| Design Principles Based on Cognitive Aging | | BIBAK | Full-Text | 3-10 | |
| Hiroko Akatsu; Hiroyuki Miki; Naotsune Hosono | |||
| This study proposes the design principles considering the balance of
'simplicity' and 'helpfulness' based on cognitive aging. Due to the increase of
the aging population, various equipments are required to better assist the
elderly users. ATMs (Automatic Teller Machine) have always been considered to
be equipment that is difficult for the elderly users. Then this paper discusses
a new ATM interface design considering the principles. The effectiveness of the
new design was examined by comparing it with a conventional ATM. The usability
test results favored the new ATM design, and it is consequently accepted by
many elderly users. Keywords: cognitive aging; design principles; elderly users; ATM | |||
| Redesigning the Rationale for Design Rationale | | BIBAK | Full-Text | 11-19 | |
| Michael E. Atwood; John Horner | |||
| One goal of design rationale systems is to support designers by providing a
means to record and communicate the argumentation and reasoning behind the
design process. However, there are several inherent limitations to developing
systems that effectively capture and utilize design rationale. The dynamic and
contextual nature of design and our inability to exhaustively analyze all
possible design issues results in cognitive, capture, retrieval, and usage
limitations. In addition, there are the organizational limitations that ensue
when systems are deployed. In this paper we analyze the essential problems that
prevent the successful development and use of design rationale systems. We
argue that useful and effective design rationale systems cannot be built unless
we carefully redefine the goal of design rationale systems. Keywords: Design rationale; theories of design; interactive systems design | |||
| HCI and the Face: Towards an Art of the Soluble | | BIBAK | Full-Text | 20-29 | |
| Christoph Bartneck; Michael J. Lyons | |||
| The human face plays a central role in most forms of natural human
interaction so we may expect that computational methods for analysis of facial
information and graphical and robotic methods for synthesis of faces and facial
expressions will play a growing role in human-computer and human-robot
interaction. However, certain areas of face-based HCI, such as facial
expression recognition and robotic facial display have lagged others, such as
eye-gaze tracking, facial recognition, and conversational characters. Our goal
in this paper is to review the situation in HCI with regards to the human face,
and to discuss strategies which could bring more slowly developing areas up to
speed. Keywords: face; hci; soluble; recognition; synthesis | |||
| Towards Generic Interaction Styles for Product Design | | BIBAK | Full-Text | 30-39 | |
| Jacob Buur; Marcelle A. Stienstra | |||
| A growing uneasiness among users with the experience of current product user
interfaces mounts pressure on interaction designers to innovate user interface
conventions. In previous research we have shown that a study of the history of
product interaction triggers a broader discussion of interaction qualities
among designers in a team, and that the naming of interaction styles helps
establish an aesthetics of interaction design. However, that research focused
on one particular product field, namely industrial controllers, and it was yet
to be proven, if interaction styles do have generic traits across a wider range
of interactive products. In this paper we report on five years of continued
research into interaction styles for telephones, kitchen equipment, HiFi
products and medical devices, and we show how it is indeed possible and
beneficial to formulate a set of generic interaction styles. Keywords: Interaction styles; interaction history; product design; user interface
design; tangible interaction; quality of interaction | |||
| Context-Centered Design: Bridging the Gap Between Understanding and Designing | | BIBA | Full-Text | 40-48 | |
| Yunan Chen; Michael E. Atwood | |||
| HCI is about how people use systems to conduct tasks in context. Most current HCI research focuses on a single or multiple users' interaction with system(s). Compared with the user, system and task components, context is a less studied area. The emergence of ubiquitous computing, context-aware computing, and mobile computing requires system design to be adaptive and respond to aspects of setting in which the tasks are performed, including other users, devices and environments. Given the importance of context in information system design, we note that even the notion of context in HCI is not well-defined. In this paper, we review several theories of context as it relates to interaction design. We also present our Context-centered Framework which is aimed to bridging end users' understand and designers' designing together. The research design and expected outcomes are also presented. | |||
| Application of Micro-Scenario Method (MSM) to User Research for the Motorcycle's Informatization -- A Case Study for the Information Support System for Safety | | BIBA | Full-Text | 49-57 | |
| Hiroshi Daimoto; Sachiyo Araki; Masamitsu Mizuno; Masaaki Kurosu | |||
| The Micro-Scenario Method (MSM) is an approach to uncover the consumer needs and establish the development concepts [2]. In this study, the MSM is applied to the Information Support System for Safety related to a motorcycle and devised for application efficiency. What is devised is to make a prescriptive model up before interview research and set up the syntax rules of the problem-scenario (a description sentence of problem situation). As a result, the development efficiency is improved by the modified MSM. The communication of relevant parties can be speeded up, because the prescriptive model which keywords are structurally organized helps development actors share wide-ranging information about problem situations. Moreover, the creation time of problem-scenario can be cut, because the syntax rule of problem-scenario simplifies how to describe it. Though the modified MSM is an effort to take MSM in practical use at YAMAHA Motor Company Ltd. (YMC), the modified MSM was considered as a useful approach to reduce the workload of HCD (Human-Centred Design). | |||
| Incorporating User Centered Requirement Engineering into Agile Software Development | | BIBAK | Full-Text | 58-67 | |
| Markus Düchting; Dirk Zimmermann; Karsten Nebe | |||
| Agile Software Engineering approaches gain more and more popularity in
today's development organizations. The need for usable products is also a
growing factor for organizations. Thus, their development processes have to
react on this demand and have to offer approaches to integrate the factor
"usability" in their development processes. The approach presented in this
paper evaluates how agile software engineering models consider activities of
Usability Engineering to ensure the creation of usable software products. The
user-centeredness of the two agile SE models Scrum and XP has been analyzed and
the question of how potential gaps can be filled without loosing the process'
agility is discussed. As requirements play a decisive role during software
development, in Software Engineering as well as Usability Engineering.
Therefore, different User Centered Requirements that ensure the development of
usable systems served as basis for the gap-analysis. Keywords: Agile Software Engineering; Usability Engineering; User-Centered
Requirements | |||
| How a Human-Centered Approach Impacts Software Development | | BIBAK | Full-Text | 68-77 | |
| Xavier Ferré; Nelson Medinilla | |||
| Usability has become a critical quality factor in software systems, and it
requires the adoption of a human-centered approach to software development. The
inclusion of humans and their social context into the issues to consider
throughout development deeply influences software development at large.
Waterfall approaches are not feasible, since they are based on eliminating
uncertainty from software development. On the contrary, the uncertainty of
dealing with human beings, and their social or work context, makes necessary
the introduction of uncertainty-based approaches into software development. HCI
(Human-Computer Interaction) has a long tradition of dealing with such
uncertainty during development, but most current software development practices
in industry are not rooted in a human-centered approach. This paper revises the
current roots of software development practices, illustrating how their
limitations in dealing with uncertainty may be tackled with the adoption of
well-known HCI practices. Keywords: uncertainty; software engineering; waterfall; iterative; Human-Computer
Interaction-Software Engineering integration | |||
| After Hurricane Katrina: Post Disaster Experience Research Using HCI Tools and Techniques | | BIBAK | Full-Text | 78-87 | |
| Catherine Forsman | |||
| This paper focuses on the time period between September 2005 and September
2006 where HCI research experiments were deployed in a post-hurricane Katrina
disaster area. This area stretched from the cities of Waveland and Bay St.
Louis, Mississippi (the epicenter of hurricane Katrina) to shelters in Baton
Rouge and Houston, Texas. The HCI experiments were constructed in order to
understand immediate disaster aftermath issues of a population in context of
activities, information and organizational needs. The use of a Participatory
Design (PD) methodology, Ethnographic techniques, and design Probes were
refined over the course of the longitudinal study. Field notes were created in
an iterative process with individual participants over a course of time due to
the impact of shock and cognitive issues early on. These field notes then
influenced a set of personas that were iterated and used as a vehicle to gather
and validate field research findings and people's needs within the disaster
framework. The main goal of this paper is not to propose informational,
organizational or technology solutions to the complex problems inherent in a
disaster cycle, but to illustrate both the failure and success of using HCI
methods in a post disaster situation. Therefore, a disaster cycle is outlined
and described in this paper. Insights and thoughts regarding the Rescue and
Recovery phases are described and notes where HCI as a practice may influence
or contribute to these areas within the disaster cycle are outlined. The last
part of the paper illustrates the first HCI experiment in the field and some of
the iterations and findings from this practice. This first research study was
undertaken at a grassroots level, yet this does not mean valuable information
could not be gathered in further studies of governmental, NGOs, or businesses
participating in planning, preparing or rescue and recovery efforts during a
disaster. In fact, the opportunity to combine grassroots and governmental HCI
research could offer immense benefits. However, as a grassroots initiative it
is a level of inquiry without the constraints of political hierarchy. Given
this, this paper focuses less on how HCI can be used in a more typical
framework where a sponsor, such as a client and HCI worker are collaborating in
HCI "workplace" research, and more on developing tools and methods within
communities. Keywords: Disaster Management; HCI & Hurricane Katrina; Pervasive Computing;
Context; Ethnographic Research in Disaster Situations; Participatory Design;
Community Prototype Development; Design; Probes; HCI | |||
| A Scenario-Based Design Method with Photo Diaries and Photo Essays | | BIBAK | Full-Text | 88-97 | |
| Kentaro Go | |||
| In this paper, we propose a requirements elicitation method called
Scenarios, Photographic Essays and Diaries as User Probes (SPED-UP). In SPED-UP
participants create photographic diaries and photographic essays themselves.
Each participant creates photographic diaries to capture a day in their own
life. They reflect upon their personal experiences and create photographic
essays based upon this reflection. This approach enables designers to collect
user data conveniently. Designers, who might be participants themselves in a
participatory approach, can then analyze these experiences by forming design
concepts, envision scenarios by imagining contexts of use, and create artifacts
by sketching these scenarios. We also describe an exemplary workshop using the
SPED-UP approach. Keywords: user research; photographic diary; photographic essay; probe; requirements
inquiry; scenario | |||
| Alignment of Product Portfolio Definition and User Centered Design Activities | | BIBAK | Full-Text | 98-107 | |
| Ron Hofer; Dirk Zimmermann; Melanie Jekal | |||
| To reach a product's business objectives, the requirements of all relevant
stakeholders have to be analyzed and considered in the product definition. This
paper focuses on the processes applied to analyze and consider the needs and
expectations of two of these stakeholder groups, namely the customers and the
users of a product. The processes to produce customer centered product
definitions and user centered product definitions are compared, rendering
visual opportunities to increase their efficiency and effectiveness by means of
collaboration. Keywords: Business Requirements; Customer Requirements; Marketing; Product Definition;
Product Portfolio Management; Usability Engineering; User Centered Design; User
Requirements | |||
| A New User-Centered Design Process for Creating New Value and Future | | BIBAK | Full-Text | 108-116 | |
| Yasuhisa Itoh; Yoko Hirose; Hideaki Takahashi; Masaaki Kurosu | |||
| This paper presents a new process model of user-centered design that can be
applied to the development of new value and future. Realizing that the widely
known conventional human-centered design process, defined by ISO13407, is not
always effective, here we propose a new process model and introduce an overview
of activities based on this process. This aims at not only developing new value
and future, but also in generating new ideas in concept planning. Keywords: User-centered design; ISO13407; Developing new value and future; Concept
planning | |||
| The Evasive Interface -- The Changing Concept of Interface and the Varying Role of Symbols in Human-Computer Interaction | | BIBA | Full-Text | 117-126 | |
| Lars-Erik Janlert | |||
| This is an analysis of the changes the concept of interface is going through in the shift from the currently dominating virtuality paradigm of use to two new use paradigms, namely ubiquity and mobility; an analysis of the concomitantly shifting role of symbols in relation to the user and to the world; ending with an attempt to identify and analyze important research issues in the new situation that arises, two of which are to better understand the various ways different kinds of interface symbols can link to their real-world referents, and how to combine tracking reality with supporting the user's own thinking. | |||
| An Ignored Factor of User Experience: FEEDBACK-QUALITY | | BIBAK | Full-Text | 127-132 | |
| Ji Hong; Jiang Xubo | |||
| User experience plays a more and more important role in the process of
design and development for the information products. About the user experience
in the field of the network-based (Internet and mobile network) application a
lot of research and development teams focus on the information architecture
(IA) and user interface (UI) design, they locate on the middle and front level
of the products. But in the same time a very important factor of user
experience is ignored: FEEDBACK-QUALITY, which is decided by the quality of
telecommunication from Telecom Service Support. Through the long observation
and research we find: this factor can basically influence the most
network-based products. Keywords: feedback quality; feedback periods; feedback periods integrality; feedback
time | |||
| 10 Heuristics for Designing Administrative User Interfaces -- A Collaboration Between Ethnography, Design, and Engineering | | BIBAK | Full-Text | 133-139 | |
| Luke Kowalski; Kristyn Greenwood | |||
| The lack of focus on administrative interfaces often comes from management's
mandate to prioritize end user screens ahead of others. This often shortchanges
a more technical class of users with unique needs and requirements. At Oracle,
design heuristics for administrative GUIs were sourced from a multitude of
sources in the corporate ecosystem. Ethnographers, software architects,
designers, and the administrators themselves all contributed to bring a better
understanding of this often forgotten class of user. Administrators were found
to inhabit anywhere from two to five particular classifications, depending on
the size of the company. Recently, an ethnographer studied one classification
in greater detail, the Database Administrator, while a designer, in the course
of an E-Business Suite Installer project analyzed another, the application
administrator. What emerged based on the gathered data was a remarkably
consistent and universal set of rules and tools that can be used to lower the
total cost of ownership and increase usability, attractiveness, and
satisfaction for administrative interfaces. Keywords: Design; Administrative interfaces; design techniques; heuristics;
ethnographic research; design methods | |||
| Micro-Scenario Database for Substantializing the Collaboration Between Human Science and Engineering | | BIBAK | Full-Text | 140-145 | |
| Masaaki Kurosu; Kentaro Go; Naoki Hirasawa; Hideaki Kasai | |||
| For the purpose of achieving the effective and efficient human-centered
design, a database of problem micro scenario (p-MS) is proposed. In the concept
of this system, the human scientist work first for getting the information
about the user and the context of use by applying the field work methods. The
information about problems discovered in the field data will be stored in the
p-MS database with the tag and the ground information. Engineers who plan to
manufacture something can retrieve relevant problem information from this
database, thus they can shorten the time required for the early stage of
development. This idea of p-MS database is believed to facilitate the
human-centered design and the feasibility study will be conducted within a year
from this presentation. Keywords: usability; scenario based design; micro scenario method; database | |||
| A Meta-cognition Modeling of Engineering Product Designer in the Process of Product Design | | BIBAK | Full-Text | 146-155 | |
| Jun Liang; Zuhua Jiang; Yun-Song Zhao; Jinlian Wang | |||
| For further effectual tacit knowledge reusing in the process of product
design, individual cognitive processes, cognitive factors, and cognitive
strategies need to be realized to find the essential factors that affect the
generation of tacit knowledge and control designer activities in the whole
design process. But these key factors are relative to individual cognitive
capability and meta-cognitive level. So, based on physical symbol system
hypothesis (PSSH) and connectionism, a meta-cognition model of engineering
product designer is provided to elucidate the active monitoring and consequent
regulation in this paper. Designers' cognitive activities in the process of
product design are analyzed from the viewpoint of cognition science. Finally,
the cognitive differences between the experienced designers and the novices in
the process of fuel injection bump design is compared and elaborated in detail. Keywords: Meta-cognition; Cognitive activity; Individual Difference; Product design | |||
| User Oriented Design to the Chinese Industries Scenario and Experience Innovation Design Approach for the Industrializing Countries in the Digital Technology Era | | BIBAK | Full-Text | 156-163 | |
| You Zhao Liang; Ding Hau Huang; Wen Ko Chiou | |||
| Designing for Chinese industries and the new China market has became a 'hot'
issue within the global and Chinese industrial design society. The
characteristics of low labor costs and hard-working Chinese have had an effect
on the rapid economic development within the region as a whole. The purpose of
this paper is to analyze state of the art industrial development within Taiwan
and Mainland China, and to evaluate the critical problems of industrial design
development in both regions. Additionally to discover how Taiwan Chinese
digital technology industries confront this situation with user-oriented design
(UOD). This paper synthesizes six approaches to carry out an innovative product
development framework of new product development procedures, with user oriented
scenario predictions and experience innovation approach. These approaches not
only generate original design data from a user's point of view, but furthermore
make it much easier to get consensus from product development teams and really
create innovative designs through interdisciplinary collaboration to create
innovative cultural enterprises. Keywords: User oriented design; Scenario approach; Innovation design; Industrializing
countries; Digital technology | |||
| Emotional Experiences and Quality Perceptions of Interactive Products | | BIBA | Full-Text | 164-173 | |
| Sascha Mahlke; Gitte Lindgaard | |||
| Over the past few years, various novel approaches have been applied to the evaluation of interactive systems. Particularly, the importance of two categories of concepts has been emphasized: non-instrumental qualities and emotions. In this paper we present an application of an integrative approach to the experimental study of instrumental and non-instrumental quality perceptions as well as emotional user reactions as three central components of the user experience. A study is presented that investigates the influence of system properties and context parameters on these three components. The results show that specific system properties independently influence the perception of instrumental (i.e. usability) and non-instrumental qualities (i.e. visual aesthetics). Especially the perception of instrumental qualities was shown to have an impact on the users' emotional reactions (subjective feelings as well as cognitive appraisals). There was also evidence suggesting that context parameters influenced emotional user reactions. | |||
| CRUISER: A Cross-Discipline User Interface and Software Engineering Lifecycle | | BIBAK | Full-Text | 174-183 | |
| Thomas Memmel; Fredrik Gundelsweiler; Harald Reiterer | |||
| This article seeks to close the gap between software engineering and
human-computer interaction by indicating interdisciplinary interfaces of SE and
HCI lifecycles. We present a cross-discipline user interface design lifecycle
that integrates SE and HCI under the umbrella of agile development. Keywords: Human-Computer Interaction; Usability Engineering; Extreme Programming;
Agile Modeling; User-centered Design & Development (UCD) | |||
| Interface Between Two Disciplines -- The Development of Theatre as a Research Tool | | BIBA | Full-Text | 184-193 | |
| Maggie Morgan; Alan F. Newell | |||
| Dundee University's School of Computing is researching technology for older users, whose difficulty with technology often exclude them from its benefits. This paper discusses the problems raised in consulting potential users who feel they do not understand technology and are anxious about using it. How should the technologists and designers get over to this clientele the somewhat abstract concepts of 'what might be developed' and how it might affect the users' quality of life? How could they keep the focus of discussion while giving the older people the confidence to be truthful? Experiments made with video and live theatre in consulting with older users, requirements gathering and evaluation of designs are described. This paper addresses: the process of scientific data being transformed into appropriate and useful 'stories' to the satisfaction both of writer and researchers: the role of actors and facilitator: the impact on the 'extreme users' in the audience: and the data thus gained by the researchers. | |||
| Aspects of Integrating User Centered Design into Software Engineering Processes | | BIBAK | Full-Text | 194-203 | |
| Karsten Nebe; Dirk Zimmermann | |||
| Software Engineering (SE) and Usability Engineering (UE) both provide a wide
range of elaborated process models to create software solutions. Today, many
companies have realized the need for usable products and understood that a
systematic and structured approach to usability is as important as the process
of software development itself. However, theory and practice still have
problems to efficiently and smoothly incorporate UE methods into established
development processes. One challenge is to identify integration points between
the two disciplines SE and UE that allow a close collaboration, with acceptable
additional organizational and operational effort. The approach presented in
this paper identifies integration points between software engineering and
usability engineering on the level of process models. The authors analyzed four
different software engineering process models to determine their ability to
create usable products. Therefore, the authors synthesized demands of usability
engineering and performed an assessment of the models. Keywords: Software Engineering; Usability Engineering; Standards; Models; Processes;
Integration; Assessment | |||
| Activity Theoretical Analysis and Design Model for Web-Based Experimentation | | BIBAK | Full-Text | 204-213 | |
| Anh Vu Nguyen-Ngoc | |||
| This paper presents an Activity Theoretical analysis and design model for
Web-based experimentation, which is one of the online activities that plays a
key role in the development and deployment of flexible learning paradigm. Such
learning context is very complex as it requires both synchronous and
asynchronous solutions to support different types of interaction, which can
take place not only among users but also between the user and the provided
experimentation environment, and also between different software components
that constitute the environment. The proposed analysis and design model help
clarify many concepts needed for the analysis of a Web-based experimentation
environment. It also represents an interpretation of Activity Theory in the
context of Web-based experimentation. Keywords: Analysis and Design model; Activity Theory; Web-based experimentation | |||
| Collaborative Design for Strategic UXD Impact and Global Product Value | | BIBAK | Full-Text | 214-222 | |
| James E. Nieters; David Williams | |||
| Experts in the field of HCI have spoken at length about how to increase the
strategic influence of User Experience Design (UXD) teams in industry [2] [5].
Others have talked about how to build a usability or user experience team in
industry [3], and others have offered courses in managing HCI organizations [1]
[7]. At the same time, other experts have spoken about the importance of making
products usable and desirable for international audiences [9] and the value of
"offshoring" their usability efforts [8]. Few though have discussed the value
and process for an embedded UXD Group functioning as an internal consultancy to
different product teams within their organizations. This paper presents both
how the consultancy model can increase the strategic effectiveness of UXD
inside a company, and how, by leveraging partners internationally, such groups
can broaden the usefulness, usability, and desirability of their products to a
more global audience. Keywords: User Experience Design; Organizational development; User Experience Teams;
Management; Internationalization | |||
| Participatory Design Using Scenarios in Different Cultures | | BIBAK | Full-Text | 223-231 | |
| Makoto Okamoto; Hidehiro Komatsu; Ikuko Gyobu; Kei Ito | |||
| In this paper we have examined the effects of scenarios from a participatory
design and cross-cultural perspective. The Scenario Exchange Project was an
international workshop using scenarios. The participants were university
students from Japan and Taiwan. The impetus behind this project was the
practical demand for designers to correctly understand different cultures and
design products and services. We confirmed that scenarios are effective
techniques for bolstering participatory design. Furthermore, we have recognized
that we must create new methods for describing the lifestyle and cultural
background of personas. Keywords: Scenario; Information Design; Cross Culture; Situated Design; Participatory
Design | |||
| Wizard of Oz for Multimodal Interfaces Design: Deployment Considerations | | BIBAK | Full-Text | 232-241 | |
| Ronnie Taib; Natalie Ruiz | |||
| The use of Wizard of Oz (WOz) techniques for the acquisition of multimodal
interaction patterns is common, but often relies on highly or fully simulated
functionality. This paper suggests that a more operational WOz can benefit
multimodal interaction research. The use of a hybrid system containing both
fully-functional components and WOz-enabled components is an effective
approach, especially for highly multi-modal systems, and collaterally, for
cognitively loaded applications. The description of the requirements and
resulting WOz set-up created for a user study in a traffic incident management
application design is presented. We also discuss the impact of the ratio of
simulated and operational parts of the system dictated by these requirements,
in particular those related to multimodal interaction analysis. Keywords: Wizard of Oz; Multimodal user interface; Speech and gesture; User-centred
design | |||
| Extreme Programming in Action: A Longitudinal Case Study | | BIBAK | Full-Text | 242-251 | |
| Peter Tingling; Akbar Saeed | |||
| Rapid Application Development (RAD) has captured interest as a solution to
problems associated with traditional systems development. Describing the
adoption of agile methods and Extreme Programming by a software start-up we
find that all XP principles were not adopted equally and were subject to
temporal conditions. Small releases, on site customer, continuous integration
and refactoring were most vigorously advanced by management and adopted by
developers. Paired programming on the other hand was culturally avoided. Keywords: Extreme Programming; Agile Methods; Rapid Application Development | |||
| Holistic Interaction Between the Computer and the Active Human Being | | BIBAK | Full-Text | 252-261 | |
| Hannu Vanharanta; Tapio Salminen | |||
| In the design, development and use of computer-based decision support
systems, the ultimate challenge and goal is to arrange and organize successful
interaction between the computer and the active human being. This paper
therefore examines the extent to which, by applying the hyperknowledge
framework developed by Ai-Mei Chang, the holistic concept of man developed by
Lauri Rauhala, and the Circles of Mind metaphor developed by Hannu Vanharanta
for decision support systems, these systems can be made to emulate human
cognitive processes. The approach is a new one, and it represents an emerging
paradigm for achieving emulation and synergy between human decision-making
processes and computer configurations. Keywords: Holistic; Interaction; Human Beings; Computer Systems; Concepts; Constructs;
Architecture; Co-Evolution; Decision Support Systems | |||
| The Use of Improvisational Role-Play in User Centered Design Processes | | BIBA | Full-Text | 262-272 | |
| Yanna Vogiazou; Jonathan Freeman; Jane Lessiter | |||
| This paper describes the development and piloting of a user-centered design method which enables participants to actively engage in a creative process to produce intuitive representations and inspire early design concepts for innovative mobile and ubiquitous applications. The research has been produced as part of the EC funded project PASION, aiming to enhance mediated communication in games and collaborative environments through the introduction of socio-emotional information cues, represented in meaningful yet abstract enough ways to accommodate variable thresholds of privacy. We describe our design research methodology, which combines analytical approaches, aiming to uncover participant's needs, desires and perceptions with creative, generative methods, with which participants inform and inspire the design process. | |||
| Quantifying the Narration Board for Visualising Final Design Concepts by Interface Designers | | BIBAK | Full-Text | 273-282 | |
| Chui Yin Wong; Chee-Weng Khong | |||
| The narration board is a powerful design tool to help translate user
observation studies into a storytelling format. It helps to communicate design
values and ideas among the design team via visualising user scenarios in its
proper context during the early design stages. This paper aims to discuss the
narration board as a design tool to help the design team conceptualise and
visualise user scenarios interacting with future design concepts within its
context of use. Second part of the paper discusses how narration boards assist
in generating ideations and visualising final design concepts by interface
designers. Twenty (20) design projects (N=20) were examined to study and
quantify two important factors, i.e. the components of the narration board in
relation with the attributes of the final design concepts. A non-parametric
correlation test was used to study the correlation coefficient between scores
of the two factors. The results show that there is a statistically significant
positive correlation between components of the narration board and attributes
of the final design concept. Those with higher scores of components in
narration board tend to produce better final design concepts, and vice versa. Keywords: Narration; Interface Design; Storyboard; design concepts | |||
| Scenario-Based Installability Design | | BIBAK | Full-Text | 283-288 | |
| Xiao Shanghong | |||
| We introduce the user scenario-based installability design approach. The
basic idea is to check out how users complete the installation and thus to
understand the experience, skills, and operation habits of users through onsite
survey. Special attention is paid to the installation time that affects the
efficiency, problems encountered during the installation process, and how users
solve these installation problems. The main issues need to be considered: How
to Select Typical Users, How to Conduct Installability Task Analysis, How to
Define the Scenario, How to Conduct Installability User Test. Keywords: Installability; Typical Users; Task Analysis; Scenario definition; User Test | |||
| A Case Study of New Way to Apply Card Sort in Panel Design | | BIBAK | Full-Text | 289-297 | |
| Yifei Xu; Xiangang Qin; Shan Shan Cao | |||
| The aim of this paper is to describe a case of washing machine panel design.
In this case card sorting and cluster analysis were applied to get target
users' mental models of the information architectures about the washing machine
panels, the differences among information architectures of existing panels were
also quantitatively evaluated. Besides, the differences between users' mental
models and existing washing machines regarding the information architectures
were identified. The methodology and results in this paper contribute to the
design of washing machine panels. Keywords: Panel Design; Card Sorting; Quantitative Measure | |||
| Design Tools for User Experience Design | | BIBA | Full-Text | 298-307 | |
| Kazuhiko Yamazaki; Kazuo Furuta | |||
| The purpose of this study is to develop an approach to artifacts design
based on information technology. To make interactive system easy to use, user
centered design approach is utilized by many systems. For user centered design,
it is important to consider total user experience. But it is not easy to
consider total user experience because user experience is including many
aspects. To approach total user experience, the author proposes the method of
designing for user experience that consist of "User viewpoint", "Environment
viewpoint" and "Lifecycle viewpoint". "User viewpoint" is including several
user groups from universal design viewpoint, several user characters and
several user emotions. "Environment viewpoint" is including hardware product,
software, application, space, people who is communicating. "Lifecycle
viewpoint" is including pre sales, after sales, support, upgrade, setup product
and application.
To help this design approach, user experience design tool named "UED (User Experience Design) Studio" was proposed. Based on proposed three approaches, design tools were developed such as "The definition tool", "The evaluation tool" and "The visualization tool" for user experience design. To define user experience situation easily, "The definition tool" helps designer such selecting user group, selecting environment and input user tasks based on life cycle state. "The evaluation tool" is to evaluate defined user experience easily. And "The visualization tool" is to show the result of evaluation by 3 D graphics easy to understand complicated information. To evaluate proposed tools, experiment to make prototype was conducted and the results indicate that the proposed approach has possibility to help designer and multi-disciplinary team to consider user experience for user centered design. | |||
| Axiomatic Design Approach for E-Commercial Web Sites | | BIBAK | Full-Text | 308-315 | |
| Mehmet Mutlu Yenisey | |||
| The success of e-commerce depends on strong infrastructure, powerful
business processes, error-free codes in e-commerce site, and highly usable
interfaces. However, the most important factor to achieve these goals is the
quality of design process. The main objective of axiomatic design is to provide
a scientific base for design process. Axioms are the propositions which are
accepted as true. The design axioms are determined by the definition of common
elements of good designs. There are four sets to systemize this interaction;
customer, functional, physical and process definition sets. Customer Definition
Set shows the expectations of the customer in manner of product, process,
system or/and material. The customer needs are expressed as functional
requirements and constraints in Functional Definition Set. The physical design
parameters to correspond the functional requirements are defined in Physical
Definition Set. And finally, the process characterized in manner of process
variables is in Process Definition Set. Keywords: Axiomatic Design; Web page; Usability | |||
| Development of Quantitative Metrics to Support UI Designer Decision-Making in the Design Process | | BIBAK | Full-Text | 316-324 | |
| Young Sik Yoon; Wan Chul Yoon | |||
| The UI designer must be able to anticipate cognitive difficulties of users
in the UI design process. However, the designer is likely to make erroneous
judgments in the context of increasing functionality. Furthermore, time
constraints in the development process exacerbate the design problem. There are
various techniques to support the UI designer in the design process, including
abstract design principles, specific design guidelines, design cases, design
inspections, and design metrics. Metrics can summarize the status of a UI
design solution more objectively and more accurately than human designers. This
paper aims to develop quantitative metrics based on a unified framework for
interaction design, which decomposes UI design problem into the four
components: information architecture, task procedure, system dynamics, and
physical interface. Three metrics were proposed to assist designer's
decision-making, including incongruity, complexity, and inefficiency. A case
study shows that the proposed metrics can support the designer's decision
making in an efficient manner. Keywords: Model-based UI Design; Metrics; Design Aids; Usability | |||
| Scenario-Based Product Design, a Real Case | | BIBAK | Full-Text | 325-330 | |
| Der-Jang Yu; Huey-Jiuan Yeh | |||
| This paper proposes a simple framework for implementing SBD. This framework
consists of four elements: a basic story structure, an innovation acceleration
field, a tool for expressing idea/describing scenario, and an activity
theory-based tension detector/idea stimulator, and a process based on the
Chinese traditional literature four-stage creation process. A case study is
presented at the end of the paper to demonstrate the feasibility of the
proposed framework. Keywords: Scenario-based design; Activity Theory | |||
| Designing Transparent Interaction for Ubiquitous Computing: Theory and Application | | BIBA | Full-Text | 331-339 | |
| Weining Yue; Heng Wang; Guoping Wang | |||
| Designing transparent interaction is important for ubiquitous computing (ubicomp). A psychology framework that characterizes user's cognitive behavior in ubicomp environments would be invaluable for guiding the interaction design to be optimally compatible with human capabilities and limitations. By analyzing the cognitive skill and attention selectivity, such a framework is proposed in this paper. Correspondingly, a context-sensitive multimodal architecture is presented on the level of technology. A case study, where the theory was implemented in a handheld hypermedia guide and deployed into the context of authentic use, is then discussed. | |||
| Understanding, Measuring, and Designing User Experience: The Causal Relationship Between the Aesthetic Quality of Products and User Affect | | BIBAK | Full-Text | 340-349 | |
| Haotian Zhou; Xiaolan Fu | |||
| This study sought to test the often-taken-granted assumption about the
causal relationship between the aesthetic quality of products and user affect
by using affective priming paradigm. The results showed that when beautiful
web-pages were used as primes, the discrepancy between the response latencies
to positive target and negative targets was larger than when the primes were
ugly-webpage. A parallel pattern was obtained when pleasant pictures and
unpleasant pictures were used as primes. Such findings supported the hypothesis
that visual Gestalt of products can lead to affective change independent of
reflective beauty judgment. The possibility of employing affective priming
procedure to measure product beauty is also discussed in the light of the
experiment results. Keywords: user experience; aesthetics; beauty; affect; affective priming | |||
| Enhancing User-Centered Design by Adopting the Taguchi Philosophy | | BIBAK | Full-Text | 350-359 | |
| Wei Zhou; David Heesom; Panagiotis Georgakis | |||
| Since the 1980s User-Centered Design (UCD) has been becoming popular in the
ICT industry. It helps seek usable designs through a set of workflows,
evaluation methods, and design approaches, which construct a comprehensive UCD
framework. Along with its extensive utilizations, its pitfalls are also exposed
in cost-benefit, robustness, and optimization respects. However, applying the
Taguchi Method can remedy these pitfalls to gain robust optimal designs. This
approach is feasible but less emphasized in the Human-Computer Interaction
field. From a theoretical perspective, this paper depicts a practical approach
to enhance UCD framework by adopting the Taguchi philosophy. Based on the
analysis of the UCD framework and the Taguchi Method, it discusses key
adaptation points for the Taguchi philosophy adoption in the UCD framework. As
a result, the Taguchi-Compliant User-Centered Design (TC-UCD) framework is
proposed in this paper. Keywords: Taguchi-Compliant User-Centered Design; the Taguchi Method; usability;
User-Centered Design | |||
| A Requirement Engineering Approach to User Centered Design | | BIBAK | Full-Text | 360-369 | |
| Dirk Zimmermann; Lennart Grötzbach | |||
| This paper describes an approach to integrate UCD activities into the
existing Software Engineering practices and processes. The aim is to use the
outcomes of UCD activities throughout the development process and to ensure
that they can be utilized, traced and tested by subsequent development groups.
Through this, UCD activities do become planable and manageable just like any
other development activity. The authors introduce a framework of three
different usability-related requirement types that reflect the results of the
UCD activities performed during the software development. Each requirement type
is extracted from the UCD results generated in the first three phases of the
DIN EN ISO 13407 model. Keywords: Usability Engineering; Requirements Engineering; Processes; Integration | |||
| Design Science-Oriented Usability Modelling for Software Requirements | | BIBAK | Full-Text | 373-382 | |
| Sisira Adikari; Craig McDonald; Neil Lynch | |||
| An identified key reason for degraded usability in software systems is the
deficiencies of current RE practice to incorporate usability perspectives
effectively into SRS. The explicit expression of user and usability aspects in
SRS benefits designers, developers, and testers in ensuring optimal usability
in software products. This paper presents the results of a design-science
oriented user interface design study to validate the proposition that
incorporating user modelling and usability modelling in SRS improves design. Keywords: User modelling; usability modelling | |||
| Prototype Evaluation and User-Needs Analysis in the Early Design of Emerging Technologies | | BIBAK | Full-Text | 383-392 | |
| Margarita Anastassova; Christine Mégard; Jean-Marie Burkhardt | |||
| This paper presents two case studies of prototype evaluation as a tool for
user needs elicitation for emerging technologies. In the first user evaluation,
a high-fidelity virtual reality prototype is used. In the second one, a
low-fidelity mixed reality prototype is used. Our results show that prototypes
may be a powerful a tool for eliciting user-needs, but their potentiality
depends on their fidelity. In our studies, users elicit more needs when working
with the high-fidelity prototypes. Furthermore, the information collected in
this case is richer and more useful for design. We discuss these results as
well as some factors that could help stakeholders elicit a greater number of
needs for emerging technologies. Keywords: Mixed Reality; Early Design; Emerging Technologies; Prototype Evaluation;
User Needs Analysis; Virtual Reality | |||
| Long Term Usability; Its Concept and Research Approach -- The Origin of the Positive Feeling Toward the Product | | BIBAK | Full-Text | 393-396 | |
| Masaya Ando; Masaaki Kurosu | |||
| There are many people who have the belief that the washing machine, for
example, should equip with the minimum functions and there is no affection to
such a machine. But today, some users have the affection and/or the positive
adherence to such washing machine as to equip the slanted drum and
anti-bacteria function. Keywords: usability; long-term usability; longitudinal usability; emotion; motivation | |||
| General Interaction Expertise: An Approach for Sampling in Usability Testing of Consumer Products | | BIBAK | Full-Text | 397-406 | |
| Ali Emre Berkman | |||
| As digital technology flourished, modes of interaction pertaining to
computer systems started to be utilized in consumer products. As a consequence,
problems peculiar to software began to be observed in once simple-to-operate
products. In order to overcome these problems, one of the most versatile tools
utilized during design and evaluation stages in software development, that is
usability testing, was introduced to the domain of consumer products. However,
both literature findings and author's personal experiences show that there are
some problems with sampling issues, since participants' prior experiences with
digital interfaces seem to affect test results more in the case of consumer
products. In this study, after a theoretical discussion, the measurement tool
being developed to control general interaction expertise (GIE) was presented.
In the preliminary studies of predictive validity, correlation coefficients up
to 0.76 were detected between test scores and usability performance. Keywords: user expertise; usability testing; consumer products; sampling | |||
| Are Guidelines and Standards for Web Usability Comprehensive? | | BIBA | Full-Text | 407-419 | |
| Nigel Bevan; Lonneke Spinhof | |||
| A previous paper compared the 110 guidelines in ISO CD 9241-151 with the 187 guidelines produced by the U.S. Department of Health and Human Services (HHS) and found that 76% of the HHS guidelines and 54% of the ISO guidelines were unique. New versions of both the original 2004 documents were issued in 2006, but 71% of the HHS guidelines and 46% of the ISO guidelines are still unique. Neither set of guidelines is easy to use for an expert review of whether a web site complies with the guidelines. A more comprehensive checklist has been developed, based on the HHS and ISO guidelines, but extended to include additional research-based guidelines on privacy and security and e-commerce. It is complemented by a handbook describing each guideline in more detail, illustrated with an example, and with an explanation of how it should be tested and when compliance can be stated. | |||
| The Experimental Approaches of Assessing the Consistency of User Interface | | BIBAK | Full-Text | 420-427 | |
| Yan Chen; Lixian Huang; Lulu Li; Qi Luo; Ying Wang; Jing Xu | |||
| Consistency, as one of the most important features of usability, has been
using as an important indicator of accessing usability. A number of studies
recently have focused on how to create consistency in a single application, but
few of them have noted how to create and evaluate the consistency across
products in a same company. In this paper, we addressed the problem by using
two methods, in-complete matching task and the methods of paired comparison, to
analyze the distinction among the competitive products and evaluate the
consistency of the current products. The study finds that these two methods can
relative rapidly identify the performances of consistency between different
products and be able to find out some design elements impacting the
consistency. However, as the object of the study in this experiment is only
involved in the login interface, the applicability of the method needs further
studies. Keywords: consistency; user experience; usability testing | |||
| Evaluating Usability Improvements by Combining Visual and Audio Modalities in the Interface | | BIBAK | Full-Text | 428-437 | |
| Carlos Duarte; Luís Carriço; Nuno Guimarães | |||
| This paper reports the findings of an evaluation of an adaptive multimodal
application for reading of rich digital talking books. Results are in
accordance with previous studies, indicating no user perceived difference
between applications with and without adaptivity. The NASA Task Load Index was
also used and showed that users of the adaptive application reported less
workload. Results also include a comparison between tasks executed with
electronic support and tasks executed with print support, and also what
specific features in the interface benefited the most from the use of visual
and audio modalities. Keywords: Evaluation; Adaptive Interfaces; Multimodal Interfaces; Electronic and Print
Reading; Digital Talking Books | |||
| Tool for Detecting Webpage Usability Problems from Mouse Click Coordinate Logs | | BIBAK | Full-Text | 438-445 | |
| Ryosuke Fujioka; Ryo Tanimoto; Yuki Kawai; Hidehiko Okada | |||
| In this paper, we propose a method that detects inconsistencies between user
interaction logs of a task and desired sequences for the task based on mouse
click coordinate logs. The proposed method models two successive clicks as a
vector and thus a sequence of operation in a user/desired log as a sequence of
vectors. A vector is from the ith clicked point to the (i+1)th clicked point in
the screen. To detect inconsistencies in user interactions and desired
sequences, each vector from user logs is compared with each vector from desired
logs. As cues of usability problems, the method detects two types of
inconsistencies: unnecessary/missed operations. We have developed a computer
tool for logging and analyzing user interactions and desired sequences by the
proposed method. The tool is applied to experimental usability evaluation of
ten business/public organization websites. Effectiveness of the method is
evaluated based on the application result. The proposed method contributes to
find 61% of the usability problems found by a manual method in much smaller
amount of time: the number of clicks analyzed by an evaluator with the proposed
method is only 1/5-1/10 of that with the manual method. This result indicates
the proposed method is efficient in finding problems. Keywords: Automated usability evaluation; web; user interaction logs; mouse clicks;
usability problem cues | |||
| A Game to Promote Understanding About UCD Methods and Process | | BIBAK | Full-Text | 446-452 | |
| Muriel Garreta Domingo; Magí Almirall Hill; Enric Mor | |||
| The User-centered design (UCD) game is a tool for human-computer interaction
practitioners to demonstrate the key user-centered design methods and how they
interrelate in the design process in an interactive and participatory manner.
The target audiences are departments and institutions unfamiliar with UCD but
whose work is related to the definition, creation, and update of a product or
service. Keywords: Games with a purpose; game pieces; HCI education; HCI evangelization;
user-centered design; role-playing; design games; experience | |||
| DEPTH TOOLKIT: A Web-Based Tool for Designing and Executing Usability Evaluations of E-Sites Based on Design Patterns | | BIBAK | Full-Text | 453-462 | |
| Petros Georgiakakis; Symeon Retalis; Yannis Psaromiligkos; George Papadimitriou | |||
| This paper presents a tool that supports a scenario based expert evaluation
method called DEPTH (usability evaluation method based on DEsign PaTterns &
Heuristics criteria). DEPTH is a method for performing scenario-based heuristic
usability evaluation of e-systems. DEPTH focuses on the functionality of
e-systems and emphasizes on usability characteristics within their context.
This can be done not only by examining not only the availability of a
functionality within an e-system but also the usability performance of the
supported functionality according to a specific context of use. The main
underlying ideas of DEPTH are: i) to minimize the preparatory phase of a
usability evaluation process and ii) to assist a novice usability expert (one
who is not necessarily familiar with the genre of the e-system). Thus, we
(re)use expert's knowledge captured in design patterns and structured as design
pattern languages for the various genres of e-systems. This paper briefly
describes the DEPTH method and presents the way a specially designed tool
supports it along with the findings from an evaluation study. Keywords: Heuristic evaluation; design patterns; reuse of design expertise | |||
| Evaluator of User's Actions (Eua) Using the Model of Abstract Representation Dgaui | | BIBAK | Full-Text | 463-471 | |
| Susana Gómez-Carnero; Javier Rodeiro Iglesias | |||
| User Interfaces has an important role on the success of an application. Due
the relevant temporal and economic cost of its development is necessary to
obtain a high acceptability and effective design. To consider a user interface
acceptable this must be kind to user, do its objectives and be easy for the
user. In this paper an abstract model specification is presented to allow
evaluate the acceptability of user interfaces. This is made in a semiautomatic
way validating the three items defined before. We also present a notation for
the user interface testing and a tool that allows the user executes user tasks
over the graphic user interface prototyping generates by the tool. Keywords: user interface design; usability; user interface modelling; prototyping;
user interface test | |||
| Adaptive Evaluation Strategy Based on Surrogate Model | | BIBA | Full-Text | 472-481 | |
| Yi-Nan Guo; Dun-Wei Gong; Hui Wang | |||
| Human fatigue is a key problem existing in interactive genetic algorithms which limits population size and generations. Aiming at this problem, evaluation strategies based on surrogate models are presented, in which some individuals are evaluated by models instead of human. Most of strategies adopt fixed substitution proportion, which can not alleviate human fatigue farthest. A novel evaluation strategy with variable substitution proportion is proposed. Substitution proportion lies on models' precision and human fatigue. Different proportion cause three evaluation phases, which are evaluated by human only, mixed evaluated by human and the model, evaluated by the model only. In third phase, population size is enlarged. Taking fashion evolutionary design system as an example, the validity of the strategy is proved. Simulation results indicate the strategy can effectively alleviate human fatigue and improve the speed of convergence. | |||
| A Study on the Improving Product Usability Applying the Kano's Model of Customer Satisfaction | | BIBAK | Full-Text | 482-489 | |
| Jeongyun Heo; Sanghyun Park; Chiwon Song | |||
| User-Centeredness is the popular approach for achieving users' satisfaction.
Nevertheless, when considering profit optimization under economy efficiency and
the limit of development period, it is almost impossible to apply solutions to
all the usability problems reported during the test. Therefore, the strategic
approach is required to maximize the perceived usability under the limited
circumstance. Physical User Interaction (PUI) is defined as the physical side
view of the usability and the broader concept of the usability. In this
research, we constructed UI guidelines for PUI (Physical Usability Interaction)
of mobile phone reflecting the user's value. This research applied the Kano's
model of customers' satisfaction to classify the PUI guidelines into two
groups. One is the design standards which must be satisfied to guarantee the
minimum satisfaction. The other is the value-adding criteria to hold a dominant
position compared to competitive product. From this categorization, we could
use the PUI design guidelines not only for evaluating current product quality,
but also for finding the direction of strategic value improvement. Keywords: PUI (Physical User Interaction); Customer satisfaction; classification of
usability problem; Perceived usability; kano's model of customer satisfaction | |||
| The Practices of Usability Analysis to Wireless Facility Controller for Conference Room | | BIBAK | Full-Text | 490-498 | |
| Ding Hau Huang; You Zhao Liang; Wen Ko Chiou | |||
| Increasingly there are more and more advantageous technical facilities and
automated systems visible in business conference rooms. One of most
advantageous media from the central system to users is the wireless facility
controller and it is expected to bring individuals more convenience and
efficiency by assisting them to control many kinds of media. This paper
discusses 'usability analysis' with a 'scenario-based' approach on
'user-oriented' design concepts early on in the product design process through
a practical case study concerning the controller. This study suggests a
practical approach of scenario and usability analysis through a simple,
structured framework. The framework is outlined by three major components: the
design strategy from analyzing competitors' products with scenario-based
approach consisting of user, product, applications and field of use as context
variables, usability analysis with product interaction and user' observations
with existing problems. Keywords: Wireless facility controller; User-oriented design; Usability; Interaction;
Innovation | |||
| What Makes Evaluators to Find More Usability Problems?: A Meta-analysis for Individual Detection Rates | | BIBAK | Full-Text | 499-507 | |
| Wonil Hwang; Gavriel Salvendy | |||
| Since many empirical results have been accumulated in usability evaluation
research, it would be very useful to provide usability practitioners with
generalized guidelines by analyzing the combined results. This study aims at
estimating individual detection rate for user-based testing and heuristic
evaluation through meta-analysis, and finding significant factors, which affect
individual detection rates. Based on the results of 18 user-based testing and
heuristic evaluation experiments, individual detection rates in user-based
testing and heuristic evaluation were estimated as 0.36 and 0.14, respectively.
Expertise and task type were found as significant factors to improve individual
detection rate in heuristic evaluation. Keywords: Usability evaluation; user-based testing; heuristic evaluation;
meta-analysis; evaluator's expertise; task type | |||
| Evaluating in a Healthcare Setting: A Comparison Between Concurrent and Retrospective Verbalisation | | BIBA | Full-Text | 508-516 | |
| Janne Jul Jensen | |||
| The think-aloud protocol, also known as concurrent verbalisation protocol, is widely used in the field of HCI today, but as the technology and applications have evolved the protocol has had to cope with this. Therefore new variations of the protocol have seen the light of day. One example is retrospective verbalisation. To compare concurrent and retrospective verbalisation an experiment was conducted. A home healthcare application was evaluated with 15 participants using both protocols. The results of the experiment show that the two protocols have each their strengths and weaknesses, and as such are very equally good although very different. | |||
| Development of AHP Model for Telematics Haptic Interface Evaluation | | BIBAK | Full-Text | 517-526 | |
| Yong Gu Ji; Beom Suk Jin; Jae Seung Mun; Sang Min Ko | |||
| These days, the main focus in developing telematics systems is to promote
safety by decreasing the workload of the driver. To achieve this goal,
simplification of the interface as well as the resolution of GUI interaction
problems must be worked on. For this research, objective and quantitative
assessments are provided in the early steps of building the haptic interface
model. The purpose of this research is to create an evaluation model that uses
the Analytic Hierarchy Process (AHP) method to fulfill user requirements. This
research developed an AHP evaluation model that can present recommendations, as
well as the degree of importance, for haptic interface design with quantitative
assessments of the prototype by finding out the absolute and relative
importance for evaluation groups and factors in early design levels using AHP. Keywords: Analytic Hierarchy Process; Haptic Device; Haptic Interface; Telematics | |||
| How to Make Tailored User Interface Guideline for Software Designers | | BIBAK | Full-Text | 527-535 | |
| Ilari Jounila | |||
| A large numbers of user interface guidelines and patterns have developed by
different researchers. These patterns and guidelines are, however, either too
generic or too specific to use. In addition, a multitude of guides cause
problems to find and use them effectively. Because of these problems, using
different guides are not enough useful e.g. for software designers. This paper
describes experiences and findings of a case study project. As a result of an
iterative development process, the tailored user interface guideline is
presented. Other result was that the guideline was well received by the
software designers. Keywords: User interface guidelines; software designers | |||
| Determining High Level Quantitative Usability Requirements: A Case Study | | BIBAK | Full-Text | 536-543 | |
| Niina Kantola; Timo Jokela | |||
| High-level quantitative usability requirements were determined for a public
health care system. The requirements determination process was iterative, and
the requirements were refined step-by-step. The usability requirements are
categorized first through the main user groups, then by the services, and
finally by specific usability factors. Keywords: Usability requirements; health care systems; quantitative requirements | |||
| Why It Is Difficult to Use a Simple Device: An Analysis of a Room Thermostat | | BIBAK | Full-Text | 544-548 | |
| Sami Karjalainen | |||
| A diversity of usability problems with office thermostats were found in a
preceding study. In this paper, the reasons behind the problems are studied by
analysing a room thermostat. The analysis shows that a substantial amount of
information is needed to use a simple thermostat, and the system image of the
thermostat does not deliver the information. From the viewpoint of the
analysis, it is not surprising that office occupants have serious problems with
thermostats. Keywords: thermostat; knowledge; information needs; user interface design | |||
| Usability Improvements for WLAN Access | | BIBAK | Full-Text | 549-558 | |
| Kristiina Karvonen; Janne Lindqvist | |||
| Wireless Local Area Networks (WLANs) have become commonplace addition to the
normal environments surrounding us. Based on IEEE 802.11 technology, WLANs can
now be found in the working place, at homes, and in many cities' central
district area as open or commercial services. These access points in the public
areas are called "hotspots". They provide Internet access in various types of
public places such as shopping districts, cafés, airports, and shops. As
the hotspots are being used by a growing user base that is also quite
heterogeneous, their usability is becoming evermore important. As hotspots can
be accessed by a number of devices differing in their capabilities, size, and
user interfaces, achieving good usability in accessing the services is not
straightforward. This paper reports a user study and usability analysis on WLAN
access to discover user's needs and suggest enhancements to fight the usability
problems in WLAN access. Keywords: WLAN; Usability; user interface design; security; accessibility;
authentication | |||
| A New Framework of Measuring the Business Values of Software | | BIBAK | Full-Text | 559-568 | |
| In Ki Kim; Beom Suk Jin; Seungyup Baek; Andrew Kim; Yong Gu Ji; Myung Hwan Yun | |||
| A new framework for measuring the business values of software is presented.
The business values of software are categorized to two groups: tangible- and
intangible-benefit. An implicit approach is used to quantitatively measure the
intangible benefit of software by introducing two concepts, product attribute
and quality attribute. The approach can relate the quantitative value from the
usability test into the qualitative, intangible benefits of software. As an
example, the proposed framework is applied to a software system in the
development stage. We demonstrate the capability of the framework to
quantitatively measure the intangible benefits of software as well as the
tangible benefit by studying the usability test. Keywords: Software; Business value; Product attribute; Quality attribute; Usability
test | |||
| Evaluating Usability Evaluation Methods: Criteria, Method and a Case Study | | BIBAK | Full-Text | 569-578 | |
| Panayiotis Koutsabasis; Thomas Spyrou; John Darzentas | |||
| The paper proposes an approach to comparative usability evaluation that
incorporates important relevant criteria identified in previous work. It
applies the proposed approach to a case study of a comparative evaluation of an
academic website employing four widely-used usability evaluation methods
(UEMs): heuristic evaluation, cognitive walkthroughs, think-aloud protocol and
co-discovery learning. Keywords: Usability evaluation methods; comparative usability evaluation; case study | |||
| Concept of Usability Revisited | | BIBAK | Full-Text | 579-586 | |
| Masaaki Kurosu | |||
| Based on the historical review, a new model on the concept structure of
usability and satisfaction was proposed. As a proposer of user engineering, the
author redefined the concept of usability of which the usability engineering is
responsible and linked the concept of satisfaction to the user engineering. It
is based on the differentiation of the objective characteristics of artefact
and the subjective impression of user. Keywords: usability; satisfaction; usability engineering; user engineering | |||
| How to Use Emotional Usability to Make the Product Serves a Need Beyond the Traditional Functional Objective to Satisfy the Emotion Needs of the User in Order to Improve the Product Differentiator -- Focus on Home Appliance Product | | BIBA | Full-Text | 587-593 | |
| Liu Ning; Shang Ting | |||
| A traditional definition of usability cites the successful attainment of some related control within a specified period of time and a minimum number of errors. Therefore, most of attempts focused on the function of the product. At present, user centered design is highly emphasized; in addition, more entertainment-oriented products has received high attention by consumer. So, whether or not the product can meet the emotion needs of the consumer is significant for the brand. This paper provides the definition of emotional usability based on the traditional usability research and introduce one of the most famous home appliance company Haier how to use it during the course of product development through case study and provides the process to apply emotional usability to make the product serves a need beyond the traditional functional objective to satisfy the emotion needs of the user in order to improve the product differentiator. | |||
| Towards Remote Empirical Evaluation of Web Pages' Usability | | BIBAK | Full-Text | 594-603 | |
| Juan Miguel López; Inmaculada Fajardo; Julio Abascal | |||
| The functional description of EWEB, a tool for automatic empirical
evaluation of web navigation, is presented in this document. EWEB supports
naïve evaluators for designing experiments which contain experiment type
(within-subject, factorial, etc.), web logs to be captured (time, visited
pages, etc.), task models (search task, free navigation) and surveys
(questionnaires, card sorting) to be performed by experimental participants.
EWEB stores navigational data preserving the experiment structure and supports
data analysis and interpretation, with the possibility of generating usability
metrics. Requiring minimal installation on client computer, EWEB can be used
for both lab evaluation and remote evaluation in multiple browsers. One
empirical web study, designed and performed by means of EWEB, is described in
order to illustrate its validity as a research tool. Keywords: web usability experiments; log capturing and analyzing; web navigation
metrics | |||
| Mixing Evaluation Methods for Assessing the Utility of an Interactive InfoVis Technique | | BIBAK | Full-Text | 604-613 | |
| Markus Rester; Margit Pohl; Sylvia Wiltner; Klaus Hinum; Silvia Miksch; Christian Popow; Susanne Ohmann | |||
| We describe the results of an empirical study comparing an interactive
Information Visualization (InfoVis) technique called Gravi++ (GRAVI),
Exploratory Data Analysis (EDA) and Machine Learning (ML). The application
domain is the psychotherapeutic treatment of anorectic young women. The three
techniques are supposed to support the therapists in finding the variables
which influence success or failure in therapy.
To evaluate the utility of the three techniques we developed on the one hand a report system which helped subjects to formulate and document in a self-directed manner the insights they gained when using the three techniques. On the other hand, focus groups were held with the subjects. The combination of these very different evaluation methods prevents jumping to false conclusions and enables for an comprehensive assessment of the tested techniques. The combined results indicate that the three techniques (EDA, ML, and GRAVI) are complementary and therefore should be used in conjunction. Keywords: Information Visualization; Evaluation; Utility; Focus Groups; Insight
Reports; Methodology | |||
| Serial Hanging Out: Rapid Ethnographic Needs Assessment in Rural Settings | | BIBAK | Full-Text | 614-623 | |
| Jaspal S. Sandhu; P. Altankhuyag; D. Amarsaikhan | |||
| This paper presents an ethnographic method for assessing user needs in
designing for rural settings. "Serial Hanging Out" consists of short-term
participant observation with multiple, independent informants. The method is
characterized by: (1) its short-term nature, (2) the use of participant
observation supported by specific field techniques, and (3) the emphasis on
user needs for design. It is discussed in relation to similar methodological
work in associated fields. To ground the discussion, the method is presented in
the context of ongoing work to develop improved information systems to support
rural health workers in Mongolia. Keywords: participant observation; ethnography; design; qualitative methods; user
needs; rural; Mongolia | |||
| Effectiveness of Content Preparation in Information Technology Operations: Synopsis of a Working Paper | | BIBAK | Full-Text | 624-631 | |
| April Savoy; Gavriel Salvendy | |||
| Content preparation is essential for web design [25]. The objective of this
paper is to establish a theoretical foundation for the development of methods
to evaluate the effectiveness of content preparation in information technology
operations. Past studies identify information as the dominant concern of users,
and delivery mechanism as a secondary concern [20]. The best presentation of
the wrong information results in a design with major usability problems and
does not aid the user in accomplishing his task. This paper shifts the focus of
existing usability evaluation methods. It attempts to fill the void in
usability literature by addressing the information aspect of usability
evaluation. Combining the strengths of content preparation and usability
evaluation yields major implications for a broad range of IT uses. Keywords: Content preparation; World Wide Web; Usability | |||
| Traces Using Aspect Oriented Programming and Interactive Agent-Based Architecture for Early Usability Evaluation: Basic Principles and Comparison | | BIBAK | Full-Text | 632-641 | |
| Jean-Claude Tarby; Houcine Ezzedine; José Rouillard; Chi Dung Tran; Philippe Laporte; Christophe Kolski | |||
| Early evaluation of interactive systems is currently the subject of numerous
researches. Some of them aim at explicitly coupling design and evaluation by
various software mechanisms. We describe in this paper two approaches of early
evaluation exploiting new technologies and paradigms. The first approach is
based on aspect oriented programming; the second one proposes an explicit
coupling between agent-oriented architecture and evaluation agents. These two
approaches are globally compared in this paper. Keywords: Human-computer interaction; Early evaluation; Usability; Traces; Agent-based
architecture; Aspect oriented programming | |||
| Usability and Software Development: Roles of the Stakeholders | | BIBA | Full-Text | 642-651 | |
| Tobias Uldall-Espersen; Erik Frøkjær | |||
| Usability is a key issue when developing software, but how to integrate usability work and software development continues to be a problem, which the stakeholders must face. This study aims at developing a more coherent and realistic understanding of the problem based on 14 interviews in three case studies. The results indicate that usability during software development has to be considered with both a user interface focus and an organizational focus. Especially techniques to support the uncovering of organizational usability are lacking in both human computer interaction and software engineering. Further, the continued engagement of stakeholders, who carry the vision about the purpose of change, stands out as a critical factor for the realization of project goals. | |||
| Human Performance Model and Evaluation of PBUI | | BIBAK | Full-Text | 652-661 | |
| Naoki Urano; Kazunari Morimoto | |||
| We analyze and discuss human performance model for PBUI (Push-Based User
Interface) in this paper. PBUI is a user interface method in which a user
performs a desired task by selecting a target object that usually represents
the task itself. The candidate objects are sequentially and automatically
presented to the user by the system. When a target object is presented, user
selects the target object by a simple action such as just pushing a button. In
this paper, we propose human performance model of PBUI and discuss the
characteristics of PBUI. We also evaluate performance of PBUI by comparing with
GUI. Keywords: user interface model; performance model; PBUI (push-based user interface) | |||
| Developing Instrument for Handset Usability Evaluation: A Survey Study | | BIBAK | Full-Text | 662-671 | |
| Ting Zhang; Pei-Luen Patrick Rau; Gavriel Salvendy | |||
| Handset is transforming from a traditional cellular phone to an integrated
content delivery platform for communications, entertainment and commerce. Their
increasing capabilities and value-added features provide more utilities, and at
the same time, make the design more complicated and the device more difficult
to use. An online survey was conducted to measure user's perspective of the
usability level of their current handset using a psychometric type of
instrument. A total of 9 usability factors were derived from the results of
exploratory factor analysis. The total percentage variance explained by these 9
factors of the overall variance of the data was 65.20%. The average internal
consistency in this study is 0.70. Keywords: Handset; Usability; Usability measurements; Usability factors; Instrument;
Survey | |||
| Tips for Designing Mobile Phone Web Pages for the Elderly | | BIBAK | Full-Text | 675-680 | |
| Yoko Asano; Harumi Saito; Hitomi Sato; Lin Wang; Qin Gao; Pei-Luen Patrick Rau | |||
| This paper proposes tips for designing Web pages appropriate for the
elderly. The characteristics of mobile phone Web pages and the effects of aging
are elucidated. The elderly had difficulty in reading texts, finding the focus,
operating pages and input, and understanding the contents in some cases. Tips
for designing Web pages that are appropriate for the elderly are proposed based
on our observations. Keywords: mobile phone Web pages; Web design; the elderly; aging effect | |||
| The Role of Task Characteristics and Organization Culture in Non-Work Related Computing (NWRC) | | BIBAK | Full-Text | 681-690 | |
| Gee-Woo Bock; Huei Huang Kuan; Ping Liu; Hua Sun | |||
| Many organizations have scrambled to get control measures and discipline
systems in place to deter employees from engaging in NWRC. Since control
measures and discipline systems are insufficient to curb NWRC at the workplace,
we propose to integrate the control perspective with task characteristics and
organization culture. Thus, we examine the following research questions: How
would the amount of NWRC control mechanisms affect employees' NWRC behavior
under different task characteristics? Does a match between the disciplinary
approach and organization culture lead to more effective NWRC management? Two
separate studies on full-time employees in various organizations revealed three
important findings. Firstly, the ineffectiveness of NWRC control mechanisms
occurred under high degree of task non-routineness. Secondly, the fit between
discipline systems and organization culture leads to higher employee
satisfaction with NWRC management, which subsequently led to lower time spent
on NWRC. Thirdly, there is no best NWRC discipline system for each
organization. Keywords: Non-Work Related Computing; Task Characteristics; Organization Culture; Fit | |||
| Searching for Information on the Web: Role of Aging and Ergonomic Quality of Website | | BIBAK | Full-Text | 691-700 | |
| Aline Chevalier; Aurélie Dommes; Daniel Martins; Cécile Valérian | |||
| Despite rapid growth in the number of websites, there is still a significant
number of ergonomic problems, which hinder cognitive activities of web users.
As cognitive aging is generally associated with a decrease of working memory
capacities, an inhibition failure and a slowing of the speed of processing, we
argue that aging may have negative effects on information search activities,
especially when the website incorporates ergonomic problems. In the present
experimental study, we compare younger and older web users performances while
searching for information in two websites: one that fits the ergonomic
recommendations and another with ergonomic problems. The results show that
aging had negative consequences on users' activities of information search
(more times to find information, more number of steps required to find
information and more cognitive resources involved in the activity). These
consequences are more important for the non-ergonomic web site than for the
ergonomic site. Keywords: Information search; Cognitive load; Ergonomics; Aging | |||
| Creating Kansei Engineering-Based Ontology for Annotating and Archiving Photos Database | | BIBAK | Full-Text | 701-710 | |
| Yu-Liang Chi; Shu-Yun Peng; Ching-Chow Yang | |||
| Ontology is built to establish a classification and conceptualization in
knowledge disciplines. With the support of ontology technologies, users can
retrieve information in a semantic manner. A primary course of ontology
building is concepts development. Typical concept constructing approaches are
usually consulting experts or analyzing documents. However, ontology-based
systems usually do not allowed user involvement during developing ontology. To
acquire expertise from users, this study utilizes Kansei Engineering to
translate human emotions such as perception, feeling, or impression of things
into the design elements of ontology concepts. The new design ontology then
depends upon user-centric conceptual structure. This study particularly
interests in archiving photos by employing ontology with user involvement.
Empirical lessons show user involvement can reduce the gap in defining concepts
between experts and users. Keywords: Ontology; Knowledge; Affective Design; Kansei Engineering | |||
| Influence of Avatar Creation on Attitude, Empathy, Presence, and Para-Social Interaction | | BIBAK | Full-Text | 711-720 | |
| Donghun Chung; Brahm Daniel deBuys; Chang S. Nam | |||
| The present paper focuses on the influence of avatar creation in a video
game. More specifically, this study investigates the effects of avatar creation
on attitude towards avatar, empathy, presence, and para-social interaction of
female non-game users. As a cyber-self, an avatar is a graphic character
representing a user in cyberspace. Avatars are primarily used in the
entertainment industry as high-tech novelties, controlled by game users, for
high-end video games. Some games provide game characters by default that users
cannot change, but other games provide various options gamers can choose. What
if game users can create their own avatars? Do they have more psychological
closeness with their avatars as their cyber-selves? This study tested the
differences of attitude, empathy, presence, and para-social interaction of
female non-game users between an avatar creation group and a non-avatar
creation group and resulted in no difference. Keywords: Avatar; Attitude; Empathy; Presence; Para-Social Interaction; Wii | |||
| Sambad -- Computer Interfaces for Non-literates | | BIBAK | Full-Text | 721-730 | |
| Sagun Dhakhwa; Patrick A. V. Hall; Ganesh Bahadur Ghimire; Prakash Manandhar; Ishwor Thapa | |||
| Much of the world's knowledge is captured in writing, and shared through
writing, and as such is inaccessible to the one eighth of the world's
population who are illiterate. We are developing a software system for the use
of this population based on speech and images without written text. We have
evaluated basic interaction devices and simple interface metaphors to arrive at
the design of an overall interface that is attractive to and usable by
illiterate people. We report our usability experiments, and describe our
system. Keywords: HCI; illiterate; speech | |||
| The Balancing Act Between Computer Security and Convenience | | BIBAK | Full-Text | 731-735 | |
| Mayuresh Ektare; Yanxia Yang | |||
| In the past, computer virus writers developed malicious code to become
famous. This trend has been steadily changing and we now see a new breed of
malicious code that is written with a motivation of financial gain. Computer
users are vulnerable to such attacks and security has become one of the domains
that affect every computer user. Users often find themselves performing a
balancing act between securing their systems and enjoying the "easy life".
Humans are highly task oriented and they tend to discount security if it gets
in their way. Some users are unaware of the risks posed by computer
viruses/spyware and unprotected networks, while several informed users
compromise their security for convenience. With the growing digital
infrastructure, the necessity of networking various devices is even more
pronounced thereby adding up to the complexities of protecting it. Few users
understand the difference between securing their network and protecting their
system from viruses and spyware, and the varying degree of security awareness
among users translates into inadequate protection for some networks. This paper
reports findings from a user research describing the deficiencies and flaws in
today's security software, outlines the user behavior to understand their
perspective on computer and network security and describes why security is
sometimes compromised for convenience. A "virtual gateway" security service
model is also proposed to make security transparent to the users by providing
protection at the Internet service provider level. Keywords: Computer security; Viruses; Spyware; convenience; user behavior; user
experience | |||
| What Makes Them So Special?: Identifying Attributes of Highly Competent Information System Users | | BIBAK | Full-Text | 736-745 | |
| Brenda Eschenbrenner; Fiona Fui-Hoon Nah | |||
| Information systems (IS) usage is predominant in organizations. The
effectiveness and strategic potential of IS, however, depend upon the
individuals within the organization who use or rely on IS, both directly and
indirectly, to perform their job functions. Individuals differ in their
abilities to use IS effectively to maximize task performance. Some individuals
far exceed their peer group and can realize greater performance levels than
others. This research proposes to understand the attributes of these
individuals using the Repertory Grid Technique. This technique will identify
attributes of these individuals identified as highly competent IS users,
defined as those individuals who are able to utilize IS to its fullest
potential and obtain the greatest performance. The attributes identified may
generate factors that can then be fostered in other IS users to improve
performance. Keywords: User competence; user attributes; Repertory Grid Technique | |||
| User Acceptance of Digital Tourist Guides Lessons Learnt from Two Field Studies | | BIBAK | Full-Text | 746-755 | |
| Bente Evjemo; Sigmund Akselsen; Anders Schürmann | |||
| Two digital tourist guides have been developed and tested in real settings.
They are both outdoor guides adapted to mobile phones, -- targeting attractions
and tourist services within a region and a specific attraction respectively.
Aspects related to simplicity in use, installation procedures, content quality,
co-visiting mechanisms, and mechanisms that support links between physical
object and digital content should be accentuated in future digital guides. Keywords: digital tourist guide; user acceptance; field study | |||
| Why Does IT Support Enjoyment of Elderly Life? -- Case Studies Performed in Japan | | BIBAK | Full-Text | 756-764 | |
| Kaori Fujimura; Hitomi Sato; Takayoshi Mochizuki; Kubo Koichiro; Ken-ichiro Shimokura; Yoshihiro Itoh; Setsuko Murata; Kenji Ogura; Takumi Watanabe; Yuichi Fujino; Toshiaki Tsuboi | |||
| In order to support elderly people to remain activate in communicating with
their families and friends, we are developing always-on communications systems
that are based on the exchange of indirect information, the videophone, and
touch panel displays. Two field experiments were conducted with elderly people
in Japan. One of the experiments was conducted between families members, while
the other was performed between elderly people and social workers. The results
show that IT can support the enjoyment of elderly life. Keywords: elderly people; always-on communications system; indirect information;
videophone | |||
| Design Effective Navigation Tools for Older Web Users | | BIBAK | Full-Text | 765-773 | |
| Qin Gao; Hitomi Sato; Pei-Luen Patrick Rau; Yoko Asano | |||
| This research looks at various navigation menu designs and the use of the
summary of important content with the aim to improve older web users'
performance and satisfaction and to alleviate their disorientation and task
workload. Fifty older participants with abundant computer experience were
recruited from senior-citizen universities so as to exclude the influence of
lack of experience from the result. During the experiment, participants
searched for specific product information on e-commerce websites with different
navigation menus and different design of the summary of important content.
Participants using tab menu were found less disoriented than people using index
menu. Providing a summary of important information could reduce the workload
the tasks imposed on older user effectively. Keywords: web navigation; older users; usability; navigation tools; summary of
important information | |||
| Out of Box Experience Issues of Free and Open Source Software | | BIBAK | Full-Text | 774-783 | |
| Mehmet Göktürk; Görkem Çetin | |||
| This study addresses the Out-Of-Box Experience (OOBE) usability issues of
Free and Open Source Software (F/OSS) considering outcomes of distributed
development process and high number of available product choices. A methodology
is presented, usability experiments are conducted and results are discussed.
The objective was to determine key factors that affect usability of F/OSS
during OOBE and first hours of use. We concluded that OOBE of F/OSS was
significant in software usability perception and possible adoption. User
experience, visible structure, consistency and functionality of the interface
had significant impact on OOBE and first hours of use. Neither online support,
nor product box appearance appeared as important. Keywords: OOBE; usability; open source | |||
| Factor Structure of Content Preparation for E-Business Web Sites: A Survey Results of Industrial Employees in P.R. China | | BIBAK | Full-Text | 784-795 | |
| Yinni Guo; Gavriel Salvendy | |||
| To enhance the quality of e-business web sites, a study of factor structure
in content preparation is needed. Based on background literature, a content
preparation survey of 70 items was developed and completed by 428 white collar
employees of XOCECO Company in mainland China. The survey aimed at examining
the significant content factors of e-business web sites. Results of the study
indicated a 0.75 internal consistency of the questionnaire. A factor analysis
of the data indicated fifteen main content factors for e-business web sites,
which accounts for 60.1% percent of total variance. The factors in order of
importance are: security content, quality content, service content, appearance
description, contact information, aid function, customized function, search
function, product specification, purchasing aid, price content, detailed
description, comment content, matching product, review content. This study
concludes with guidelines for the design of content preparation of e-business
we presented. Keywords: Content Preparation; E-business; Factor Structure | |||
| Streamlining Checkout Experience -- A Case Study of Iterative Design of a China e-Commerce Site | | BIBA | Full-Text | 796-801 | |
| Alice Han; Jianming Dong; Winnie Tseng; Bernd Ewert | |||
| This paper describes a case study, in which PayPal China improved the user experience by streamlining its checkout experience. This project applied User-Centered Design methodologies and involved cross-functional and international collaborations within the company. The outcome of the project drastically improved user satisfaction. | |||
| Presence, Creativity and Collaborative Work in Virtual Environments | | BIBAK | Full-Text | 802-811 | |
| Ilona Heldal; David J. Roberts; Lars Bråthe; Robin Wolff | |||
| Research has identified many different concepts and factors, e.g.
immersiveness, presence, performance, interaction, and defined a large number
of guidelines that contribute to developing advanced virtual environments
(VEs). By reviewing research on differences between individual work and group
work, and how it is influenced by these factors, this paper aims to improve
understanding of networked collaboration. Allowing creativity is considered to
promote higher quality of work in general. The paper examines the impact of
creativity on work in VEs, with focus on understanding the relationship between
presence and creativity in collaborative virtual environments (CVEs). It is
found that important prerequisites for successful outcomes are balance between
presence and copresence and providing enough time and space for individual
contributions. Keywords: Virtual environments; individual work; collaboration; creativity; presence;
copresence; social interaction; task performance | |||
| Users Interact Differently: Towards a Usability-Oriented User Taxonomy | | BIBAK | Full-Text | 812-817 | |
| Fabian Hermann; Iris Niedermann; Matthias Peissner; Katja Henke; Anja Naumann | |||
| This paper proposes a preliminary user taxonomy that describes differences
among users when interacting with Information and Communication Technology
(ICT) systems. A qualitative study based on expert-ratings was conducted to get
a prioritized list of person variables influencing the interaction behavior.
Based on this list, eight preliminary user types with different attitudes
towards ICT-systems were identified and described. This taxonomy will be tested
and validated by empirical investigations. Keywords: user taxonomy; interaction behavior; attitude towards technology; user
typology; user segmentation | |||
| Reminders, Alerts and Pop-ups: The Cost of Computer-Initiated Interruptions | | BIBAK | Full-Text | 818-826 | |
| Helen M. Hodgetts; Dylan M. Jones | |||
| Responding to computer-initiated notifications requires a shift in attention
that disrupts the flow of work. The degree of cost associated with resuming the
original task following interruption may be dependent upon such factors as the
transition between tasks (was the worker able to consolidate his/her place in
the main task before engaging in the interruption?) as well as the nature of
the interrupting task itself (e.g., length or complexity). The current paper
reviews a number of studies from our laboratory that investigate the effects of
brief interruptions to the execution phase of computer-based 5-disk Tower of
London problems. The results are interpreted within the theoretical framework
of the goal-activation model [1] and suggestions are made for practical
applications that may help to minimize the disruption caused. Keywords: interruption; Tower of London; goals; activation; memory | |||
| The Practices of Scenario Study to Home Scenario Control | | BIBAK | Full-Text | 827-834 | |
| Yung Hsing Hu; Yuan Tsing Huang; You Zhao Liang; Wen Ko Chiou | |||
| Home is where human living in, and can be relaxed and entertained. Scenario
control is a man-machine system integrate audio/video equipment, light,
curtain, air conditioner by using wireless LAN technology, defines common using
scenarios, makes user interactive with product, handle all equipment quickly,
enjoy smart home lifestyle. This research using the method of practice design,
verifies how user-oriented design (UOD) and scenario semantics analysis help
designer attain product innovation design. Keywords: User-oriented design; Scenario study; Home automation; Practices | |||
| Effects of Time Orientation on Design of Notification Systems | | BIBAK | Full-Text | 835-843 | |
| Ding-Long Huang; Pei-Luen Patrick Rau; Hui Su; Nan Tu; Chen Zhao | |||
| This study investigated the effect of time orientation on notification
systems. A special game was designed to test users' performance and perception
with notification systems. Significant differences of Interruption and Reaction
level were found between monochronic and polychronic participants. The results
showed that time orientation do affect users' perception and performance with
notification systems. Polychronic users perceive lower level of interruption of
the notification messages than monochronic users; polychronic users prefer
rapid and accurate response to the stimuli provided by the notification system
while monochronic users tend to avoid that. Keywords: Time Orientation; Notification System; Interruption; Reaction | |||
| Being Together: User's Subjective Experience of Social Presence in CMC Environments | | BIBAK | Full-Text | 844-853 | |
| Ha Sung Hwang; SungBok Park | |||
| The concept of presence, or "being there," has become a central issue for
many researchers who study human-computer interaction. Although several
dimensions of presence have been discussed in the literature, here we focus
specifically on social presence as the feeling of "being together" in mediated
communication environment by relating it to the three concepts: co-presence,
mutual awareness and connectedness. We propose that this conceptualization is
applicable to use in studying social interaction through various types of CMC
technologies. Keywords: Social Presence; Co-Presence; Mutual Awareness; Connectedness;
Computer-Mediated Communication | |||
| Age Differences in Performance, Operation Methods, and Workload While Interacting with an MP3 Player | | BIBAK | Full-Text | 854-861 | |
| Neung Eun Kang; Wan Chul Yoon | |||
| This study aimed to reveal age-related interaction characteristics through
user observations. The interaction behaviors of comparatively younger adults
(20s) and older adults (40s~50s) were examined while they used an MP3 player,
and age-related differences regarding performance, operation methods, and
workload aspect were analyzed. The results reveal that the higher error
frequency, poorer ability in terms of physical operation, and the lower
subjective performance of the older adults are due to an age effect while
higher workload aspects are due to a lack of background knowledge. Keywords: older adults; younger adults; user observation; MP3 player | |||
| A Usability Test of Exchanging Context in a Conference Room Via Mobile Device Interactions | | BIBAK | Full-Text | 862-871 | |
| Do-Yoon Kim; Seungchul Shin; Cheolho Cheong; Tack-Don Han | |||
| In a community such as conferences, numerous service providers and service
users exist, and people interact using contexts. With the improvements in
context-awareness computing and mobile computing technologies, human-computer
interactions for exchanging contexts started increasing. In this paper, we
introduce some interaction techniques such as tag interaction and service
discovery interaction using a mobile device to provide an efficient user
interface to exchange contexts in a conference room. We identified typical
situations in which these interactions can be used in a paper, poster session,
and for providing individual information among the attendees. We analyzed the
two interaction techniques to be suitable to improve the interactions for
exchanging contexts in a conference. Keywords: Context-awareness; Service discovery; Image based code | |||
| Conceptual and Technical Issues in Extending Computational Cognitive Modeling to Aviation | | BIBAK | Full-Text | 872-881 | |
| Alex Kirlik | |||
| A recent trend in cognitive modeling is to couple cognitive architectures
with computer models or simulations of dynamic environments, such as flight
simulators, to study interactive behavior and embedded cognition. Progress in
this area is made difficult by the fact that cognitive architectures
traditionally have been motivated by data from discrete experimental trials
using static, non-interactive tasks. As a result, additional theoretical
problems must be addressed to bring cognitive architectures to bear on the
study of cognition in dynamic and interactive environments. I identify and
discuss three such problems dealing with the need to model the sensitivity of
behavior to environmental constraints, the need to model context-specific
adaptations underlying expertise, and the need for environmental modeling at a
functional level. These issues do not arise merely out of the needs of
"applied" science, but instead signal gaps in the fundamental scientific
understanding of cognition and behavior in dynamic, interactive contexts. Keywords: Computational cognitive modeling; aviation; embedded cognition;
human-computer interaction; human performance modeling | |||
| Mental Models of Chinese and German Users and Their Implications for MMI: Experiences from the Case Study Navigation System | | BIBAK | Full-Text | 882-890 | |
| Barbara Knapp | |||
| This paper presents the results of an empirical study on some aspects of
user-centered design of products for the global market. In the context of the
case study "navigation system" Chinese and German users were each confronted
with an experimental prototype being structured either according to German
users' mental models of a navigation system or to Chinese users' mental models.
Performance in operating the systems and perceived system attractiveness were
measured. Results suggest that the Chinese user group's performance and the
German user group's perceived attractiveness of the navigation system was
negatively affected if the system was based on the other group's mental model. Keywords: Mental models; Chinese users; German users; quantitative empirical user
studies; in-vehicle systems; system structure | |||
| Usability Test for Cellular Phone Interface Design That Controls Home Appliances | | BIBAK | Full-Text | 891-900 | |
| Haeinn Lee | |||
| The role of interface design is to enable communication between people and
the technical product such as a cellular phone, computer, or PDA. To use the
product successfully, the interface design should be easy to use. The objective
of this paper is to create a practical and user-friendly interface design for a
wireless device to control home appliances. In order to control home appliances
with a cellular phone, the author suggests a natural (intuitive) interface
design that is friendly and attractive to users, based on their experience, and
effectively uses graphic elements such as layout, icon, color, and text. As
part of this natural (intuitive) interface design, the author suggests using a
wheel key to control a cursor system for navigating a cellular phone screen. A
usability test was conducted to determine problems people have while using the
prototype. The results of the usability test indicated that the user interface
was successful, and participants were satisfied with the prototype. Keywords: Human interaction design; Graphic Design elements; Natural (intuitive)
design; Wireless device; Cellular phone; Usability test | |||
| Validating Information Complexity Questionnaires Using Travel Web Sites | | BIBA | Full-Text | 901-910 | |
| Chen Ling; Miguel Lopez; Jing Xing | |||
| With the prevalent use of visual interfaces and the increasing demand to display more information, information complexity becomes a major concern for designers. Complex interfaces affect the system effectiveness, efficiency, and even safety. Researchers at the Federal Aviation Administration have developed two sets of psychometric questionnaires to evaluate information complexity of air traffic control displays. This study adapted the questionnaires for commercial visual interfaces and validated them with directed and exploratory tasks on three travel websites. The results confirmed that both complexity questionnaires have satisfactory reliability, validity, and sensitivity. But questionnaire B demonstrated higher sensitivity than Questionnaire A. | |||
| Maximizing Environmental Validity: Remote Recording of Desktop Videoconferencing | | BIBAK | Full-Text | 911-920 | |
| E. Sean Rintel | |||
| This paper discusses the development of the technical methodology for remote
recording to maximize environmental validity for a project on how novices
develop familiarity with desktop videoconferencing (DVC). It is also a
discussion of how the technical setup, as well as the resulting data, was
useful for finding usability issues for the company that provided the DVC
software. Keywords: Desktop videoconferencing; novices; familiarity; usability; methodology;
environmental validity; remote recording | |||
| The Impact of Moving Around and Zooming of Objects on Users' Performance in Web Pages: A Cross-Generation Study | | BIBAK | Full-Text | 921-928 | |
| Hitomi Sato; Kaori Fujimura; Lin Wang; Ling Jin; Yoko Asano; Masahiro Watanabe; Pei-Luen Patrick Rau | |||
| The rapidly aging population of Japan is now considered a serious social
problem. In fact, populations are aging worldwide, and considerable research
has been done on the phenomenon. One area that has been researched is Web page
design. Some common guidelines for Web content or page designs make it
difficult or impossible for people with certain cognitive or visual
disabilities to read moving text quickly enough. Movement can also distract
these people to such an extent that the rest of the page becomes unreadable,
and people with physical disabilities might not be able to move quickly or
accurately enough to interact with moving objects [6]. With this in mind,
experiments were conducted on 24 people in their twenties and thirties in
Yokosuka-shi, Japan and on 18 elderly people in Beijing, China. The results
were then compared. Keywords: elderly people; young people; Web sites; object moving; object zooming;
time; error; visual fatigue; satisfaction; workload | |||
| Entelechy and Embodiment in (Artistic) Human-Computer Interaction | | BIBAK | Full-Text | 929-938 | |
| Uwe Seifert; Jin Hyun Kim | |||
| This paper points out the complementarity of HCI and cognitive science in
studying agents' interactions with their environments. Embodied interaction is
related to embodied and distributed cognition. A theoretical framework based on
the distinction "potentiality/actuality" is outlined as an approach to the
concept of "reality" in HCI and research on presence and copresence. Within
this framework presence and copresence are specified in connection with an
agent's potentiality to act upon its environment, i.e. to actively explore and
manipulate its environment. Methodological problems concerning theoretical and
empirical research on interaction are sketched. To explore new methodological
ideas New Media Art is used as a test-bed and an ongoing exploratory experiment
on communicating "emotions" through robots is briefly reported. Keywords: reality; presence; copresence; methodology; New Media Art; robotics;
emotion; embodied interaction; embodied cognition; interactionism; distributed
cognition | |||
| Predicting Perceived Situation Awareness of Low Altitude Aircraft in Terminal Airspace Using Probe Questions | | BIBAK | Full-Text | 939-948 | |
| Thomas Z. Strybel; Kim-Phuong L. Vu; John P. Dwyer; Jerome Kraft; Thuan K. Ngo; Vanessa Chambers; Fredrick P. Garcia | |||
| The purpose of the present study was to evaluate the effectiveness of
subjective and objective probe questions in predicting situation awareness as
measured by the Situation Awareness Rating Technique (SART). The data for this
evaluation were taken from a previous investigation in which instrument-rated
pilots flew automated ILS approaches into the Dallas-Fort Worth (DFW) Airport
while monitoring the status of patrol vehicles proximal to their approach path.
At three points during a simulation run, pilots were administered a
questionnaire containing seven questions designed to probe situation awareness.
At the end of the run, SART was administered. We found that certain probe
questions can predict SART scores. However, the usefulness of these probes
requires that the questions be designed in conjunction with scenario
development to ensure that operationally critical variables are being probed,
and that sufficient variability in the responses allow assessments of relations
with sufficient statistical power. Keywords: situation awareness; aviation; simulation | |||
| Co-presence in Shared Virtual Environments: Avatars Beyond the Opposition of Presence and Representation | | BIBAK | Full-Text | 949-958 | |
| Jan Söeffner; Chang S. Nam | |||
| Avatars in shared virtual environments are usually described as
representations of the users, but they can be much more than just an arbitrary
icon 'standing for' (re-presenting) somebody who is absent. In multi-user
virtual reality avatars can be experienced by the users as presences or
presentations of persons, as well as can be seen as re-presentations; and it is
by this property that they allow for co-presence experience. This paper
outlines a theory about the relation between persons and their avatars by
focusing on both the experience of transmission (as opposed to simulation) and
the experience of méthexis or participation (as opposed to
representation). Keywords: avatars; personality; presence; tele-presence; co-presence | |||
| Using Memory Aid to Build Memory Independence | | BIBAK | Full-Text | 959-965 | |
| Quan T. Tran; Elizabeth D. Mynatt; Gina Calcaterra | |||
| Memory aids provide useful assistance for forgetful people. However, the
inherent concern is that the convenience of memory aids can also create
detrimental user dependency; thereby creating forgetful people. As a case
study, I investigate how an example cooking memory aid that summarizes which
ingredients have been added how many times could avoid user dependency that
would otherwise atrophy the cook's ability of short-term memory recall. How
does the cook rely on the memory aid to complete the cooking task? Does the
cook use the memory aid more frequently over time? From a group of three young
adult participants across five cooking sessions, I report changes in their use
and nonuse of the memory aid over two weeks. The findings suggest that the
young adults used the memory aid to confirm their own memory recall, thereby
bolstering their self-confidence. Consequently, they came to rely on the memory
aid less because they learned to trust their own memory recall more, thereby
building memory independence from using the memory aid. Keywords: Home; cooking; memory aid; personal autonomy; self-efficacy | |||
| Perception of Movements and Transformations in Flash Animations of Older Adults | | BIBAK | Full-Text | 966-975 | |
| Lin Wang; Hitomi Sato; Ling Jin; Pei-Luen Patrick Rau; Yoko Asano | |||
| With the concurrent rapid increasing of aging population and digital
science, issues on providing appropriate information elements on computer and
website have become more and more significant. This study was aimed at
examining different effects of movements and transformations in flash
animations on performance (time and error) and subjective perception
(satisfaction, vision fatigue and workload) of older adults. Eighteen subjects
coming from the University of the Third Age of Railway Ministry of China all of
who were experienced computer and Internet users participated in the experiment
where flash animations mode and moving speed were manipulated as independent
variables. The results indicated significant differences among four different
animations modes for performance (time and error) and vision fatigue.
Significant differences were also found among three levels of moving speeds for
performance (time and error) and vision fatigue. Further implications of flash
animations design for the elderly were discussed. Keywords: Flash Animations; Older Adults; Movements; Transformations | |||
| Studying Utility of Personal Usage-History: A Software Tool for Enabling Empirical Research | | BIBAK | Full-Text | 976-984 | |
| Kimmo Wideroos; Samuli Pekkola | |||
| Managing personal information space and working context is complicated in
computerized environment. One well-known cause for the problem is that digital
information is superficially fragmented into different data types and
structures. Several unifying approaches have been proposed to facilitate
semantic connections between them. Particularly in personal information
retrieval, temporal information has turned to be useful. Hence, in this
article, we present an empirical research setting for studying the utility of
representing personal usage-history in information retrieval by comparing it
with more traditional hierarchical representation. The research setting is
based on a software Tool that is described in the article. Keywords: Personal Information Management; Information Retrieval; Information
Visualization; Personal Usage-History | |||
| Enable the Organization for UCD Through Specialist and Process Counseling | | BIBAK | Full-Text | 985-990 | |
| Natalie Woletz; Susanne Laumann | |||
| This paper describes two generic counseling approaches, valuable in the
field of User Centred Design. The paper differentiates the areas of User
Experience from User Centered Design as a holistic approach. The conclusions
drawn will suggest which type of consultancy approach to best use for which
type of service. With this, the authors especially address external usability
consultants. Keywords: User Centred Design; Process Counseling; Specialist Counseling; Usability;
User Experience; Usability Maturity; Usability Consultant | |||
| User Response to Free Trial Restrictions: A Coping Perspective | | BIBAK | Full-Text | 991-1000 | |
| Xue Yang; Chuan-Hoo Tan; Hock-Hai Teo | |||
| Software vendors often provide software for free download but with
restrictions (e.g., time and/or functionality restrictions). The question that
arises is to what extent the restrictions should be set to induce users to
procure the full version. This study seeks to answer this question by looking
from two perspectives: expectation-disconfirmation and coping behavior.
Building on these perspectives, we present a research model of user's coping
reactions toward software restrictions. We seek to understand user reactions
(i.e., derivation of coping strategy) when their expectation toward trial
restrictions is negatively disconfirmed. It is further posited that situational
control could moderate the relationship between expectation disconfirmation and
coping responses. We believe this research will contribute to enrich the
current IS field and benefit market practitioners. Keywords: Free trial software (FTS); expectation-disconfirmation paradigm; coping
theory | |||
| A Study on the Form of Representation of the User's Mental Model-Oriented Ancient Map of China | | BIBAK | Full-Text | 1001-1010 | |
| Rui Yang; Dan Li; Wei Zhou | |||
| People often believe that fidelity is an important principle of cartographic
information representation, that is, the closer of the geo information
representation to the real world the better. However, excessively high fidelity
of geo information representation does not necessarily bring about effective
navigation and convenient reading, as excessive information representation may
bring about cognitive burden to users, thereby affecting usability of users.
Based on study of the form of the traditional map representation of China, the
author finds that during drawing of map by the ancient people, in view of the
user's mental model and the specific setting for use, they were good at
adopting multiple forms of information representation to lessen user's
cognitive burden, increase user's intuition for reading, and bring about
effective navigation. For inspiration of geographic information design, this
kind of form of user's mental model-oriented information representation is of
certain significance. Keywords: ancient map; information representation; mental model | |||
| Towards Automatic Cognitive Load Measurement from Speech Analysis | | BIBAK | Full-Text | 1011-1020 | |
| Bo Yin; Fang Chen | |||
| Cognitive Load, as an indicator of pressure on working memory during task
performing, attracts more and more research interests in recent years. By
correctly measuring cognitive load levels, the system can adjust task procedure
to maintain the cognitive load in an acceptable range; therefore, the subject
can execute tasks more accurately and efficiently. Among many different
cognitive load measuring approaches, speech-based measurement is effective due
to its non-intrusive nature and possibility of online measurement. Most
existing research on speech-based cognitive load measurement is based on
manually extracted features, which prevent practical use. In this paper, some
potential speech features, such as rate of pauses and rate of pitch peaks are
investigated and proved to be effective. All feature extraction is based on
automatic algorithm. Keywords: Cognitive load; speech | |||
| Attitudes in ICT Acceptance and Use | | BIBAK | Full-Text | 1021-1030 | |
| Ping Zhang; Shelley N. Aikman | |||
| Information and communication technology (ICT) acceptance and use is a
prolific research stream in the information systems (IS) field. One major
theoretical influence is the Theory of Reasoned Action/Theory of Planned
Behavior (TRA/TPB). While the research stream achieved high consensus and
validation in IS, the interest in attitude, an important concept in TRA/TPB,
has gone through ups and downs over the past decades due to the lack of
predictability of attitude for behavioral intention. In this paper, we clarify
both conceptual and operational confusions by providing clear definitions of
two different types of attitudes and detailing their relationships to each
other and to behavioral intention. Empirical data confirms that attitude toward
behaviors is a better prediction of intention than attitude toward objects
(ICT); attitude toward objects has positive influence on attitude toward
behaviors. Attitudes toward a previous version of the software and its use have
significant impacts on the current attitudes. Keywords: attitudes; ICT acceptance; ICT use; empirical study | |||
| Using Patterns to Support the Design of Flexible User Interaction | | BIBAK | Full-Text | 1033-1042 | |
| Maria Cecília Calani Baranauskas; Vânia Paula de Almeida Néris | |||
| The social value of Web applications is in their potential to be the conduit
for many different types of applications to many different people, using
different resources and embedded in diverse contexts. Designing for flexibility
involves many people, with different skills, interests and levels of
commitment, including, designers, developers and users. Tailorable features in
the user interface demand a clear bond between the phases in the whole software
lifecycle, starting from requirements elicitation to the design and development
stages. As interaction patterns have been considered a promising approach to
bridge the gaps between analysis, design and implementation of usability
related features, this work first investigates and synthesizes from literature
a set of interaction patterns related to tailoring activities. From this
analysis, a semiotic-informed categorization of tailorable user interface
features is presented and discussed; an elicitation pattern for tailorable user
interface features illustrates the usefulness of the proposal. Keywords: tailoring; user interface; flexibility; interaction patterns | |||
| Model-Based Usability Evaluation -- Evaluation of Tool Support | | BIBAK | Full-Text | 1043-1052 | |
| Gregor Buchholz; Jürgen Engel; Christian Märtin; Stefan Propp | |||
| Usability evaluation can be accomplished in different ways, depending on
individual information interests and specific constraints. In some cases the
test user and the usability evaluator are located at different places, for
instance in mobile environments or in the case of Internet websites, where the
user can't be observed as in a laboratory situation. The usage of multi-modal
interfaces introduces some additional constraints. To overcome the problems,
techniques of remote usability testing are applied. The data recorded during
the test is structured und afterwards analyzed. A user centric approach
structures the data based on tasks that are intended by the user. A task model
describes the tasks composed of subtasks and temporal relationships between
them. This paper introduces and evaluates two tools, AWUSA and ReModEl, which
use task modeling for remote usability evaluation. Keywords: Remote Usability Evaluation; Task Models | |||
| User-Oriented Design (UOD) Patterns for Innovation Design at Digital Products | | BIBAK | Full-Text | 1053-1061 | |
| Chiou Wen-Ko; Chen Bi-Hui; Wang Ming-Hsu; Liang You-Zhao | |||
| Innovation design is the trend of products in the future. User-oriented
design (UOD) is a design process which focuses on the needs of the user and
develops product concepts for them. The objective of this research is to find
the UOD patterns from four digital products cases. The cases included 'Home
Scenario Control', 'Wireless Conference Room Facility Controller', 'Medical
Tablet PC' and 'Elderly Care System and Interface'. The results evidence that
we can find 'real' needs and users' 'problems' concerning different digital
products and that we can also integrate differing opinions from various
professional fields. Keywords: User-Oriented Design; Innovation Design; Digital Products; UOD Patterns | |||
| Formal Validation of Java/Swing User Interfaces with the Event B Method | | BIBAK | Full-Text | 1062-1071 | |
| Alexandre Cortier; Bruno d'Ausbourg; Yamine Aït Ameur | |||
| User Interface (UI) systems are increasingly complex and nowadays assist
critical activities. The development of UIs needs empowered validation
methodologies in order to ensure the correctness of the developed UI-based
applications. This paper investigates the applicability of reverse engineering
and formal approaches to the validation of UIs correctness. The approach is the
following. An user interface's abstract model is derived starting from its
Java/Swing source code. This formal execution model is then used to prove that
the developed interactive system is in accordance with usability requirements
expressed in CTT tasks models. Keywords: User Interface; Validation; Formal Methods; Method B; Tasks Model; CTT;
Static Analysis | |||
| Task Analysis, Usability and Engagement | | BIBAK | Full-Text | 1072-1081 | |
| David Cox | |||
| Human factors methods such as Hierarchical Task Analysis (HTA) are an
important means of improving product usability through user-centred analysis
and design. The goal driven nature of HTA is examined in the context of a Human
Computer Interaction module in a higher education environment. A study of HTA
techniques, exercises, typical errors and engagement is presented in order to
determine whether this method promotes learner engagement. The study concludes
that it may increase intrinsic motivation and engagement among learners as well
as raise awareness of usability. Keywords: Hierarchical; task; analysis; engage; intrinsic; motivation; usability;
interface; human; computer; interaction; user | |||
| ORCHESTRA: Formalism to Express Static and Dynamic Model of Mobile Collaborative Activities and Associated Patterns | | BIBAK | Full-Text | 1082-1091 | |
| Bertrand T. David; René Chalon; Olivier Delotte; Guillaume Masserey | |||
| Orchestra is a new formalism on which we are working in the field of
cooperative systems design. In CoCSys methodology for Cooperative Capillary
Systems design, we transform partial scenarios describing particular
cooperative situations in a more comprehensive Cooperative Behaviour Model
(CBM). In this paper, we describe our contribution to the need for a graphical
formalism which would be able to express in a natural way, understandable by
different actors (users, designers, developers,...) different cooperation
situations in an ambient intelligence environment (mobile, context-aware,
proactive and ubiquitous). ORCHESTRA is complementary to CTT and UML Use cases,
and its objective is to express clearly cooperation situations (explaining
easily synchronous or asynchronous cooperation activities) and the role (active
or passive) played instantaneously by each actor. We take into account main
concepts of 'cooperative world' which are Actors, Roles, Groups, Tasks,
Processes, Artefacts (Tools and Objects) and Contexts (Platforms, Situations
and Users). With Orchestra formalism we try to express by a sort of music staff
individual and collective behaviours. In this way we can model either
individual works or organized collective activities. We present this formalism,
its metamodel and associated patterns expressing typical configurations of
cooperation facilitating their reuse. Keywords: CSoCW; Specific Description Language; MDA inspired elaboration process;
transformation process; formalism meta-model; description patterns | |||
| Effective Integration of Task-Based Modeling and Object-Oriented Specifications | | BIBA | Full-Text | 1092-1101 | |
| Anke Dittmar; Ashraf Gaffar | |||
| This paper proposes an integration of task modeling and object-oriented analysis approaches. We argue that task-based approaches are more appropriate to analyze existing working situations and to elicit user needs. In subsequent stages like design and implementation, an object-oriented approach is warranted since most of the developer's skills, techniques, and tools are better matched to object-oriented representations. We show that such amalgamation, when supported by systematic transformation from a goal- and action-oriented perspective to "thinking in objects", can have several advantages for both approaches. | |||
| A Pattern Decomposition and Interaction Design Approach | | BIBAK | Full-Text | 1102-1108 | |
| Cunhao Fang; Pengwei Tian; Ming Zhong | |||
| This paper explores and discusses the application of pattern decomposition
and interaction design approach in pattern layout design. First we introduce a
Pattern Decomposition Representation Model (PDM). In this model, the reusable
parts of a pattern are extracted as pattern primitives. At the meantime, a
module separated from pattern primitives is defined by the abstract structure
of the pattern. Next, the interaction design approach based on the design
context and the knowledge-based promotion is proposed and the implementation is
presented at the end. Keywords: Pattern Design; pattern decomposition model; interaction design | |||
| Towards an Integrated Approach for Task Modeling and Human Behavior Recognition | | BIBAK | Full-Text | 1109-1118 | |
| Martin Giersich; Peter Forbrig; Georg Fuchs; Thomas Kirste; Daniel Reichart; Heidrun Schumann | |||
| Mobile and ubiquitous systems require task models for addressing the
challenges of adaptivity and situation-aware assistance. Today, both challenges
are seen as separate issues in system development, addressed by different
modeling concepts. We propose an approach for a unified modeling concept that
uses annotated hierarchical task trees for synthesizing models for both areas
from a common basic description. Keywords: Task models; human behavior models; dynamic Bayesian networks; user
interface design methodology; ubiquitous computing | |||
| A Pattern-Based Framework for the Exploration of Design Alternatives | | BIBAK | Full-Text | 1119-1128 | |
| Tibor Kunert; Heidi Krömker | |||
| Design patterns serve the documentation and sharing of proven solutions for
recurring design problems. Additionally, patterns can provide guidance on
design alternatives. In this paper we present a pattern-based framework to
support the designer in the exploration and evaluation of design alternatives
and their tradeoffs. Based upon the systematic identification of recurring
design problems and solution alternatives and their tradeoffs the framework
consists of a generic hierarchy of design problems and solution alternatives as
well as of two generic interaction design pattern templates. The presented
framework can be used to specify design problems and existing solutions for a
specific platform or application domain as well as to think about design
alternatives and to develop new solutions. In addition, it can be used to
structure interaction design pattern collections. The approach is illustrated
by a case for interactive television applications. Keywords: Interaction design patterns; design patterns; design tradeoffs; interactive
television | |||
| Tasks Models Merging for High-Level Component Composition | | BIBA | Full-Text | 1129-1138 | |
| Arnaud Lewandowski; Sophie Lepreux; Grégory Bourguin | |||
| As users become more and more demanding about the software environments they use, they need environments offering them the possibility to integrate new tools in response to their emerging needs. However, most high-level component composition solutions remain out of reach for users. Thanks to an innovative approach that tends to provide more understandable components, we propose in this paper a new mechanism in order to assist high-level component composition. This approach proposes to realize this composition through tasks models assembling. The assistance we propose is based on an adaptation of tree algebra operators and is able to automatically merge tasks trees in order to assist high-level component integration in a more global environment. | |||
| Application of Visual Programming to Web Mash Up Development | | BIBAK | Full-Text | 1139-1148 | |
| Seung Chan Lim; Sandi Lowe; Jeremy Koempel | |||
| The ongoing adoption of the latest Web development patterns such as AJAX is
helping to enhance the user experience on the Web. Moreover, there is now
API-based support from various vendors that allow seamless fusion of disparate
data sources into a single application. However, the barrier for Web designers
to integrate such features into their Web applications remains high. This
hampers a wider proliferation of such novel Web applications. In this paper, we
conduct an experiment to see whether visual programming is appropriate for
allowing Web designers integrate the aforementioned features. For the
experiment, we have developed a prototype, tentatively named WIPER that allows
Web designers to incorporate pre-built JavaScript components into live Web
pages using drag-and-drop. We combined rapid revision with usability testing to
iteratively advance our prototype. Working with users, we have learned that
with some targeted refinements, visual programming paradigm can be very
effective in achieving our goal. Keywords: Visual Programming; Dataflow Architecture; JavaScript; Rapid Prototyping;
End-User Programming | |||
| Comprehensive Task and Dialog Modelling | | BIBAK | Full-Text | 1149-1158 | |
| Víctor López-Jaquero; Francisco Montero Simarro | |||
| Task modelling has proven useful as a basis for user interfaces (IU) design.
Although different models have been pushed ConcurTaskTrees (CTT) notation has
become without any doubt the most extended notation for task model
specification. However, this notation suffers from a lack of modularity, making
the creation and modification of real-world applications a cumbersome process.
In this paper a notation that takes inspiration from CTT is described that
allows for the specification of the tasks the user is supposed to perform
through the user interface and the dialog between the user and the user
interface in an intuitive manner. Furthermore, the notation makes use of an
abstract operation set to help in the automatic or semi-automatic generation of
a user interface that conforms with the specified model. Keywords: User interface design; abstract user interfaces; task models; dialog models | |||
| Structurally Supported Design of HCI Pattern Languages | | BIBAK | Full-Text | 1159-1167 | |
| Christian Märtin; Alexander Roski | |||
| HCI pattern languages represent an important software engineering concept
and offer proven design and architectural solutions to developers of
interactive systems and user interface designers. However, due to their poor
organizational structures the effective usage of many existing pattern
languages is not clear and easy enough to let developers quickly find
appropriate patterns for solving their current design problems. In order to
raise pattern language usability, there is a need for a sound definition of the
hierarchical structure of pattern languages and a rule based workflow for
constructing future pattern languages. The structural approach presented in
this paper will provide the designer with a technique to ensure the development
of efficient and usable pattern languages. Keywords: Pattern Language; HCI; Structured Hierarchy; Regulated Links | |||
| Integrating Authoring Tools into Model-Driven Development of Interactive Multimedia Applications | | BIBA | Full-Text | 1168-1177 | |
| Andreas Pleuß; Heinrich Hußmann | |||
| The Multimedia Modeling Language (MML) is a platform-independent modeling language for model-driven development of interactive multimedia applications. Using models provides several advantages like well-structured applications and better coordination of the different developer groups involved in the development process. However, the creative tasks -- like graphical design of the user interface and the design of media objects -- are better supported by traditional informal methods and tools. In particular multimedia authoring tools such as Adobe Flash are well established for multimedia application development. In this paper we show how MML and authoring tools can be integrated by the example of Flash. Therefore we transform the MML models into code skeletons which can be directly loaded into the Flash authoring tool to perform the creative design tasks and finalize the application. In that way, the strengths of models and authoring tools are combined. The paper shows the required level of abstraction for the models, introduces a metamodel and a suitable code structure for the Flash platform, and finally presents the transformation. | |||
| A Survey on Transformation Tools for Model Based User Interface Development | | BIBAK | Full-Text | 1178-1187 | |
| Robbie Schaefer | |||
| As a wide variety of interaction devices, modalities has to be supported by
user interface developers, model-based user interface development gets
increasing attention. Especially if context- and user-awareness comes into
play, handcrafting a user interface is rendered almost impossible. In
model-based user interface development, usually several models are applied to
describe different aspects of the user interface or to provide a varying level
of detail. The relations between the models representing those levels of
abstractions are established through transformations, a concept which is also
applied in software engineering with the Model Driven Architecture (MDA). In
this paper we will review several transformation systems and discuss their
applicability for model-based user interface development. Keywords: User Interface Engineering; Model Driven Architecture; Model Based User
Interface Development; Transformation Tools | |||
| A Task Model Proposal for Web Sites Usability Evaluation for the ErgoMonitor Environment | | BIBAK | Full-Text | 1188-1197 | |
| André Luis Schwerz; Marcelo Morandini; Sérgio Roberto P. da Silva | |||
| In this paper we present a task model for the usability monitoring
environment called ErgoMonitor. ErgoMonitor realize an usability evaluation in
websites through selective collection and analyses of the data from log files
referring to the real interactions that are established between final users and
an web interface. Nevertheless, the ErgoMonitor depends on the users expected
behaviors previous identification and this activity is conducted by a
specialist in usability that must observe the website characteristics or be
assisted by traditional usability evaluation previous diagnosis to define which
tasks (behaviors) should be inserted in the evaluation script. In this way, we
developed a mechanism to register the expected users behaviors conceiving the
Monitoring Tasks and Behaviors Model. This mechanism enabled the ErgoMonitor to
realize web sites usability evaluations based on their log files. Keywords: Interactive Systems Usability Evaluation; Human-Computer Interaction; Web
Sites; Server Log Files | |||
| Model-Driven Architecture for Web Applications | | BIBAK | Full-Text | 1198-1205 | |
| Mohamed Taleb; Ahmed Seffah; Alain Abran | |||
| A number of Web design problems continue to arise, such as: (1) decoupling
the various aspects of Web applications (for example, business logic, the user
interface, navigation and information architecture; and (2) isolating platform
specifics from the concerns common to all Web applications. In the context of a
proposal for a model-driven architecture for Web applications, this paper
identifies an extensive list of models aimed at providing a pool of proven
solutions to these problems. The models span several levels of abstraction such
as business, task, dialog, presentation and layout models. The proposed
architecture will show how several individual models can be combined at
different levels of abstraction into heterogeneous structures, which can be
used as building blocks in the development of Web applications. Keywords: Models; Model-Driven architecture; Software engineering; Web applications;
MDA; architecture | |||
| HCI Design Patterns for PDA Running Space Structured Applications | | BIBAK | Full-Text | 1206-1215 | |
| Ricardo Tesoriero; Francisco Montero Simarro; María Dolores Lozano; José A. Gallud | |||
| Nowadays, mobile activities such as m-commerce, m-learning, etc, are being
increasingly adopted by people. Information availability will be a key feature
in future applications. Public spaces, as shops, libraries, museums, etc do not
have enough information available to visitors, mainly due to physical space
constraints. In this context, PDAs provide a balance between physical
dimensions and processing power capable of supporting Augmented and Immersive
Reality (A&IR) features. However, they have several limitations (i.e.,
space screen). As a result of two usability evaluations of a PDA application
currently running at the MCA (The Cutlery Museum of Albacete, Spain) some
improvements were found. To reuse these solutions, this paper presents a
collection of HCI design patterns for PDAs that run this kind of Space
Structured Applications (SSA). Keywords: Information presentation; Interaction design; HCI standards; Graphical user
interface; Architectures for interaction; Computer-augmented environment;
Computer-mediated virtual spaces; Interaction techniques; platforms and
metaphors | |||
| Task-Based Prediction of Interaction Patterns for Ambient Intelligence Environments | | BIBAK | Full-Text | 1216-1225 | |
| Kristof Verpoorten; Kris Luyten; Karin Coninx | |||
| In this paper we introduce a monitoring system to support the user executing
tasks in an ambient intelligence environment. In contrast with traditional
environments, the goal of the user can not always be defined beforehand, but is
determined while the user interacts with the environment. The monitor observes
the user's activities and learns to correlate a set of user actions with a
goal. The system maps activities to a task model and reuses these models to
take appropriate actions in later similar user actions that are observed. Keywords: task patterns; activity patterns; ambient intelligence environment;
pro-active agent system | |||
| Patterns for Task- and Dialog-Modeling | | BIBAK | Full-Text | 1226-1235 | |
| Maik Wurdel; Peter Forbrig; Thiruvengadam Radhakrishnan; Daniel Sinnig | |||
| The term Context of Use has been treated with much attention in HCI in
recent years. In this paper, the integration of context information into task
models will be described. The notion of context is formulated and used to
annotate the task model. The reuse of such context-sensitive task models in
light of task patterns is also examined. Keywords: task modeling; context-sensitivity; task patterns; context of use | |||