| Investigating Users' Interaction with Physical Products Applying Qualitative and Quantitative Methods | | BIBAK | Full-Text | 3-12 | |
| Chun-Juei Chou; Chris Conley | |||
| When using products, people are sometimes involved in activities other than
the products' primary use. Some of these activities are peripheral, while
others may reinforce people's experiences with the products. The latter is
related to the focus of this research -- user engagement. User engagement is
defined as a situation in which a product provides one or more additional
features related to its primary function, so the user engages more senses
through the product experience. This research investigates how six product
samples engage subjects. The result shows that the six product samples can
engage users and therefore result in an interesting user-product relationship.
Based on the subjects' reactions, user engagement can be categorized into at
least three types: sensory, physical, and emotional engagement. In addition,
products can enable user engagement because they possess particular properties
that represent mimicking, inspiring, or staging a function. Keywords: user engagement; engaging products; user-product interaction | |||
| Human Interaction and Collaborative Innovation | | BIBAK | Full-Text | 13-21 | |
| Kevin A. Clark | |||
| Collaborative innovation is on the rise. The tools, techniques and
technologies to foster human interaction in the service of collaborative
innovation are increasing every year. Interactions that lead to win-win
outcomes are also on the rise. Examples in this paper include the IBM advisory
council program and process, the design of a global cross-company and
cross-culture derivative in Content Evolution Labs, and the emergence of
EduPresence to drive a global education network using telepresence and other
technology-enabled forms of interactive learning. Samples of collaborative
innovation techniques are explored, including the team use of Post-Its™,
journey mapping, and voting and group-commitment. Keywords: Advisory; board; collaboration; collaborative; commitment; connection;
continuous; coping; council; diversity; education; human; innovation;
interaction; interactor; members; membership; outsourcing; progress; team;
technology; telepresence | |||
| A Pattern Approach for Designing Application | | BIBAK | Full-Text | 22-27 | |
| Kohei Daimaru; Buntaro Kaji | |||
| We propose to include a pattern approach in design-process for application.
Pattern approach is typically used as reference of best practice. In this case,
we use pattern of current operation as input to inspect requirement of next-new
application. We tried case study and studied about those results. Keywords: Design; Pattern Language; Application; Requirement | |||
| A Holistic Model for Integrating Usability Engineering and Software Engineering Enriched with Marketing Activities | | BIBAK | Full-Text | 28-37 | |
| Holger Fischer; Karsten Nebe; Florian Klompmaker | |||
| To support the integration of usability engineering and software engineering
this paper analyses corresponding international standards and introduces a
model that consists of activities and artifacts highlighting dependencies,
similarities and possible points for integration. In addition the model
presents activities that serve as potential integration points for the third
discipline of marketing. By using this model processes can be aligned easier on
a common information base (e.g. activities, artifacts). Innovative thinking
will be forced by considering the business perspective of marketing activities
likewise. Keywords: Integration; Usability Engineering; Software Engineering; Marketing;
Marketing Research; Standards ISO 9241-210; ISO/TS 18152; ISO/IEC 12207;
ISO/IEC 15504 | |||
| Investigation of Indirect Oral Operation Method for Think Aloud Usability Testing | | BIBAK | Full-Text | 38-46 | |
| Masahiro Hori; Yasunori Kihara; Takashi Kato | |||
| Usability testing with prototypes is typically conducted with a concurrent
think-aloud protocol. Due to the simultaneous process of prototype operation
and verbalization, participants of the think-aloud testing sometimes say very
little and are likely to become silent when they are required to think
abstractly or complete complex tasks. In this paper, we propose a method of
user operation with oral instruction, which facilitates thinking aloud because
oral operation would help participants to keep a continuous flow of
verbalization. To investigate the quantity and quality of utterances made
during think aloud protocols, we conducted a comparative study between oral and
conventional manual operation methods. The study was carried out with two test
objects: an interactive prototype of a touch-screen digital camera and photo
album software with standard mouse/keyboard user interface. Our results
demonstrated that the oral operation method was more effective in drawing more
utterances for explanation and observation that would be an important source of
discovering usability problems although the effect was dependent on the user
interface of test objects. Keywords: Concurrent think-aloud protocols; keep talking; usability testing; prototype
evaluation | |||
| Exploring the Impact of Cultures on Web Usability Test | | BIBAK | Full-Text | 47-54 | |
| Hsiu Ching Laura Hsieh | |||
| Many previous studies reveal that cultures not only affect web design, but
also impact web usability test. Most previous cross cultural web usability
research adopted a western usability method to collect data from users, however
some researchers have recognized that there is a need to define usability by
considering in cultural context [7] [12] [15]. The traditional usability method
is not a properly way to investigate people from different cultures. New
usability methods are required to be developed to completely understand users
from different cultures. Much more research is required to be developed to
reach at guidelines for possible differences which web developers could
integrate in methodology when web usability evaluating in a target culture
market. In this paper, the literature review begins in illustrating the
constant transformation and evolution of the web usability concept, then come
to the discussion of the problems in the previous cross cultural usability
methodologies. Furthermore an usability evaluation is constructed. Finally the
ways for improving cultural usability methodology are recommended based on the
initial results of the experiment. It is hoped that this research would
contribute to an increased awareness of how culture may impact usability
evaluation and the implications can help and ensure more efficient usability
evaluation. Keywords: Cross Cultural; Web Usability | |||
| A Three-Fold Integration Framework to Incorporate User-Centered Design into Agile Software Development | | BIBAK | Full-Text | 55-64 | |
| Shah Rukh Humayoun; Yael Dubinsky; Tiziana Catarci | |||
| We present a framework that incorporates user-centered design (UCD)
philosophy into agile software development through a three-fold integration
approach: at the process life-cycle level for the selection and application of
appropriate UCD methods and techniques in the right places at the right times;
at the iteration level for integrating UCD concepts, roles, and activities
during each agile development iteration planning; and at the
development-environment level for managing and automating the sets of UCD
activities through automated tools support. We also present two automated tools
-- UEMan and TaMUlator, which provide the realization of the
development-environment level integration. Keywords: User-centered design (UCD); agile software development; usability
evaluation; integrated development environment (IDE); UEMan; TaMUlator | |||
| Development of Web-Based Participatory Trend Forecasting System: urtrend.net | | BIBAK | Full-Text | 65-73 | |
| Eui-Chul Jung; SoonJong Lee; HeeYun Chung; BoSup Kim; HyangEun Lee; YoungHak Oh; YounWoo Cho; WoongBae Ra; HyeJin Kwon; June-Young Lee | |||
| The goal of this research is to develop a participatory system that can
capture live trend issues and people's latent needs in the issues. Web 2.0
technology is adopted because open and sharable information platform is
important for this development. The urtrend.net is developed with three sub
systems: issue monitoring & generation system, imagination & creation
system, and value finding system. This paper focuses on the development of the
first and second sub systems. Using the System 1, trend related data are
gathered and analyzed to extract emerging trend issues in our lives. Using the
System 2, people can join freely the public discussion on the issues from the
System 1. System 3 will be developed to analyze people's discussion to provide
deep insights for designers. The urtrend.net enables designers and planners to
be more creative and innovative because the system will produce more
sophisticated trend information with rich and informative resources. Keywords: Participatory System Design; Web 2.0; Trend Forecasting System | |||
| Consideration of HCD Methods for Service Innovation Design | | BIBAK | Full-Text | 74-80 | |
| Akira Kondo; Naoko Kondo | |||
| In modern society the service industry has took main role in advanced
countries and the service innovation, how to design to improve productivity of
the service, become a major issue in the business world. The service has four
features as intangible, concurrency, heterogeneity, and extinction, then the
service design process and perspective are considered to be different from the
product design in the industrial age. When we build the service business, we
should think about service elements such as a service receiver, a service
provider, field of services, and time axis, in comprehensive viewpoint. In the
service industry, we have to provide the service to satisfy customers, but it
is necessary to understand the varying needs of different customers.
Traditionally this process is relied on the ability of the person providing the
service. The improvement of the service productivity was depends on the
individual's tacit knowledge in the large part, there are also limits of human
ability, then it is difficult to generalize. On the other hand, modern Web
services that are provided through the internet, information processing
technology could be speculated the information needs of users through the human
computer interaction, it has become possible to improve the service
productivity. In this paper, in order to achieve improved the service
productivity by information technology services, and we considered how to
embody changeable user desires as explicit knowledge using the human-centered
design techniques. As a concrete methodology, in order to systematically
understand the varying needs of users, is considered to be a ethnography and
contextual inquiry method, as output in order to incorporate the inference
engine need to be written as a structured form. As for the psychological needs
of users, I think it is appropriate to consider developing a persona, the issue
is a how to build a appropriate emotional model. What may be modeled using the
technique of human-centered design to the desire for services that change these
users, such as shops electrons on the current Internet, analyze the user's
preferences, select the information that may be of interest for each user show
to take a case recommendation service system, and consider. Keywords: Service Innovation; Human Centered Design | |||
| Descriptive Words for Expressing the User Experience | | BIBAK | Full-Text | 81-90 | |
| Masaaki Kurosu | |||
| User experience is a function of various traits of the artifact including
the usability. In the first part of this article, various traits of the
artifacts were examined before the purchase, during the purchase and after the
purchase (usage) on how values of each trait vary depending on the phase. In
the second part, the direct examination on the descriptive words in terms of
the user experience was examined based on the proposed concept of GOB, POB and
SOB. Keywords: user experience; usability; satisfaction; pleasure; happiness | |||
| Expert-Sided Workflow Data Acquisition by Means of an Interactive Interview System | | BIBAK | Full-Text | 91-100 | |
| Daniel Ley | |||
| This paper outlines an approach for gathering workflow data via an
interactive interview system. By means of this approach, data acquisition for a
subsequent task and/or process analysis is conducted by a process expert
instead of a process analyst as customary in application of conventional data
acquisition methods. Beside other problems concerning existing techniques, this
may solve the dilemma of a lacking common basis between expert and analyst in
terms of process knowledge and process thinking.
A classification method is described which allows a definition of processes acquirable by the system. Furthermore, a procedure for decomposing processes is used to gather workflow data in a systematic way. During system application, feedback by sub-process models directs experts to process thinking while system records impart process knowledge for the analyst. The applicability of this approach is shown by results of a first system evaluation. Advantages and disadvantages in relation to common data acquisition methods are stated. Keywords: Data Acquisition Method; Process Analysis; Task Analysis; Interview System;
Process Thinking; Process Knowledge | |||
| Human Systems Integration Design: Which Generalized Rationale? | | BIBAK | Full-Text | 101-109 | |
| Romain Lieber; Didier Fass | |||
| In this paper, we present a synthesis of our fundamental and theoretical
research on human system integration and human in-the-loop system for enhancing
human performance -- especially for technical gestures, in safety critical
systems operations such as surgery, astronauts' extra-vehicular activities and
aeronautics. Grounding humans-systems integration engineering and design
(modelling and simulation) on a formally and experimentally verified
theoretical framework, is a necessity to make sure of human in-the-loop system
security, safety and reliability. The rise issues concerned with scientific
principles of human systems integration and rationale for human in-the-loop
systems technical engineering and managerial specific rules. Keywords: human systems integration; human in-the-loop system; performance; security;
safety; reliability; theoretical principles; generalized rationale | |||
| The Impact of Human-Centred Design Workshops in Strategic Design Projects | | BIBAK | Full-Text | 110-119 | |
| André Liem; Elizabeth B.-N. Sanders | |||
| Implementation of Human-centred Design methods in the Fuzzy Front-End is not
likely to lead to diversification in educational product planning exercises,
where time lines are short and executors lack experience. Companies, interested
to collaborate with M.Sc. students on strategic design projects, should have
realistic ambitions with respect to innovation and value creation. Moreover,
diversification is not the only generic growth strategy to gain competitive
advantage. Value can also be created from developing new products for existing
markets, or creating new markets for existing products. On the contrary,
companies who aim for diversification in their generic growth strategies, may
not always end up with a complementary "high valued" design outcome. From a
learning perspective, the understanding of HCD methods created awareness among
students and companies that respect and empathy for the end-user are important
for enriching their design processes, as such increasing the chances for
diversification in subsequent projects with clients. Keywords: User-centred Design; Human-centred Design; Co-creation; Design-led
Innovation; Front End of Innovation; Positioning Maps; Diversification | |||
| Quantitative Evaluation of the Effectiveness of Idea Generation in the Wild | | BIBAK | Full-Text | 120-129 | |
| Lassi A. Liikkanen; Matti M. Hämäläinen; Anders Häggman; Tua Björklund; Mikko P. Koskinen | |||
| New ideas are the primary building blocks in attempts to produce novel
interactive technology. Numerous idea generation methods such as Brainstorming
have been introduced to support this process, but there is mixed evidence
regarding their effectiveness. In this paper we describe an experimental,
quantitative methodology from the domain of product design research for
evaluating different idea generation methods. We present prominent results from
relevant literature and new data from a study of idea generation in the wild.
The study focused on the effects of the physical environment, or in other
words, the physical context, on designers' capacity to produce ideas. 25
students working in small groups took part in an experiment with two design
tasks. Moving from an office environment to the actual surroundings of the
intended use, we discovered that the change in resulting ideas was surprisingly
small. Of the measured dimensions, the real-world context influenced only the
feasibility of ideas, leaving quantity, novelty, utility and level of detail
unaffected. This finding questions the value of diving into the context as a
design idea generation practice. Keywords: Design methods; idea generation; creativity; psychology | |||
| Usability Standards across the Development Lifecycle | | BIBAK | Full-Text | 130-137 | |
| Mary Frances Theofanos; Brian Stanton | |||
| In 2005 the International Organization for Standardization published ISO/IEC
25062 "Common Industry Format (CIF) for Usability Test Reports." This standard
focuses on documenting the results of usability testing in a consistent format
in terms of user effectiveness, efficiency and satisfaction that allows
comparison among products by purchasers of such systems. However, soon after
its publication the user community advocated for additional standards to
document the output of usability-related work within the development lifecycle.
A second usability CIF, "A General Framework for Usability-related Information"
(ISO/IEC Technical Report 25060) is now available that identifies seven outputs
of the usability-engineering process. The framework focuses on documenting
those elements needed for design and development of usable systems. To
successfully use the framework it is critical to understand the relationship of
these elements to the human-centered design process and the activities of the
system life-cycle processes. These new Common Industry Format standards for
usability-related information are a further step in standardizing usability
engineering in industry. Keywords: Usability; User Centered Design; Common Industry Format; standards;
lifecycle; software development Note: Best Paper Award | |||
| Structure of FUN Factors in the Interaction with Products | | BIBA | Full-Text | 138-143 | |
| Sayoko Tominaga; Toshihisa Doi; Toshiki Yamaoka; Yuka Misyashita; Masayoshi Toriumi | |||
| In recent years interaction design has looked to questions of most typically positive emotions such as satisfaction, pleasure and delight. This study investigated the factors of FUN as joy and pleasure, which are created in interaction between human and products, and found their relationship. We aim for gaining useful information when we design products. First, the questionnaire regarding SCT (sentence completion test) were conducted and were analyzed by DEMATEL method (Decision MAking Trial & Evaluation Laboratory) As a result, it was found that the factors of FUN were clarified and examined the relationship. | |||
| Extraction of User Interaction Patterns for Low-Usability Web Pages | | BIBAK | Full-Text | 144-152 | |
| Toshiya Yamada; Noboru Nakamichi; Tomoko Matsui | |||
| Our goal is to point out usability problems in web pages in order to improve
the web usability. We investigate the relation between user interaction
behaviors in web-viewing and evaluation results of web usability by subjects.
And we extract discriminative patterns for user interaction behaviors in
visited web pages with low usability by using the PrefixSpan based subsequence
boosting (Pboost). Keywords: Web Usability; PrefixSpan Boosting (Pboost); User Interaction; Machine
learning | |||
| A Proposal of Service Design Evaluation Method | | BIBAK | Full-Text | 153-159 | |
| Toshiki Yamaoka | |||
| This paper describes service evaluation method After a structure of service
are explained, the service design are shown concretely. A structure of service
consists of 4 factors of environment, machine, customer and employee. The
relationship of customer versus environment, machine, and service employee are
defined. The structure of service design is constructed based on 5 factors:
service organization system, service design concept, interaction between
customers and service employees / machine, produced good service quality and
increased service productivity. Finally the two service design evaluation
methods based on above-mentioned service items are proposed. The one is
evaluated from viewpoint of customer's expectation and evaluation. The another
one is the checklist consisted of seven questionnaires. Keywords: service design evaluation; structure of service; structure of service design | |||
| Idea Creation Method for HCD | | BIBAK | Full-Text | 160-165 | |
| Kazuhiro Yamazaki | |||
| The purpose of this study is to discover a design methodology for user
experience design. This paper focuses on design creation method on UCD (User
Centered Design) process. After proposing an approach to utilize design
creation method, author utilized this method on UCD education for 3rd grade
student on university to evaluate propose method. After the result of this
education, author got several findings. Keywords: Design Creation; User Centered Design; User Experience Design; Photo Essay | |||
| Vision-Proposal Design Method | | BIBAK | Full-Text | 166-174 | |
| Koji Yanagida; Yoshihiro Ueda; Kentaro Go; Katsumi Takahashi; Seiji Hayakawa; Kazuhiko Yamazaki | |||
| The "Vision-proposal Design Method" discussed in this paper is a practical
method for designing in an age of ubiquitous computing. This comprehensive
method makes possible new and innovative services, systems and products that
are currently unavailable, as well as proposing advances for those that
currently exist. It encompasses the entire HCD (Human-Centered Design) process,
and presents a new vision with experiential value for both user and business
from an HCD viewpoint. It creates specific ideas for services, systems and
products while also delivering their specifications. This paper reviews
evaluation results of its utility and effectiveness through a brief summary of
the method with examples of its application. Keywords: Structured scenario-based design method; vision; scenario; persona | |||
| Possibilities for Cultural Customization of Mobile Communication Devices: The Case of Iranian Mobile Users | | BIBAK | Full-Text | 177-186 | |
| Bijan Aryana; Casper Boks; Azadeh Navabi | |||
| Global producers of mobile communication devices recognize the importance of
cultural differences in the emerging markets; however it seems that the main
concentration in both academic and business areas is on the large number of
users with low incomes, while users from other classes of these societies are
not studied well. In this study after set of integrated reviews on areas of
Mass Customization, New Product Development and Mobile HCI an experiment was
planned based on the unexplored aspects of users' culture and mobile
communication devices relationships. A number of young educated users from
middle class tested a new smart phone during its marketing process in Iran.
They were sampled based on a global producer's marketing program. After a phase
of self documentation, users selected two applications of the device for the
usability tests and found culture related usability problems during the tests.
Finally they proposed solutions in a participatory design process. Keywords: Cultural Customization; Mobile HCI; New Product Development; Mass
Customization; Smart Phones; Emerging Markets | |||
| Smart Sol -- Bringing User Experience to Facility Management: Designing the User Interaction of a Solar Control Unit | | BIBAK | Full-Text | 187-196 | |
| Patricia Böhm; Tim Schneidermeier; Christian Wolff | |||
| While a lot of attention is paid to the design of consumer electronics like
mobile phones, various other domains have been neglected so far when it comes
to user experience. In this paper a user-centered design approach for designing
the user interface of a controller for solar thermal plants and heat exchanger
stations -- called smart sol -- is described. The design process is
characterized by the cooperation of user experience designers on the one hand
and engineers and programmers on the other hand. Keywords: user experience; user-centered design; user interface design; human-machine
interaction; nontraditional user interfaces; facility management | |||
| Co-simulation and Multi-models for Pervasive Computing as a Complex System | | BIBAK | Full-Text | 197-206 | |
| Laurent Ciarletta | |||
| Pervasive Computing is about interconnected and situated computing resources
providing us(ers) with contextual services. These systems, embedded in the
fabric of our daily lives, are complex: numerous interconnected and
heterogeneous entities are exhibiting a global behavior impossible to forecast
by merely observing individual properties. Firstly, users physical interactions
and behaviors have to be considered. They are influenced and influence the
environment. Secondly, the potential multiplicity and heterogeneity of devices,
services, communication protocols, and the constant mobility and reorganization
also need to be addressed. This article summarizes our research on this field
towards both closing the loop between humans and systems and taming the
complexity, using multi-modeling (to combine the best of each domain specific
model) and co-simulation (to design, develop and evaluate) as part of a global
conceptual and practical toolbox. We share our vision for a strong research
(and development) leading to the realization of Pervasive Computing. Keywords: Pervasive Computing; Ubiquitous Computing; Ambient Intelligence;
Human-in-the-loop; Distributed Simulation; Co-simulation; Multi-model;
Emulation; Benchmarks; Multi-Agent System | |||
| Design and Development of Eyes- and Hands-Free Voice Interface for Mobile Phone | | BIBAK | Full-Text | 207-216 | |
| Kengo Fujita; Tsuneo Kato | |||
| This paper describes the design and development process of our new eyes- and
hands-free interface which provides the fundamental functions of a mobile phone
by voice interaction through a Bluetooth headset. We first identify four
conditions which must be met in order to make the interface acceptable to
Japanese users. Next, we define design guides which address each of these
conditions. In accordance with the design guides, we propose and implement the
interface system. To assess the effectiveness of the proposed interface, we had
participants operate a mobile phone while walking while simultaneously
confirming a switching signal which either permitted or forbade them to walk.
The experimental results showed that the proposed interface was more effective
than the conventional interfaces for operating a mobile phone while
simultaneously performing other tasks. The participants pointed out some
problems during the interviews, and we address these problems. Keywords: Mobile Phone; Voice Interface; Eyes-free Operation; Hands-free Operation;
Bluetooth Headset; Design Process; Japanese users | |||
| Influence of a Multimodal Assistance Supporting Anticipatory Driving on the Driving Behavior and Driver's Acceptance | | BIBAK | Full-Text | 217-226 | |
| Hermann Hajek; Daria Popiv; Mariana Just; Klaus Bengler | |||
| This work presents an investigation of a multimodal human-machine interface
(HMI) of an anticipatory driver assistance system. The HMI of the system
consists of visual indicators displayed in the digital instrument cluster and
discrete impulses of an active gas pedal (AGP). The assistance recognizes the
upcoming driving situation, informs the driver about its emergence, and
suggests a driving action, which execution assures significant reduction in
fuel consumption. The experiment is performed in the fixed-base driving
simulator. Results show that during assisted drives an average reduction in
fuel consumption amounts to 7.5%, in comparison to the drives without
assistance. In 50% and 80% of all the cases, participants release the
accelerator correspondingly within 1.2 and 2 seconds after receiving the first
information. Two thirds of the test subjects grade the concept as "good" and
"very good". The participants appreciate AGP discrete feedback especially in
rare, unexpected, and potentially critical situations. Keywords: Advanced driver assistance system; multimodal human-machine interface;
anticipatory driving; active gas pedal | |||
| Real User Experience of ICT Devices among Elderly People | | BIBAK | Full-Text | 227-234 | |
| Ayako Hashizume; Toshimasa Yamanaka; Masaaki Kurosu | |||
| As a representative device of ICT-related devices and systems, authors
selected the mobile phone for our research. Authors started their analysis from
the questionnaire research roughly focusing on the use of mobile phone. As a
result, it was revealed that the elderly people have low literacy for using the
mobile phone compared to the young people. Furthermore, the elderly people
living in urban area have higher level of mobile phone literacy, while those
who are living in rural area tend to rely on others, especially young people.
In order to analyze the difference between urban are and rural area and between
young people and elderly people, authors then conducted a field survey adopting
the contextual inquiry and analyzed the data by applying M-GTA, then summarized
the information as a category relationship diagram. In the diagram, such
factors as the motivation for using mobile phone, the active involvement to the
communication and the mobile phone literacy were regarded as the principal
components. Keywords: user experience; usability; mobile phone; elderly people; M-GTA; literacy | |||
| Human Affordance as Life-Log for Environmental Simulations | | BIBAK | Full-Text | 235-242 | |
| Masayuki Ihara; Minoru Kobayashi; Takahiro Yoshioka | |||
| This paper presents the design principle of establishing environmental
simulation systems on the "human affordance" collected as user life-log. We
envisage that combining life-log applications with a consideration of cognitive
science will yield better life-log utilization. Research questions in this
study are how to collect life-logs without user resistance to exposing the logs
and how we can continuously utilize the latest life-logs. Our answer to the
first question is to transform the recorded data to the extent that the user
willingly accepts the automatic release of his/her life log. Our answer to the
second question is to employ the affordance theory in cognitive science. Keywords: Life-log; human affordance; transformation; environmental simulation | |||
| Guideline Development of Mobile Phone Design for Preventing Child Abuse | | BIBAK | Full-Text | 243-252 | |
| JoonBin Im; Eui-Chul Jung; JungYoon Yang | |||
| This paper is studied to develop a guideline of mobile phone design that
protects a child from crimes. It is studied that the criminal commits crimes
through the three steps of 1) approach, 2) attract, and 3) plunder -- movement.
Through this research, it was found that the child's recognition of the
criminal situation could prevent the child from crimes. Because of limitations
of child's cognition, this study is conducted to provide diverse solutions that
could notify abnormal signs to the guardians using a mobile phone, even when
the child has no awareness of the situation. In addition, the patterns of the
child's usual route and walking speed are logged for detecting the criminal
situation. This feature enables the guardians to intervene the crime. A design
guideline for developing hardware and applications of a mobile phone is
suggested through case analysis and expert interviews. Keywords: Cracking Crime; Anti-Crime Design; Child Abuse; Mobile Phone Design; Design
Guideline | |||
| The Impact of Robots Language Form on People's Perception of Robots | | BIBAK | Full-Text | 253-261 | |
| Yunkyung Kim; Sonya S. Kwak; Myungsuk Kim | |||
| Robots in people's daily life have social relationships with human. This
study investigated how the expression of social relationship in human
communication is applied to human-robot relationship. We expressed two axes of
social relationship through robots' verbal language. In a 2 (address: calling
participants' name vs. not calling participants' name) x 2 (speech style:
honorific vs. familiar) between-participants experiment (N=60), participants
experienced one of four types of the robot and evaluate the robot's
friendliness and dominance. Participants rated robots friendlier when it called
their name than when it didn't call their name. In the case of robots'
dominance, there was no significant difference in whether the robot called
participants' name as well as the robot's forms of language. Based on the
experiment results, we discussed the use of a social relationship concept for
designing robots' dialogue. Keywords: Human-Robot Interaction; Robot dialogue; Interpersonal traits; Social
relationship | |||
| Adjustable Interactive Rings for iDTV: First Results of an Experiment with End-Users | | BIBAK | Full-Text | 262-271 | |
| Leonardo Cunha de Miranda; Heiko Horst Hornung; Maria Cecília Calani Baranauskas | |||
| Based on previous results of our research in the field of physical artifacts
for interaction with Interactive Digital Television (iDTV) we developed a new
digital device we named Adjustable Interactive Rings (AIRs). This work presents
a quantitative analysis of an experiment conducted with twelve end-users in
order to investigate the interaction of users with the hardware prototype of
AIRs for iDTV. The experiment results presented in this paper indicate a
positive acceptance of our solution and a good learning curve with respect to
the interaction language of this physical artifact of interaction. Keywords: interactive digital television; interaction design; user experiment;
quantitative analysis; gesture-based interaction; human-computer interaction | |||
| Cognitive Prostheses: Findings from Attempts to Model Some Aspects of Cognition | | BIBAK | Full-Text | 275-284 | |
| Norman Alm; Arlene Astell; Gary Gowans; Maggie Ellis; Richard Dye; Phillip Vaughan; Philippa Riley | |||
| Improvements in the power and portability of computing systems have made
possible the field of cognitive prostheses, which attempts to make up for
cognitive impairment by to some degree modeling cognitive processes in
software. Research on interfacing directly with the brain is at a very early
stage. However, in research into dementia care, a number of non-invasive
research prototypes have been developed to support people with dementia in
specific areas of functioning, such as carrying out everyday activities,
holding a conversation, being entertained, and being creative. Findings from
the individual projects which may have general applicability are highlighted. Keywords: Cognitive prostheses; assistive technology; dementia | |||
| Management of Weight-Loss: Patients' and Healthcare Professionals' Requirements for an E-health System for Patients | | BIBAK | Full-Text | 285-294 | |
| Anita Das; Arild Faxvaag; Dag Svanæs | |||
| An increasing number of patients with overweight undergo weight-reduction
treatment. However, many people experience challenges with long-term
maintenance and are in risk of weight-regain. Currently there is no unique
solution that ensures long-term maintenance of lost weight. Several studies
have explored the effectiveness of web-based and e-health interventions, on
improving the outcomes of weight-management. The results are unclear. This
paper describes requirements for e-health solutions for weight-loss patients.
Our findings suggest that such solutions need to be developed in collaboration
with both patients and healthcare professionals to ensure that they are in line
with medical treatment in addition to taking consideration to the behavioral
aspects of using such systems. Keywords: Design; E-health; Healthcare; Obesity; User involvement | |||
| A Study on the Visibility of the Light Emitting Braille Block | | BIBAK | Full-Text | 295-303 | |
| Hiromi Fukuda; Noriaki Kuwahara; Takao Suzuki; Kazunari Morimoto | |||
| About 60% of the visually impaired people are low-vision. Light-emitting
textured paving block by using LED is developed to support the mobility of such
visually impaired because such block is considered to be effective for
notifying specific places such as the entrance, the exit, and so on to the weak
eyesight people in the night. This block uses the innovative lighting mechanism
by which extremely long-life light emission by using the battery is enabled. So
far, there is no report on the visibility of the LED by using this mechanism.
Therefore, in this paper, we report the result of the preliminary experiment
for evaluating the visibility, and discuss on the trade-off between the
visibility and the electric consumption. Keywords: Low-vision; Light-emitting textured paving block; LED; Visibility | |||
| Knowledge Based Design of User Interface for Operating an Assistive Robot | | BIBAK | Full-Text | 304-312 | |
| Rebekah Hazlett-Knudsen; Melissa A. Smith; Aman Behal | |||
| In this paper, the research objective is to develop and implement a
procedure for integration of user preferences and abilities into the Graphical
User Interface (GUI) of a Wheelchair Mounted Robotic Arm (WMRA) to be operated
by users with Traumatic Spinal Cord Injury (TSCI). Keywords: Graphic user interface (GUI); robotic assistive devices; MANUS robotics
system; heuristics; traumatic spinal cord injury | |||
| Holistic Prosthetic Approaches to the Hearing Handicapped People: Communication Tools in Various Situations | | BIBAK | Full-Text | 313-320 | |
| Kazuyuki Kanda; Tsutomu Kimura | |||
| We define our term holistic prosthesis, and stated why we coined new word
and its background. We showed some example of holistic use of prosthetic
manufactures. A new idea is proposed for supporting the hearing handicapped
people from our point of view. We introduced an experiment at a museum as an
example of informational support in public. Keywords: holism; prosthesis; public; hearing handicapped | |||
| Human-Centered Design in the Care of Immobile Patients | | BIBAK | Full-Text | 321-326 | |
| Thomas Läubli; Roger Gassert; Masaru Nakaseko | |||
| Nurses frequently suffer from low back pain, but oppose against using
mechanical lifting devices. It was found that the nurses' reluctance to use
technical aids may be due to several drawbacks of currently used lifting
devices in patient care: 1) the lifting maneuver is controlled through a
control device located at a distant position form the patient (e.g. fixed to
the supporting structure). 2) Conventional lifting devices are position
controlled and operate at a low velocity. 3) The lifting device holds the
entire weight of the patient, while the nurse performs translational movements.
Therefore existing technological solutions were studied and novel ways were
explored of achieving intuitive interaction, e.g. through the use of force and
position sensors and shared control strategies. The initial results of our task
analysis suggest that both the handicapped/ immobile person and the nurse may
be supported by intelligent assistive lifting devices. Keywords: nurses; lifting device; intuitive interaction | |||
| Electronic Medication Reminder for Older Adults | | BIBAK | Full-Text | 327-334 | |
| Yi-Lin Lo; Chang-Franw Lee; Wang-Chin Tsai | |||
| As the numbers of the elderly people is increasing rapidly, it is important
and urgent to design appropriate products for older adults. Because of physical
and mental function decline, the elderly need to take multiple drugs, they
often occurring medication non-compliance behavior, seriously affecting the
health of the elderly. Forget to take medicine is one the most frequency
problem, so there were several products designed for reminder, such as
electronic pillbox. In recent years, with the development of smart phone, some
software was also designed for medication reminder. For the lifestyle and
electronic products using experience, not all of the elderly use cell phone in
Taiwan, and they do not operate any other function except making a phone call.
To discusses whether the software suitable to the elderly was the purpose of
this study.
This is an exploratory study about electronic medication reminder in Taiwan, there were total 30 volunteers join the project, included 15 older adults; through interviews and a questionnaire survey with the elderly, try to gather difficulties and needs from the elderly when using an electronic medication reminder. The results showed correlations between the interface-complexity and preference of older adults; they would rather choose electronic pillbox than smart phone because it is easier setting and more "approachable". Through the study results, hope the findings will help clarify the direction of further research and to develop more suitable for the elderly on the operating trends. Keywords: Older Adults; Medication Compliance; Pillbox; Electronic Medication Reminder | |||
| Development of a Wearable Airbag for Preventing Fall Related Injuries | | BIBA | Full-Text | 335-339 | |
| Toshiyo Tamura; Takumi Yoshimura; Masaki Sekine; Mitsuo Uchida | |||
| We have developed a wearable airbag that incorporates a fall detection system that uses both acceleration and angular velocity signals to trigger inflation of the airbag. The fall detection algorithm was devised using a thresholding technique with the signals of an accelerometer and gyro sensor. The thresholds of acceleration less than ± 3 m/s2 and the integral of angular velocity exceed 0.52 rad/s were used. Five young healthy subjects mimicked falls, and their signals of acceleration and angular velocity were monitored. Then, we developed a fall detection algorithm that could detect signals 300 ms before the fall. This signal was used as a trigger to inflate the airbag to a capacity of 2.4 L. The system has been manufactured but the accuracy was not 100% of operation. In this study we have improved fall detection algorithm to operate correctly in daily life. | |||
| Semantic-Conditioned Peripheral Vision Acuity Fading Awareness (PVAFA) | | BIBAK | Full-Text | 340-347 | |
| Ming-Chia Wang; Manlai You | |||
| This is a pilot study report that explores one of the factors that influence
one's awareness of the extent of vision acuity other than biological reasons.
Semantic factor is chosen to put to test to match the tests' linguistic nature
of words reading. Look-then-answer style of self-report method is adopted to
better reflect this experiment's goal of understanding how one "consciously
knows" his or her quality of vision at that moment of words reading. By
comparisons of fixating and gazing at a two-character segment of a reading line
set in forms of Chinese and Korean characters of right-reading and
wrong-reading versions, it can be checked to see how semantic factors influence
one's Peripheral Vision Acuity Fading Awareness (PVAFA). Results show the
tendencies that partially support semantic-conditioned interpretations that:
(1) the better a reading line's semantic meaning understood, e.g., native
Chinese readers gaze at Chinese characters, the more peripheral visions smeared
than gazing at Korean characters; (2) the harder the lexical information can be
identified, i.e., gazing at wrong-reading characters (in this case, upside-down
typesetting), the lenient the PVAFA effect to occur. A follow-up discussion
stresses how semantic factors mingle with vision acuity awareness in a lab
set-up is worthy further hypothesized to probe its broader implications on
visual form perception in both real world situations and human-computer
interacted environments. Keywords: foveal visions; vision acuity; visual form perception; visual logics | |||
| Culturally Situated Design Tools: Animated Support Tools for Mathematics | | BIBAK | Full-Text | 351-359 | |
| Albanie T. Bolton; Cheryl D. Seals | |||
| Culturally Situated Design Tools (CSDTs) are web-based software applications
that allow students to create simulations of cultural arts: Native American
beadwork, African American cornrow hairstyles, urban graffiti, and so forth;
using these underlying mathematical principles. CSDTs are the rationale of
creating a set of culturally designed games utilizes gaming as a teaching tool
to attract and instruct students with familiar methods and environments. The
focus of this study is on Ron Eglash and others research on the indigenous
design of various cultures using computer game simulations to teach math and
computer science in the classroom sector. This study will review the
development and evaluation of CSDTs, and discuss how various activities attempt
to navigate through the potential dangers and rewards of this potent hybrid of
information technology (CSDTs), traditional culture and individual creativity. Keywords: Culturally Situated Design Tools (CSDTs); educational gaming;
ethnomathematics; mathematics; culture; computing | |||
| Towards a Paperless Air Traffic Control Tower | | BIBAK | Full-Text | 360-368 | |
| Tanja Bos; Marian Schuver-van Blanken; Hans Huisman | |||
| A prototype of an Electronic Flight Strip (EFS) system for air traffic
controllers in the tower was developed in a participatory design process with
rapid prototyping. The process which included five intermediate part task
evaluations resulted in a prototype in which the existing working methods could
be maintained. During a whole task evaluation of the EFS system in a tower
simulator the usability of the EFS system was evaluated as well as the impact
of the EFS system on strip hand-over, the controllers' mental picture and
head-down time. It revealed that controllers were able to handle peak traffic
with EFS after just 20 minutes of familiarization. Furthermore, the hand-over
of traffic with EFSs was better supported according to the controllers.
Nevertheless incoming strips were left unnoticed longer with EFSs and head-down
time increased. For these reasons the support of the controllers' mental
picture was rated slightly lower with EFSs. With small improvements and more
familiarization the concept is considered ready for implementation. Keywords: Air traffic control; Tower; Electronic Flight Strips (EFSs); Design;
Evaluation; Simulation; Usability | |||
| A Design-Supporting Tool for Implementing the Learning-Based Approach: Accommodating Users' Domain Knowledge into Design Processes | | BIBAK | Full-Text | 369-378 | |
| Jung-Min Choi; Keiichi Sato | |||
| In the current interactive product/system design, while users' acquisition
of sufficient knowledge for operating a product or system is increasingly
considered important, their acquisition of problem-solving knowledge in the
task domain has largely been disregarded. Without enough domain knowledge,
users will bot be able to learn how to creatively adjust their product us to
produce satisfactory results and better experiences. This research aims to
develop a methodology for designing interactive products/systems that can
support users' development of domain knowledge through interaction. This new
approach to user-product interaction is named the Learning-Based Approach
(LBA). Based on the previous theoretical and empirical studies, this paper
proposes some mechanisms for implementing the LBA. Then, a computer-based tool
is developed in order to support designers' more effective and efficient
application of the LBA mechanisms in design processes. Keywords: users' domain knowledge; Learning-Based Approach; design-supporting system;
interaction design methodology | |||
| A Methodical Approach for Developing Valid Human Performance Models of Flight Deck Operations | | BIBA | Full-Text | 379-388 | |
| Brian F. Gore; Becky L. Hooey; Nancy Haan; Deborah L. Bakowski; Eric Mahlstedt | |||
| Validation is critically important when human performance models are used to predict the effect of future system designs on human performance. A model of flight deck operations was validated using a rigorous, iterative, model validation process. The process included the validation of model inputs (task trace and model input parameters), process models (workload, perception, and visual attention) and model outputs of human performance measures (including workload and visual attention). This model will be used to evaluate proposed changes to flight deck technologies and pilot procedures in the NextGen Closely Spaced Parallel Operations concept. | |||
| Building Human Profile by Aggregation of Activities -- Application to Aeronautics Safety | | BIBA | Full-Text | 389-396 | |
| Laurent Chaudron; David Guéron; Nicolas Maille; Jean Caussanel | |||
| The work related here is devoted to the setup of a methodology regarding the
study of polyvalent objects about which our knowledge is incomplete.
It is concerned with the analysis and characterization of flights/flight maneuvers, considered from the standpoint of the involved human operators. The two following issues have been identified: 1) incompleteness, which comes from the second-hand nature of the recorded data that describes and situates the pilot's activity, and 2) variability of human sensations and reactions, as a result of which identical stimulations may cause different reactions and different observations may correspond to identical sensations/situations. Our aim is not to close up on the theoretical mechanisms of perception and preference but, based on these mechanisms, to obtain a behavioural model that will be used 1) to characterize observed patterns amongst the various recorded data, 2) to anticipate the patterns to be observed and to relate them to particular flight conditions. We introduce the three-step process of supervised aggregation, an aggregation driven by experts and expertise, which we successfully put into practice in the case of elementary turns. This process was developed aiming to convey characterizing and predictive power, notwithstanding the incompleteness and variability of observable data. | |||
| Building a Shared Cross-Cultural Learning Community for Visual Communication Design Education | | BIBAK | Full-Text | 397-406 | |
| Takahito Kamihira; Miho Aoki; Tomoya Nakano | |||
| This paper discusses a case study of an educational online visual
communication design project. The project is to develop an online platform,
which facilitates cross-cultural communications and educational experiences for
college-level students and educators in the visual communication design field
in conjunction with information graphics assignments. The online system
developed for this project allows students in visual design courses to share
their class assignments and evaluate works posted by the members from other
countries. The assignments are designed to encourage students to investigate
the cultural differences and roles of images in visual communication design.
The pedagogical value of the project is evaluated by analyzing user interview
and survey results. Keywords: Cultural Issues and Usability; Human Centered Design; Visual Communication;
Infographics; Learning Community; Design Education | |||
| Expansion of the System of JSL-Japanese Electronic Dictionary: An Evaluation for the Compound Research System | | BIBAK | Full-Text | 407-416 | |
| Tsutomu Kimura; Daisuke Hara; Kazuyuki Kanda; Kazunari Morimoto | |||
| We have developed the JSL-Japanese Electronic Dictionary System in which
Japanese meaning of a signing was looked in and the corresponding signing video
movie was displayed. Our system finds out the target sign through analyzing the
phonological components of the sign. We failed to find "e-mail" or "medical
doctor" in JSL which are daily used words, because these sings are compounds
and the system did not include a compound searching system in it. This paper
shows how we developed an enlarged model of the dictionary and result of the
evaluation test. Keywords: sign; Japanese; phoneme; dictionary; compound; database | |||
| Co-creation Process of Collaborative Work with Communication Robot | | BIBAK | Full-Text | 417-424 | |
| Seita Koike; Takeshi Ogino; Sari Takamura; Tatsushi Miyaji; Yuki Miyajima; Daishi Kato; Koyo Uemura; Kazuo Kunieda; Keiji Yamada | |||
| This paper reports on fieldwork concerning co-creation among primary school
students. The students brainstormed ideas and made a play using a robot as a
prop. We observed their group decision-making process in creating their
performance, and concluded that setting up a environment with some "order" is
necessary, but freedom must also be preserved for organic decision-making. Our
results showed that the Japanese children are 1) collaborative decision-makers
(deciding not by majority or by a single leader), 2) avoid conflicts by relying
on everyday experience to back their arguments, 3) require outside perspective
of a facilitator, and 4) can have equal say if props are used. Keywords: Robot; co-creation; collaboration; design; communication | |||
| Virtual Office, Community, and Computing (VOCC): Designing an Energy Science Hub Collaboration System | | BIBAK | Full-Text | 425-434 | |
| April A. Lewis; Gilbert G. Weigand | |||
| The Consortium for Advanced Simulation of Light Water Reactors (CASL)
implements a management strategy that imbues physical collocation; community;
collaboration; central leadership; multidisciplinary teams executing a single
milestones-driven plan; and integrated, co-dependent projects. The
CASL-streamlined management structure includes collocation at CASL, use of
technology to achieve multidiscipline collaboration, video conferencing for
meetings, and a VOCC project that integrates both the latest and emerging
technologies to build an extended "virtual one roof." CASL is headquartered at
ORNL, where the CASL leadership and a majority of the multidisciplinary,
multi-institutional scientists and engineers will be located. Work performed at
partner sites will be seamlessly integrated across the consortium on a
real-time basis via community and computing (VOCC) capability that integrates
both the latest and emerging technologies to build an extended "virtual
one-roof" allowing multidisciplinary collaboration among CASL staff at all
sites. The paper describes the VOCC collaboration system. Keywords: User Centered Systems Design; Collaboration; Collaborative Virtual
Environments; Collaborative Computing; Human Computer Interaction; Energy
Science Hub | |||
| One of Industrial Design Case to Share Tacit Knowledge | | BIBAK | Full-Text | 435-439 | |
| Hisashi Shima | |||
| The objective of this research is to study the sharing of tacit knowledge,
especially, in industrial design development teams. Nowadays, in-house design
teams have to be more productive and efficient than they were previously even
if inexperienced designers are working on the project. An important challenge
in industrial design is to determine a suitable solution or compromise when
many factors are involved. We tried to list the important factors involved in
finalizing a design and shared these factors with an industrial design team.
Experienced and inexperienced designers were made to assign AHP (analytic
hierarchy process) scores based on this list according to their personal
understanding. First product was not enough same score of AHP, but three times
more closed, it is assumed the more and more shared tacit knowledge, with this
process. Keywords: tacit design knowledge; product development; brand design; tacit dimension;
empathy development; usability | |||
| Task Analysis for Behavioral Factors Evaluation in Work System Design | | BIBAK | Full-Text | 440-448 | |
| Lingyan Wang; Henry Y. K. Lau | |||
| This paper deals with the application and development of a systematic
methodology called Task Analysis which is based on the analytical investigation
of the task allocation processes and bottlenecks in terms of work system goals,
in order to evaluate synergy between worker's essential motions and mental
activities of different functional levels which contributes to conduct worker's
adaptive behavioral performances during the execution of production operation.
A comprehensive consideration of adopting this approach to analyze some key
behavioral factors in work system design is expanded to acquire consecutive
work performance feedback, determine the instructional work goals, describe the
detailed work flowchart, structure the clear interaction assessment, improve
the standard procedures, and supply the useful criteria. Keywords: Hierarchical Task Analysis; Cognitive Work Analysis; Behavioral Factors;
Work System Design | |||
| Understanding the Business Realities: An Interview Technique Which Can Visualize the Job Problems | | BIBAK | Full-Text | 449-457 | |
| Ayako Yajima; Yuji Shiino; Toshiki Yamaoka | |||
| We have developed the Customer Satisfaction (CS) Gap interview and analysis
method. This method is based on ethno-cognitive interview and analysis method
which is a method to grasp the business reality. For using this method, we
tried that it was applicable in visualization in gap and an analysis of
consciousness of customer satisfaction between receiving services and offering
services. We interviewed six people and the time required about per 1 person
for 1.5 hours. We carried out it both Service recipient side that felt law
customer satisfaction and service provided (that is ourselves). As a result
there is a clear difference in the value of the CS, we are able to catch CS gap
structurally. Keywords: Customer satisfaction; qualitative and quantitative method; CS gap;
framework; Cognitive psychology; ethnography; ethno-cognitive interview | |||
| Nonspeech Sound Design for a Hierarchical Information System | | BIBA | Full-Text | 461-470 | |
| Rafa Absar; Catherine Guastavino | |||
| This research describes a human-centered design methodology for creating nonspeech sounds to enhance navigation in a visual user interface. This paper describes how the sound design methodology proposed in [10][11] was extended to sonify a novel 3D-visualized information system for sighted users navigating a hierarchical structure. The method ensures that the sounds designed are not based on personal or ad hoc choices, and instead exploits the creativity of a user group as an application of participatory design in sound. Recommendations are derived from this case study on how to design auditory cues for familiar or novel user interfaces to convey structural information in an informative and intuitive way. | |||
| Social Networking Applications: Smarter Product Design for Complex Human Behaviour Modeling | | BIBAK | Full-Text | 471-480 | |
| Tareq Z. Ahram; Waldemar Karwowski | |||
| The advent and adoption of internet-based social networking has
significantly altered our daily lives. The educational community has taken
notice of the positive aspects of social networking such as creation of blogs
and to support groups of system designers going through the same challenges and
difficulties. This paper introduces a social networking framework for
collaborative education, design and modeling of the next generation of smarter
products and services. Human behaviour modeling in social networking
application aims to ensure that human considerations for learners and designers
have a prominent place in the integrated design and development of sustainable,
smarter products throughout the total system lifecycle. Social networks blend
self-directed learning and prescribed, existing information. The self-directed
element creates interest within a learner and the ability to access existing
information facilitates its transfer, and eventual retention of knowledge
acquired. Keywords: Smart Products; service systems; Systems Engineering; Social Networking | |||
| Usability Tests for Improvement of 3D Navigation in Multiscale Environments | | BIBAK | Full-Text | 481-490 | |
| Tathiane Mendonça Andrade; Daniel Ribeiro Trindade; Eduardo Ribeiro Silva; Alberto Barbosa Raposo; Simone Diniz Junqueira Barbosa | |||
| The interest in virtual 3D environments has increased in the past years due
to the popularization of the technology and the huge human ability to visually
convey and grasp information. However, unlike the real world, 3D navigation,
especially in multiscale environments, is no longer natural to humans, becoming
confusing and resulting in unpleasant experiences. To improve the quality of
the users' navigation in and across multiscale 3D environments, three
techniques were developed, based on a structure called cubemap. The 3D
application chosen to apply these techniques was the Petrobras 3D System for
Integrated Visualization in Exploration and Production (SiVIEP). This paper
describes and reports the evaluation of these three techniques, using usability
tests, which were performed to validate the more adaptable solution, ensuring
the efficiency of the proposed techniques in assisting and facilitating the
task of 3D navigation. Keywords: 3D Navigation; Multiscale Environments; Usability; Cubemap | |||
| SemaZoom: Semantics Exploration by Using a Layer-Based Focus and Context Metaphor | | BIBAK | Full-Text | 491-499 | |
| Dirk Burkhardt; Kawa Nazemi; Matthias Breyer; Christian Stab; Arjan Kuijper | |||
| The Semantic Web is a powerful technology for organizing the data in our
information based society. The collection and organization of information is an
important step for showing important information to interested people. But the
usage of such semantic-based data sources depends on effective and efficient
information visualizations. Currently different kinds of visualizations in
general and visualization metaphors do exist. Many of them are also applied for
semantic data source, but often they are designed for semantic web experts and
neglecting the normal user and his perception of an easy useable visualization.
This kind of user needs less information, but rather a reduced qualitative view
on the data. These two aspects of large amount of existing data and one for
normal users easy to understand visualization is often not reconcilable. In
this paper we create a concept for a visualization to show a bigger set of
information to such normal users without overstraining them, because of
layer-based data visualization, next to an integration of a Focus and Context
metaphor. Keywords: Human-Computer-Interfaces; Semantics Visualization; Information
Visualization; Semantic Web | |||
| Scientometric Analysis of Research in Smart Clothing: State of the Art and Future Direction | | BIBAK | Full-Text | 500-508 | |
| Kyeyoun Choi; Huiju Park; Eui-Seob Jeong; Semra Peksoz | |||
| The purposes of this study were to investigate research trends on smart
textile and clothing and to suggest future research directions on smart textile
and clothing by using scientometrics approach. The research of smart clothing
was divided into five categories: technology, human factors, application,
manufacturing, and consumer demands and retailing. Technology emerged as the
dominant category suggesting technological development of smart materials and
wearable input devices have been intensively studied and have provided a solid
foundation for smart clothing research. The number of research on output
devices and data and power transportation showed a gradually increasing trend
since 2000. Analysis on technical collaboration among each research field
showed a high correlation between input technology and the three main
categories: smart materials, functional application and, manufacturing.
Material sciences, electronic engineering and computer sciences were shown to
be major research disciplines to lead smart clothing research based on quantity
of publications. Keywords: Smart Clothing; Scientometrics; Technology; Research | |||
| An Experimental Study of Home Page Design on Green Electronic Products Web Site | | BIBAK | Full-Text | 509-518 | |
| Fei-Hui Huang | |||
| The objective of this study is to understand users' electronic commerce
needs and expectations in order to elicit the design requirements of a useful
Web home page interface centered on green electronic products (GEP). In this
study, an experiment was conducted to investigate the user needs captured by
their external and mental patterns in order to apply them to the user-oriented
Web home page design. The importance of Web site and home page design including
gender differences have been found in this experiment and from the experimental
results. Finally, consideration for designing a useful home page for a Web site
are summarized as follows: (1) the home page design should be easy-to-use,
easy-to-understand, and easy-to-digest and clearly show the Web structure and
site purpose to users; (2) the home page should be streamlined to show
information more efficiently; (3) gender differences should be considered in
Web site and page design to meet different types of users' needs. Keywords: User-centered interface design; green electronic products; user-Web
interaction; Web pages design | |||
| Attribute Description Service for Large-Scale Networks | | BIBAK | Full-Text | 519-528 | |
| Donald Kline; John Quan | |||
| An analysis of requesting resources from large-scale networks reveals a
fundamental challenge. As the network grows, more and more resources become
available, and so finding resources that fit experimental test criteria becomes
difficult and time consuming. For example, the National Science Foundation
sponsors GENI -- an experimental network with a goal to gain enough resources
to model the Internet at scale. Currently, GENI contains relatively few
contributed resources donated from businesses and academia, and so matching
resources to tests is rather simple. However, experimenters plan to conduct
network experiments that are very complex and difficult to accurately model by
using the vast numbers of resources expected in GENI. When GENI reaches its
final state, finding the right resources that fit experimental test criteria
out of many thousands of donated resources may be as difficult as conducting
the experiment itself. This dilemma underscores the importance of establishing
an attribute description service that promotes a standardized language for all
interactions between the end users and the large-scale network. Keywords: Database; Data dictionary; Design; Human Factors; Standardization;
Languages; Attribute; control framework; component; GENI; Large-Scale Network;
resource; classification | |||
| Study of Honest Signal: Bringing Unconscious Channel of Communication into Awareness through Interactive Prototype | | BIBAK | Full-Text | 529-536 | |
| YounJung Kwak; Tiia Suomalainen; Jussi Mikkonen | |||
| Efforts are made to understand people in the context of their social
network; especially in unconsciously carried communication channel which Alex
S. Pentland coined as 'honest signal'. This project explored 'optimizing honest
signals to lessen gap between intended expression and received impression'
through designed technology device. Experiment setting was controlled into
'presentation-speech situation', developed in three phases. Phase 1 was basic
research, testing impressions given by postures and finding significant
body-part for honest signal. In phase 2 'where and how person will be given
feedback through designed device to aware his/her unconscious movement' was
progressed. In Phase 3, finalized prototype-headset and shoes evaluation test
was made to check if prototype helped user to control honest signal during
presentation by notifying such movement. This study has tested that if people
have more awareness to honest signals they are sending, they are capable of
enhancing control over signals. It will enable people to optimize signals,
collecting more of wanted impression than not. In communication aspect, it
offers new potentials interactive device or interaction can do for people, by
making what was not cognitive into realizable signals or by making certain
messages stronger. Keywords: Communication channel; honest signal; unconscious movement; interactive
prototype; psychology reflexive; behavior feedback; behavior control | |||
| Designing of an Effective Monitor Partitioning System with Adjustable Virtual Bezel | | BIBAK | Full-Text | 537-546 | |
| Sang-Su Lee; Hyunjeong Kim; Yong-Ki Lee; Minseok Sim; Kun-Pyo Lee | |||
| We suggested a new monitor environment with an adjustable virtual partition
in order to incorporate advantages from both the multiple monitor and single
monitor. We conducted a user study by making a prototype. Results showed that
the prototypes enhanced the user work performance while it reduced the temporal
demand. We believe that our design suggestion and the user study results can
make a contribution to future single large monitor distributions from the
user's need of a bigger screen which provides a more immersive experience, as
well as to a new computing environment such as laptops and tabletop computing
that does not allow multiple monitor establishments. Keywords: Window management; Interface design; Multiple monitor; large monitor;
partitioning | |||
| Bridging the Social Media Usage Gap from Old to New: An Elderly Media Interpersonal and Social Research in Taiwan | | BIBAK | Full-Text | 547-555 | |
| Shih-Hsun Lin; Wen Huei Chou | |||
| Understanding the media usage and interpersonal communication that the
elderly have been familiar with is valuable for designing social media for the
elderly. We conducted interviews for acquiring the data about attitudes and
behaviors of the elderly, and then analyzed the transcripts to discover the
patterns of the elderly in media usage and social life. The findings show that
in media usage our subjects prefer watching TV and contacting people with
phone/mobile phone in their leisure time. Also they prefer the habitually daily
routine of watching TV in the living room although they appreciate the flexible
selectivity of using a computer, but have difficulties with these new media.
Activities such as weddings and funerals remain the important chances to
retrieve relatives, and physical contact still remains the primary interaction
for elders. Fitting in with the elderly habits in daily life to design is
discussed. Keywords: elderly; social media; media usage; media communication; interpersonal
communication | |||
| Research in the Use of Product Semantics to Communicate Product Design Information | | BIBAK | Full-Text | 556-565 | |
| Chung-Hung Lin | |||
| In the past twenty years, following the transformation of industrial
technology and structure, needs created by modern life, issues regarding
environment protection, and simply new ways of thinking have revolutionized the
core value of product design. There is more to be considered than just the
convenience that a product can bring. Consumers nowadays also want to learn how
to use a new product in the most efficient way, and many industrial designers
see that as one of their goals. The use of Product Semantics in product design
is a proper means to communicate the information that consumers need in order
to improve their overall experience using the product. Recent research focuses
on the application of product design semantics, in order to discover how
designers convey messages through the use of semantics, i.e. styles, colors,
functions and textures, etc. It seeks to determine how the best way for the
designer to communicate all that information to the consumer. A designer want
the user to be able to operate his product under "zero obstacle" conditions, to
understand the message the product carries, and to enhance the consumer's
pleasure and comfort during its operation. From the perspective of industrial
design, there are two summarized main points:
1. Product design is now defined as a system to communicate product information based mainly on product use circumstances. 2. The message that a product carries has become the most important factor throughout the design process. Keywords: Product design; product semantics; message communication; designer | |||
| Adapting User Interfaces by Analyzing Data Characteristics for Determining Adequate Visualizations | | BIBAK | Full-Text | 566-575 | |
| Kawa Nazemi; Dirk Burkhardt; Alexander Praetorius; Matthias Breyer; Arjan Kuijper | |||
| Today the information visualization takes in an important position, because
it is required in nearly every context where large databases have to be
visualized. For this challenge new approaches are needed to allow the user an
adequate access to these data. Static visualizations are only able to show the
data without any support to the users, which is the reason for the accomplished
researches to adaptive user-interfaces, in particular for adaptive
visualizations. By these approaches the visualizations were adapted to the
users' behavior, so that graphical primitives were change to support a user
e.g. by highlighting user-specific entities, which seems relevant for a user.
This approach is commonly used, but it is limited on changes for just a single
visualization. Modern heterogeneous data providing different kinds of aspects,
which modern visualizations try to regard, but therefore a user often needs
more than a single visualization for making an information retrieval. In this
paper we describe a concept for adapting the user-interface by selecting
visualizations in dependence to automatically generated data characteristics.
So visualizations will be chosen, which are fitting well to the generated
characteristics. Finally the user gets an aquatically arranged set of
visualizations as initial point of his interaction through the data. Keywords: Adaptive Visualizations; Human-Centered Interfaces;
Human-Computer-Interfaces; Semantics Visualization | |||
| User-Oriented Graph Visualization Taxonomy: A Data-Oriented Examination of Visual Features | | BIBAK | Full-Text | 576-585 | |
| Kawa Nazemi; Matthias Breyer; Arjan Kuijper | |||
| Presenting information in a user-oriented way has a significant impact on
the success and comprehensibility of data visualizations. In order to correctly
and comprehensibly visualize data in a user-oriented way data specific aspects
have to be considered. Furthermore, user-oriented perception characteristics
are decisive for the fast and proper interpretation of the visualized data. In
this paper we present a taxonomy for graph visualization techniques. On the one
hand it provides the user-oriented identification of applicable visual features
for given data to be visualized. On the other hand the set of visualization
techniques is enclosed which supports these identified visual features. Thus,
the taxonomy supports the development of user-oriented visualizations by
examination of data to obtain a beneficial association of data to visual
features. Keywords: graph visualization taxonomy; user-oriented visualization; visual features | |||
| Towards Compositional Design and Evaluation of Preference Elicitation Interfaces | | BIBAK | Full-Text | 586-596 | |
| Alina Pommeranz; Pascal Wiggers; Catholijn M. Jonker | |||
| Creating user preference models has become an important endeavor for HCI.
Forming a preference profile is a constructive process in the user's mind
depending on use context as well as a user's thinking and information
processing style. We believe a one-style-fits-all approach to the design of
these interfaces is not sufficient in supporting users in constructing an
accurate profile. We present work towards a compositional design approach that
will lead designers in the creation of preference elicitation interfaces. The
core of the approach is a set of elements created based on design principles
and cognitive styles of the user. Given the use context of the preference
elicitation suitable elements can be identified and strategically combined into
interfaces. The interfaces will be evaluated in an iterative, compositional way
by target users to reach a desired outcome interface. Keywords: Compositional Design; Preference Elicitation; Interface Design | |||
| Secure Online Game Play with Token: A Case Study in the Design of Multi-factor Authentication Device | | BIBA | Full-Text | 597-605 | |
| Shinji R. Yamane | |||
| Online game security is often discussed, but, in game development, security factors are tend to be an afterthought. It is helpful to consider the unique perspectives of the game designer, security engineer, and game player all together in the game development process. In this paper, we present a framework for a formal approach to understand the security interface. We also try to integrate different perspectives when analyzing cases which use a hardware security token for online games. This interface-level analysis of security attempts to achieve two goals: Firstly, to make the security in online gaming not merely an add-on feature but an integrated part of game development. Secondly, to bridge the gap between game design and security technology and allow the game designer and security engineer to collaborate toward their particular goals. | |||