a project that aims at studying and evaluating 3D displays for ATC training purposes. This paper describes the first steps of this project, by reporting and discussing the results of a study aiming at understanding whether ATC trainees form a three-dimensional image of air traffic and at comprehending what the nature of this '3D picture' is. | |||
| A Proposal for "Work-Effective Guidelines" for the Growth of HCD | | BIBAK | Full-Text | 1080-1089 | |
| Haruhiko Urokohara; Tsunehisa Yamaguchi; Hiroaki Nobuta; Shuichi Kanda | |||
| These are practical guidelines for promoting HCD in the field of design
development. We review the role of guidelines that are more effective than
previous methods, and which are based on the principles of HCD. Keywords: Human centered design; Guidelines; Style Manual; Effectiveness | |||
| Working in Multi-locational Office -- How Do Collaborative Working Environments Support? | | BIBAK | Full-Text | 1090-1098 | |
| Matti Vartiainen | |||
| Multi-locational, distributed and mobile work has increased much during last
years enabled by wireless connections, mobile devices and internet. This
development provides possibilities to arrange work in new ways by using
physical, virtual and social spaces in creative manners. There are, however,
some hindrances in these very same environments that prevent achieving all of
potential benefits as shown in this study. The analysis of the first phase of a
developmental process shows that political decisions, organizational culture
issues, costs and availability of technologies, and missing competences may
slow down the implementation of the 'Multi-locational Office Model'. Keywords: Working in multiple places; mobility; e-governance; CWE | |||
| Human Centered Design of Mobile Machines by a Virtual Environment | | BIBAK | Full-Text | 1099-1108 | |
| Hassan Yousefi; Amir Mohssen Soleimani; Heikki Handroos | |||
| Psychomechatronics is a new holistic discipline that integrates mechatronics
and cognitive science, offering innovative methods that lead to the concurrent
design of human-machine systems. According to current methods, mechatronics
features are designed first and human factors are considered thereafter. A
problem with this approach is that it is often too late to impose significant
changes in the mechatronics design at that time. Psychomechatronics, on the
other hand, takes the nature of human cognition as the starting point of
systems design and therefore it is a human-centered design principle. It does
not adhere to the conventional sequential approach but applies simultaneously
both mechatronics and cognitive science at the same conceptual stage, which
optimizes the design of hybrid human-machine systems. The paper presents the
key ideas of psychomechatronics design method with special reference to mobile
machinery. The required virtual environment for carrying out the
psychomechatronics design of mobile machines is described. The paper presents
the results of applying usability test in a virtual environment for a sample
mining machine. Keywords: Human-machine systems; Human-centered design; Usability | |||