| Automatic Method for Measuring Eye Blinks Using Split-Interlaced Images | | BIBAK | Full-Text | 3-11 | |
| Kiyohiko Abe; Shoichi Ohi; Minoru Ohyama | |||
| We propose a new eye blink detection method that uses NTSC video cameras.
This method utilizes split-interlaced images of the eye. These split images are
odd- and even-field images in the NTSC format and are generated from NTSC
frames (interlaced images). The proposed method yields a time resolution that
is double that in the NTSC format; that is, the detailed temporal change that
occurs during the process of eye blinking can be measured. To verify the
accuracy of the proposed method, experiments are performed using a high-speed
digital video camera. Furthermore, results obtained using the NTSC camera were
compared with those obtained using the high-speed digital video camera. We also
report experimental results for comparing measurements made by the NTSC camera
and the high-speed digital video camera. Keywords: Eye Blink; Interlaced Image; Natural Light; Image Analysis; High-Speed
Camera | |||
| A Usability Study of WebMaps with Eye Tracking Tool: The Effects of Iconic Representation of Information | | BIBAK | Full-Text | 12-21 | |
| Özge Alaçam; Mustafa Dalci | |||
| In this study, we aim to conduct usability tests on different WebMap sites
with eye movement analysis. Overall task performance, the effects of iconic
representation of information, and the efficiency of pop-up usage were
evaluated. The eye tracking technology is used for this study in order to
follow the position of the users' eye-gaze. The results show that there are
remarkable differences in task performance between WebMaps. Addition, they also
differ in the use of iconic representations according to results of users'
evaluation. It is also found that efficiency of pop-up windows' usage has an
effect on task performance. Keywords: Web mapping; usability; eye tracking; cognitive processes; iconic
representations; the efficiency of pop-ups | |||
| Feature Extraction and Selection for Inferring User Engagement in an HCI Environment | | BIBAK | Full-Text | 22-29 | |
| Stylianos Asteriadis; Kostas Karpouzis; Stefanos D. Kollias | |||
| In this paper, we present our work towards estimating the engagement of a
person to the displayed information of a computer monitor. Deciding whether a
user is attentive or not, and frustrated or not, helps adapting the displayed
information of a computer in special environments, such as e-learning. The aim
of the current work is the development of a method that can work
user-independently, without necessitating special lighting conditions and with
only requirements in terms of hardware, a computer and a web-camera. Keywords: User engagement; Head Pose; Eye Gaze; Facial Feature tracking | |||
| Informative or Misleading? Heatmaps Deconstructed | | BIBAK | Full-Text | 30-39 | |
| Agnieszka Bojko | |||
| Eye tracking heatmaps have become very popular and easy to create over the
last few years. They are very compelling and can be effective in summarizing
and communicating data. However, heatmaps are often used incorrectly and for
the wrong reasons. In addition, many do not include all the information that is
necessary for proper interpretation. This paper describes several types of
heatmaps as representations of different aspects of visual attention, and
provides guidance on when to use and how to interpret heatmaps. It explains how
heatmaps are created and how their appearance can be modified by manipulating
different display settings. Guidelines for proper use of heatmaps are also
proposed. Keywords: Heatmaps; attention maps; eye tracking | |||
| Toward EEG Sensing of Imagined Speech | | BIBAK | Full-Text | 40-48 | |
| Michael D'Zmura; Siyi Deng; Tom Lappas; Samuel Thorpe; Ramesh Srinivasan | |||
| Might EEG measured while one imagines words or sentences provide enough
information for one to identify what is being thought? Analysis of EEG data
from an experiment in which two syllables are spoken in imagination in one of
three rhythms shows that information is present in EEG alpha, beta and theta
bands. Envelopes are used to compute filters matched to a particular
experimental condition; the filters' action on data from a particular trial
lets one determine the experimental condition used for that trial with
appreciably greater-than-chance performance. Informative spectral features
within bands lead us to current work with EEG spectrograms. Keywords: EEG; imagined speech; covert speech; classification | |||
| Monitoring and Processing of the Pupil Diameter Signal for Affective Assessment of a Computer User | | BIBAK | Full-Text | 49-58 | |
| Ying Gao; Armando Barreto; Malek Adjouadi | |||
| The pupil diameter (PD) has been found to respond to cognitive and emotional
processes. However, the pupillary light reflex (PLR), is known to be the
dominant factor in determining pupil size. In this paper, we attempt to
minimize the PLR-driven component in the measured PD signal, through an
Adaptive Interference Canceller (AIC), with the H∞ time-varying
(HITV) adaptive algorithm, so that the output of the AIC, the Modified Pupil
Diameter (MPD), can be used as an indication of the pupillary affective
response (PAR) after some post-processing. The results of this study confirm
that the AIC with the HITV adaptive algorithm is able to minimize the PD
changes caused by PLR to an acceptable level, to facilitate the affective
assessment of a computer user through the resulting MPD signal. Keywords: Pupil diameter (PD); Pupillary light reflex (PLR); Pupillary affective
response (PAR); Adaptive Interference Canceller (AIC); H∞
time-varying (HITV) adaptive algorithm | |||
| Usability Evaluation by Monitoring Physiological and Other Data Simultaneously with a Time-Resolution of Only a Few Seconds | | BIBAK | Full-Text | 59-68 | |
| Károly Hercegfi; Márton Pászti; Sarolta Tóvölgyi; Lajos Izsó | |||
| This paper outlines the INTERFACE methodology developed by researchers of
our department. It is based on the simultaneous assessment of Heart Period
Variability (HPV),
Skin Conductance (SC), and other data. The objective and significance of this paper are (1) showing its capability of identifying quality attributes of software elements with a time-resolution of only a few seconds and (2) presenting its practical applicability in the evaluation phase of a real software development process. The Department of Ergonomics and Psychology at the Budapest University of Technology and Economics carried out a contract-based applied research project for the Generali-Providencia Insurance Co. Ltd. The Company was in the process of further developing the software used in its customer centers, and our Department contracted to assess the user interface. Both analytical and empirical usability evaluation methods were applied. In this paper, we highlight the new experiences of the INTERFACE testing methodology. Keywords: Usability testing and evaluation; empirical methods; case study; Heart
Period Variability (HPV); Skin Conductance (SC) | |||
| Study of Human Anxiety on the Internet | | BIBAK | Full-Text | 69-76 | |
| Santosh Kumar Kalwar; Kari Heikkinen | |||
| In this paper a conceptualization of human anxiety on the Internet is
introduced; it is built on the understanding of human behavior with regard to
technology. The objective of this paper is to conceptualize the human anxiety.
An integral part of understanding is an inter-disciplinary (psychology science,
cognitive science, behavioral science and communication technology) literature
review, of which and overall summary is presented. The understanding is
conceptualized by designing, implementing and evaluating through a developed
user study model. In this paper the preliminary result of utilizing the
developed user study found seven particular anxiety areas which need further
studies. Keywords: Human; study; anxiety; internet | |||
| The Research on Adaptive Process for Emotion Recognition by Using Time-Dependent Parameters of Autonomic Nervous Response | | BIBAK | Full-Text | 77-84 | |
| Jonghwa Kim; Min Cheol Whang; Jincheol Woo | |||
| This study is to propose new method, called by TDP (time dependent
parameter) analysis, of physiological signal processing for emotion
recognition. TDP consisted of delay, activation, half recovery and full
recovery. TDP was determined from running average and normalization of
physiological signals for finding tonic and phasic response according to
emotion at entire time range from stimulating emotion to recovery. As the
results of this study, TDP analysis and adaptive TDP analysis enhanced accuracy
of emotion recognition in the comparison with tonic analysis. Specifically, TDP
analysis enhanced the accuracy while adaptive TDP analysis reduced the
individual difference of the accuracy. Keywords: Physiological signal; GSR; ECG; PPG; Skin temperature; emotion recognition;
accuracy | |||
| Students' Visual Perceptions of Virtual Lectures as Measured by Eye Tracking | | BIBAK | Full-Text | 85-94 | |
| Yu-Jin Kim; Jin Ah Bae; Byeong Ho Jeon | |||
| In this paper, we used eye tracking methodologies to investigate students'
visual perceptions of lectures using 3D real-time virtual studio technology.
For measuring learning performance, we also gave the students multiple-choice
paper quizzes at the end of the lectures. Three virtual lectures were created
with different types of lecture materials (text-centered, image-centered, and
lecturer-centered) and 3D virtual sets (classroom, cyberspace, and
lecture-theme space). Through analyzing students' eye movements in viewing
still and moving scenes of the virtual lectures, we found that layouts and
movements of design elements on lecture screens significantly influenced
students' scanpaths and areas of interest (AOIs). Lecture material types
affected learning performance while 3D virtual sets had no effect due to
students' inattention to the virtual background areas. We discuss effective
ways to develop virtual lectures and design lecture screens for better
presentation of lecture content and higher learning performance. Keywords: Virtual lectures; virtual studios; eye tracking; visual perception; learning
performance; user-centered screen design | |||
| Toward Constructing an Electroencephalogram Measurement Method for Usability Evaluation | | BIBA | Full-Text | 95-104 | |
| Masaki Kimura; Hidetake Uwano; Masao Ohira; Ken-ichi Matsumoto | |||
| This paper describes our pilot study toward constructing an electroencephalogram (EEG) measurement method for usability evaluation. The measurement method consists of two steps: (1) measuring EEGs of subjects for several tens of seconds after events or tasks that are targets to evaluate, and (2) analyzing how much components of the alpha and/or beta rhythm are contained in the measured EEGs. However, there only exists an empirical rule on measurement time length of EEGs for usability evaluation. In this paper, we conduct an experiment to reveal the optimal time length of EEGs for usability evaluation by analyzing changes of EEGs over time. From the results of the experiments, we have found that the time length suitable for usability evaluation was more than 0~56.32 seconds. | |||
| Automated Analysis of Eye-Tracking Data for the Evaluation of Driver Information Systems According to ISO/TS 15007-2: 2001 | | BIBAK | Full-Text | 105-110 | |
| Christian Lange; Martin Wohlfarter; Heiner Bubb | |||
| First of all, the most important content of the ISO/TS 15007-2:2001 standard
for performing eye tracking experiments will be described. The following text
includes a detailed description of how eye/gaze experiments using the Dikablis
eye tracking system are conducted according to the above mentioned standard and
how recorded statistical evaluations can be automated and visualized. Keywords: ISO/TS 15007-2:2001; Eye tracking; Driver Assistance Systems; Driver
Information Systems | |||
| Brain Response to Good and Bad Design | | BIBAK | Full-Text | 111-120 | |
| Haeinn Lee; Jungtae Lee; Ssanghee Seo | |||
| This paper is about the decision of whether good or bad design is the result
of the human brain process. Our research team has used the technique of
functional MRI and Electroencephalogram (EEG) to address the question of how
the brain answers while subjects viewed different designs. Classifying the good
or bad designs, subjects chose a mouse button to decide their perception of
good or bad design and we analyzed their patterns of EEG rhythms and fMRI. The
results of fMRI showed that the perceptions of different feelings of designs
are associated with the frontal lobe and the occipital lobe. After analyzing
the EEG by the Event-related brain potentials (ERP) method, we also found that
the amplitude of ERP components in perception of bad design is greater and
latency is shorter than that of good design. Therefore, the human brain
responds sooner and stronger in perception of bad feeling. Keywords: Human Behaviors; EEG; fMRI; ERP; Interaction and Interface Design; Usability
Test; Brainwork; Visual Brain | |||
| An Analysis of Eye Movements during Browsing Multiple Search Results Pages | | BIBAK | Full-Text | 121-130 | |
| Yuko Matsuda; Hidetake Uwano; Masao Ohira; Ken-ichi Matsumoto | |||
| In general, most search engines display a certain number of search results
on a search results page at one time, separating the entire search results into
multiple search results pages. Therefore, lower ranked results (e.g.,
11th-ranked result) may be displayed on the top area of the next (second) page
and might be more likely to be browsed by users, rather than results displayed
on the bottom of the previous (first) results page. To better understand users'
activities in web search, it is necessary to analyze the effect of display
positions of search results while browsing multiple search results pages. In
this paper, we present the results of our analysis of users' eye movements. We
have conducted an experiment to measure eye movements during web search and
analyzed how long users spend to view each search result. From the analysis
results, we have found that search results displayed on the top of the latter
page were viewed for a longer time than those displayed on the bottom of the
former page. Keywords: Eye tracking; Web search; User activity; Search results page | |||
| Development of Estimation System for Concentrate Situation Using Acceleration Sensor | | BIBAK | Full-Text | 131-140 | |
| Masashi Okubo; Aya Fujimura | |||
| Recently, to discipline to increase powers of concentration is popular. One
of the reason, it is difficult to concentrate something in these days because
of a flood of information. However we discipline our concentration by using the
how-to books and the portable games, we cannot evaluate the training effect on
the practical life. In this paper, we propose an evaluation system for user's
powers of concentration in which the method for the estimate user's sitting
situation is utilized. This system is constructed by two kinds of method, one
is the method which estimates the sitting situation and the other is the
evaluation method for user's powers of concentration situation. These methods
use user's motion that is obtained from the acceleration sensor that is fixed
on the chair. And we prepare the three kinds of Graphical User Interface (GUI)
which presents the concentration situation to the user. Keywords: Powers of concentration; GUI; Sensory evaluation and Self-management | |||
| Psychophysiology as a Tool for HCI Research: Promises and Pitfalls | | BIBA | Full-Text | 141-148 | |
| Byungho Park | |||
| Psychophysiology, an area of psychology that measures individual's physiological responses to refer to one's psychological state, can provide a set of useful measures HCI researchers can take advantage of. However, there are limitations to the method itself and room for misinterpretation. This paper introduces psychophysiology, and also shows how research methods psychophysiology offer can be used for HCI research, advantages and disadvantages of using research tools from psychophysiology. | |||
| Assessing NeuroSky's Usability to Detect Attention Levels in an Assessment Exercise | | BIBA | Full-Text | 149-158 | |
| Genaro Rebolledo-Mendez; Ian Dunwell; Erika Martínez-Mirón; María Dolores Vargas-Cerdán; Sara de Freitas; Fotis Liarokapis; Alma Rosa García-Gaona | |||
| This paper presents the results of a usability evaluation of the NeuroSky's MindSet (MS). Until recently most Brain Computer Interfaces (BCI) have been designed for clinical and research purposes partly due to their size and complexity. However, a new generation of consumer-oriented BCI has appeared for the video game industry. The MS, a headset with a single electrode, is based on electro-encephalogram readings (EEG) capturing faint electrical signals generated by neural activity. The electrical signal across the electrode is measured to determine levels of attention (based on Alpha waveforms) and then translated into binary data. This paper presents the results of an evaluation to assess the usability of the MS by defining a model of attention to fuse attention signals with user-generated data in a Second Life assessment exercise. The results of this evaluation suggest that the MS provides accurate readings regarding attention, since there is a positive correlation between measured and self-reported attention levels. The results also suggest there are some usability and technical problems with its operation. Future research is presented consisting of the definition a standardized reading methodology and an algorithm to level out the natural fluctuation of users' attention levels if they are to be used as inputs. | |||
| Effect of Body Movement on Music Expressivity in Jazz Performances | | BIBAK | Full-Text | 159-168 | |
| Mamiko Sakata; Sayaka Wakamiya; Naoki Odaka; Kozaburo Hachimura | |||
| In this study, we tried to examine empirically how body motion contributes
to music expressivity, both in terms of intensity and manners, during impromptu
jazz performances. Psychological rating experiments showed that music
expressivity in jazz performances are assessed in two aspects, namely power and
aesthetic quality. In the assessment of musical performances, the music itself
basically contributed to how observers evaluated its expressivity. However, it
was also shown that body motion had a greater influence on assessing the
quality of music in terms of "hard or soft" and "light or heavy."As a result of
the three-dimensional motion analysis using motion capture, we learned that the
characteristics of the player's body motions changed with the playing style and
the playing dynamics. The player, therefore, is making music not only by
producing the "sound," but by also showing "body motions" for creating that
sound. Keywords: Jazz Performances; Music Expressivity; Body Movement; Motion Capture | |||
| A Method to Monitor Operator Overloading | | BIBAK | Full-Text | 169-175 | |
| Dvijesh Shastri; Ioannis Pavlidis; Avinash Wesley | |||
| This paper describes research that aims to quantify stress levels of
operators who perform multiple tasks. The proposed method is based on the
thermal signature of the face. It measures physiological function from a
stand-off distance and therefore, it can unobtrusively monitor a machine
operator. The method was tested on 11 participants. The results show that
multi-tasking elevates metabolism in the supraorbital area, which is an
indirect indication of increased mental load. This local metabolic change
alters heat dissipation and thus, it can be measured through thermal imaging.
The methodology could serve as a benchmarking tool in scenarios where an
operator's divided attention may cause harmful outcomes. A classic example is
the case of a vehicle driver who talks on the cell phone. This stress
measurement method when combined with user performance metrics can delineate
optimal operational envelopes. Keywords: Human-Machine Interaction; divided attention; stress; thermal imaging | |||
| Decoding Attentional Orientation from EEG Spectra | | BIBAK | Full-Text | 176-183 | |
| Ramesh Srinivasan; Samuel Thorpe; Siyi Deng; Tom Lappas; Michael D'Zmura | |||
| We have carried out preliminary experiments to determine if EEG spectra can
be used to decode the attentional orientation of an observer in
three-dimensional space. Our task cued the subject to direct attention to
speech in one location and ignore simultaneous speech originating from another
location. We found that during the period where the subject directs attention
to one location in anticipation of the speech signal, EEG spectral features can
be used to predict the orientation of attention. We propose to refine this
method by training subjects using feedback to improve classification
performance. Keywords: EEG; attention; orienting; classification | |||
| On the Possibility about Performance Estimation Just before Beginning a Voluntary Motion Using Movement Related Cortical Potential | | BIBAK | Full-Text | 184-191 | |
| Satoshi Suzuki; Takemi Matsui; Yusuke Sakaguchi; Kazuhiro Ando; Nobuyuki Nishiuchi; Toshimasa Yamazaki; Shin'ichi Fukuzumi | |||
| The present study aimed to investigate this tripartite relationship,
regarding MRCP as a physiological index, ballistic movement as an index of
operation and accuracy of the task performance. Experiments were conducted
'reaching' task; the subject touches the target appears 300 pixels away from
the start point in a vertical direction on the touch sensitive screen with the
forefinger. During experiments, EEG, EMG as trigger, image by high-speed camera
and the efficiency of task were acquired. As a result, significant differences
between the high and poor performance groups were clear on the NS in MRCP
acquired from Fz(p < 0.05), Cz (p < 0.05) and Pz (p < 0.05).
Furthermore, the difference was confirmed on the duration of ballistic
movement. Based on our findings, we attempted to extract MRCP rapidly and
automatically without using signal averaging and discuss whether it is possible
to estimate accuracy just before the motion is executed. Keywords: Accuracy; ballistic movement; movement-related cortical potential (MRCP);
reaching; voluntary motion | |||
| A Usability Evaluation Method Applying AHP and Treemap Techniques | | BIBAK | Full-Text | 195-203 | |
| Toshiyuki Asahi; Teruya Ikegami; Shin'ichi Fukuzumi | |||
| This report proposes a visualization technique for checklist-based usability
quantification methods. By applying the Treemap method, the hierarchical
structure of checklists, weights of check items and evaluation results for
target systems can be viewed at a glance. Effective support for usability
analysis and its presentation tasks of usability evaluation results are
expected. A prototype tool was implemented on a PC and experimental studies
assuming actual usability evaluation tasks were conducted. The results indicate
that the proposed method improves performance time of some typical tasks.
Usability engineers gave higher subjective scores on the usefulness of the
proposed method than that of printed table presentation. Keywords: Usability quantification; checklist; Treemap; visualization; analytic
hierarchy process; design tools | |||
| Evaluation of User-Interfaces for Mobile Application Development Environments | | BIBA | Full-Text | 204-213 | |
| Florence T. Balagtas-Fernandez; Heinrich Hussmann | |||
| This paper discusses about the different user-interfaces of mobile development and modeling environments in order to extract important details in which the user-interfaces for such environments are designed. The goal of studying such environments is to come up with a simple interface which would help people with little or no experience in programming, develop their own mobile applications through modeling. The aim of this research is to find ways in order to present the user interface in a clear manner such that the balance between ease-of-use and ease of learning is achieved. | |||
| User-Centered Design and Evaluation -- The Big Picture | | BIBAK | Full-Text | 214-223 | |
| Victoria Bellotti; Shin'ichi Fukuzumi; Toshiyuki Asahi; Shunsuke Suzuki | |||
| This paper provides a high-level overview of the field of usability
evaluation as context for a panel "Systematization, Modeling and Quantitative
Evaluation of Human Interface" in which several authors report on a
collaborative effort to apply CogTool, an automated usability evaluation
method, to mobile phone interfaces and to assess whether usability predictions
made by CogTool correlate with user subjective impressions of usability. If the
endeavor, which is still underway at the time of writing, is successful, then
CogTool may be applied economically within the product development lifecycle to
reduce the risk of usability problems. Keywords: Usability evaluation; methods; metrics; systematization | |||
| Web-Based System Development for Usability Evaluation of Ubiquitous Computing Device | | BIBAK | Full-Text | 224-231 | |
| Jong Kyu Choi; Han Joon Kim; Beom Suk Jin; Yong Gu Ji | |||
| Recently, with the development of electronic technology, information
technology (IT) devices that satisfy user requirements, such as PMP (Portable
Multimedia Player), PDA (Personal Data Assistant), UMPC (Ultra Mobile Personal
Computer) and mobile phones have been developed. These devices are making
wireless communication and network communication more accessible, and by the
ubiquitous paradigm, provide accessibility of information everywhere. The
appearance of these devices and the development of the technology are
integrating and converging in the IT devices. Therefore, there are significant
changes in the purpose and environment of IT device applications. This is due
to the modification of the environment in which the device is used (not only in
a passive state but also in a motional state), which has a greater influence on
usability. Therefore, a new methodology is required to evaluate the usability
of the devices. In previous studies, by gathering and integrating the usability
factors and ubiquitous characteristics, the Ubiquitous Evaluation Factor was
obtained. For each factor of ubiquitous devices, deconstruction was
accomplished for each usability evaluation. Through this process, components of
ubiquitous devices could be extracted. Evaluation scores of ubiquitous device
components and the score of the evaluation of each usability factor could be
obtained from the usability evaluation. This evaluation framework was developed
as a Web-based system to let the users perform the usability evaluation without
having trouble with the location. This system was developed in Windows Server
2003 Enterprise Edition platform. Web Server IIS (Internet Information Server)
6.0 was used, and MS-SQL 2000 was used for the database server. For development
of language, ASP (Active Server Page) was used, which is run in IIS. This study
is meaningful in that through a Web-based system, various people could easily
access the device, and in that evaluation of a portion of the device as well as
the entire device is possible. Keywords: Ubiquitous computing device; usability; web-based system; system development | |||
| Evaluating Mobile Usability: The Role of Fidelity in Full-Scale Laboratory Simulations with Mobile ICT for Hospitals | | BIBAK | Full-Text | 232-241 | |
| Yngve Dahl; Ole Andreas Alsos; Dag Svanæs | |||
| We have applied full-scale simulations to evaluate the usability of mobile
ICT for hospitals in a realistic but controllable research setting. Designing
cost-effective and targeted simulations for such a purpose raises the issue of
simulation fidelity. Evaluators need to identify which aspects of the research
setting that should appear realistic to simulation participants, and which
aspect that can be removed or represented more abstractly. Drawing on research
on training simulations, this paper discusses three interrelated fidelity
components -- equipment/prototype fidelity, environmental fidelity, and
psychological fidelity. These components need to be adjusted according to which
design aspects evaluators want to gather feedback on. We present examples of
how we have configured the components in various simulation-based usability
assessments of mobile ICT for hospitals. The paper concludes by providing a set
of guiding principles concerning the role of fidelity in simulation-based
usability evaluations. Keywords: Clinical information systems; fidelity; evaluation; human factors; mobility;
simulation; training simulation; usability; user-centered design | |||
| A Multidimensional Approach for the Evaluation of Mobile Application User Interfaces | | BIBAK | Full-Text | 242-251 | |
| José Eustáquio Rangel de Queiroz; Danilo de Sousa Ferreira | |||
| This paper focuses on a hybrid approach for the evaluation of mobile
application UI, based upon a set of well known techniques for usability
evaluation. Two perspectives of the problem are focused: (i) the user's
perspective, which is expressed by user's perception of the application; and
(ii) the specialist's perspective, which is expressed by his/her considerations
from the point of view of the user-application interaction, and from the point
of view of the HCI community as well. Further comparisons between a lab and
field evaluation approaches are given for a case study involving an Internet
tablet. Conclusions are given concerning on how to apply the experience
acquired by evaluating conventional UI in the mobile technology domain. Keywords: Usability evaluation; mobile devices; multidimensional approach | |||
| Development of Quantitative Usability Evaluation Method | | BIBAK | Full-Text | 252-258 | |
| Shin'ichi Fukuzumi; Teruya Ikegami; Hidehiko Okada | |||
| A variety of evaluation methods are practiced in order to make more
appealing and improve the usability of computer systems. The authors have
developed a quantitative usability evaluation method that uses a checklist that
outlines an evaluation procedure and clarifies judging standards. This paper
describes this quantitative usability evaluation method that is not influenced
by an evaluator's subjective impression. Moreover, such clear and precise
definitions makes checklist-based evaluations more repeatable (thus more
reliable) and less affected by differences among evaluators. The effectiveness
of our checklist has been evaluated by the experiments with novice and
experienced evaluators. This article reports the method and results of the
experiments. Keywords: Usability; evaluation; checklist | |||
| Reference Model for Quality Assurance of Speech Applications | | BIBAK | Full-Text | 259-266 | |
| Cornelia Hipp; Matthias Peissner | |||
| The acceptance of speech applications is still very low in Germany. The
German market of speech industry identified this problem and makes an effort to
improve the quality of speech applications, which should lead to higher user
acceptance. To ensure higher quality standards, a reference model has been
developed with special regard to the needs of interactive voice response
systems (IVR). This model includes instructions to improve the process quality
of the development process as well as methods, measurements and quality
criteria to evaluate the product quality. Furthermore, the presented reference
model differentiates between eight application types of IVR and describes which
methods, measurements and quality criteria are especially important for each
application type. Keywords: Quality; speech; interactive voice response; automatic speech recognition;
measurement; method; voice; speech interaction; reference model; application
type | |||
| Toward Cognitive Modeling for Predicting Usability | | BIBAK | Full-Text | 267-276 | |
| Bonnie E. John; Shunsuke Suzuki | |||
| Historically, predictive human performance modeling has been successful at
predicting the task execution time of skilled users on a desktop computer. More
recent work has predicted novice behavior in web searches. This paper reports
on a collaborative effort between industry and academia to expand the scope of
predictive modeling to the mobile phone domain, both skilled and novice
behavior, and how human performance relates to the perception of usability.
Since, at this writing, only preliminary results to validate models of mobile
phone use are in, we describe the process we will use to progress towards our
modeling goals. Keywords: Cognitive modeling; GOMS; KLM; CogTool; Information Foraging | |||
| Webjig: An Automated User Data Collection System for Website Usability Evaluation | | BIBAK | Full-Text | 277-286 | |
| Mikio Kiura; Masao Ohira; Ken-ichi Matsumoto | |||
| In order to improve website usability, it is important for developers to
understand how users access websites. In this paper, we present Webjig, which
is a support system for website usability evaluation in order to resolve the
problems associated with the existing systems. Webjig can collect users'
interaction data from static and dynamic websites. Moreover, by using Webjig,
developers can precisely identify users' activities on websites. By performing
an experiment to evaluate the usefulness of Webjig, we have confirmed that
developers could effectively improve website usability. Keywords: Web usability; usability evaluation; analysis of user interactions; dynamic
websites | |||
| ADiEU: Toward Domain-Based Evaluation of Spoken Dialog Systems | | BIBAK | Full-Text | 287-294 | |
| Jan Kleindienst; Jan Curín; Martin Labský | |||
| We propose a new approach toward evaluation of spoken dialog systems. The
novelty of our method is based on utilization of domain-specific knowledge
combined with the deterministic measurement of dialog system performance on a
set of individual tasks within the domain. The proposed methodology thus
attempts to answer questions such as: "How well is my dialog system performing
on a specific domain?", "How much has my dialog system improved since the
previous version?", "How much is my dialog system better/worse than other
dialog systems performing on that domain?" Keywords: Dialog; evaluation; scoring; multimodal; speech recognition | |||
| Interpretation of User Evaluation for Emotional Speech Synthesis System | | BIBAK | Full-Text | 295-303 | |
| Ho-Joon Lee; Jong C. Park | |||
| Whether it is for human-robot interaction or for human-computer interaction,
there is a growing need for an emotional speech synthesis system that can
provide the required information in a more natural and effective manner. In
order to identify and understand the characteristics of basic emotions and
their effects, we propose a series of user evaluation experiments on an
emotional prosody modification system that can express either perceivable or
slightly exaggerated emotions classified into anger, joy, and sadness as an
independent module for a general purpose speech synthesis system. In this
paper, we propose two experiments to evaluate the emotional prosody
modification module according to different types of the initial input speech.
And we also provide a supplementary experiment to understand the apparently
prosody-independent emotion, or joy, by replacing the resynthesized joy speech
information with original human voice recorded in the emotional state of joy. Keywords: Emotional Speech Synthesis; User Evaluation; Emotional Prosody Modification;
Affective Interaction | |||
| Multi-level Validation of the ISOmetrics Questionnaire Based on Qualitative and Quantitative Data Obtained from a Conventional Usability Test | | BIBAK | Full-Text | 304-313 | |
| Jan-Paul Leuteritz; Harald Widlroither; Michael Klüh | |||
| Qualitative and quantitative data, collected during a usability evaluation
of two innovative prototypes of a small display touch screen device, have been
used to perform a multi-level assessment of the questionnaires used within the
trial. The use of different validation methods is depicted and discussed
concerning their advantages and disadvantages. The conclusions from the
validation study are depicted, revealing that the usage of the ISOmetrics for
testing uncommon prototypes may result in insufficient validity of the
instrument. Keywords: Validity; questionnaire; ISOmetrics; AttrakDiff; small display devices;
shower control | |||
| What Do Users Really Do? Experience Sampling in the 21st Century | | BIBAK | Full-Text | 314-319 | |
| Gavin S. Lew | |||
| As practitioners we spend a great deal of effort designing and testing
products within the confines of usability testing labs when we know that a rich
user experience lies outside. What is needed is more research in "the wild"
where people use the very interfaces we take so much time to design, test,
iterate, and develop. Through innovative advancements in mobile technology, we
can expand upon the tried and true "experience sampling" research techniques,
such as diary or pager studies, to effectively solicit, monitor and receive
data on users' interactions at given points in time. This paper describes
various research methodologies and recent advancements in mobile technology
that can provide practitioners with improved research techniques to better
assess the user experience of a product. The conference presentation will also
include results from a pilot experience sampling method study focused on
collecting data on usage and satisfaction of a product. Keywords: Experience sampling; in-situ research; mobile device research; pager study;
diary study; mobile research; SMS studies | |||
| Evaluating Usability-Supporting Architecture Patterns: Reactions from Usability Professionals | | BIBAK | Full-Text | 320-328 | |
| Edgardo Luzcando; Davide Bolchini; Anthony Faiola | |||
| Usability professionals and software engineers approach software design
differently, which creates a communication gap that hinders effective usability
design discussions. An online survey was conducted to evaluate how usability
professionals react to Usability-Supporting Architecture Patterns (USAPs) as a
potential way to bridge this gap. Members of the Usability Professionals
Association (UPA) participated in a pretest-posttest control group design
experiment where they answered questions about USAPs and software design.
Results suggest that participants perceived USAPs as useful to account for
usability in software architectures, recognizing the importance of the USAPs
stated usability benefits. Additionally, results showed a difference in
perception of the USAPs stated usability benefits between US and European
participants. A better understanding of what the usability community thinks
about USAPs can lead to their improvement as well as increased adoption by
software engineers, which can lead to better integration of usability and HCI
principles into software design. Keywords: Architecture Patterns; HCI; Usability; Usability Professionals; Software
Design; USAP | |||
| Heuristic Evaluations of Bioinformatics Tools: A Development Case | | BIBAK | Full-Text | 329-338 | |
| Barbara Mirel; Zach Wright | |||
| Heuristic evaluations are an efficient low cost method for identifying
usability problems in a biomedical research tool. Combining the results of
these evaluations with findings from user models based on biomedical
scientists' research methods guided and prioritized the design and development
process of these tools and resulted in improved usability. Incorporating
heuristic evaluations and user models into the larger organizational practice
led to increased awareness of usability across disciplines. Keywords: Usability; heuristic evaluation; biomedical research; organizational
learning; user models | |||
| A Prototype to Validate ErgoCoIn: A Web Site Ergonomic Inspection Technique | | BIBAK | Full-Text | 339-348 | |
| Marcelo Morandini; Walter de Abreu Cybis; Dominique L. Scapin | |||
| This paper presents current actions, results and perspectives concerning the
development of the ErgoCoIn approach, which allows non expert inspectors to
conduct ergonomic inspections of e-commerce web sites. An environment
supporting inspections based on this approach was designed and a tool is being
developed in order to accomplish its validation plan. Besides this validation,
the actions to be undertaken will allow us to analyze the task of applying
checklists and specify an inspection support environment especially fitted for
that. This is of great importance as this environment is intended to be an open
web service supporting ergonomic inspections of web sites from different
domains. A wiki environment for this tool development is also being proposed. Keywords: Usability; Evaluation; Web Sites; Inspection; Web 2.0 | |||
| Mobile Phone Usability Questionnaire (MPUQ) and Automated Usability Evaluation | | BIBAK | Full-Text | 349-351 | |
| Young Sam Ryu | |||
| The mobile phone has become one of the most popular products amongst today's
consumers. The Mobile Phone Usability Questionnaire (MPUQ) was developed to
provide an effective subjective usability measurement tool, tailored
specifically to the mobile phone. Progress is being made in the HCI research
community towards automating some aspects of the usability evaluation process.
Given that this effort is gaining traction, a tool for measurement of
subjective usability, such as MPUQ, may serve as a complement to automated
evaluation methods by providing user-centered values and emotional aspects of
the product. Furthermore, experimental comparison of MPUQ assessments and
automated usability analysis may enable researchers to determine whether
automated usability tools generate metrics that correlate with user impressions
of usability. Keywords: Usability; mobile user interface; subjective measurement; questionnaire;
automating usability | |||
| Estimating Productivity: Composite Operators for Keystroke Level Modeling | | BIBA | Full-Text | 352-361 | |
| Jeff Sauro | |||
| Task time is a measure of productivity in an interface. Keystroke Level Modeling (KLM) can predict experienced user task time to within 10 to 30% of actual times. One of the biggest constraints to implementing KLM is the tedious aspect of estimating the low-level motor and cognitive actions of the users. The method proposed here combines common actions in applications into high-level operators (composite operators) that represent the average error-free time (e.g. to click on a button, select from a drop-down, type into a text-box). The combined operators dramatically reduce the amount of time and error in building an estimate of productivity. An empirical test of 26 users across two enterprise web-applications found this method to estimate the mean observed time to within 10%. The composite operators lend themselves to use by designers and product developers early in development without the need for different prototyping environments or tedious calculations. | |||
| Paper to Electronic Questionnaires: Effects on Structured Questionnaire Forms | | BIBAK | Full-Text | 362-371 | |
| Anna Trujillo | |||
| With the use of computers, paper questionnaires are being replaced by
electronic questionnaires. The formats of traditional paper questionnaires have
been found to affect a subject's rating. Consequently, the transition from
paper to electronic format can subtly change results. The research presented
begins to determine how electronic questionnaire formats change subjective
ratings. For formats where subjects used a flow chart to arrive at their
rating, starting at the worst and middle ratings of the flow charts were the
most accurate but subjects took slightly more time to arrive at their answers.
Except for the electronic paper format, starting at the worst rating was the
most preferred. The paper and electronic paper versions had the worst accuracy.
Therefore, for flowchart type of questionnaires, flowcharts should start at the
worst rating and work their way up to better ratings. Keywords: Electronic questionnaires; Cooper-Harper controllability rating;
questionnaire formats | |||
| Website Designer as an Evaluator: A Formative Evaluation Method for Website Interface Development | | BIBAK | Full-Text | 372-381 | |
| Chao-Yang Yang | |||
| Commerce plays a fundamental part in a lot of websites so that their goals
may be different from conventional computer system design e.g. to increase the
user base or encourage repeat visits. With limited budgets, website designers
are unlikely to involve their users during the design process and not all
website designers have access to an evaluator, appropriate testing facilities
or evaluation knowledge to support their design. The research develops a low
cost, tailorable, formative evaluation method for web designers. The method
addressed both HCI and commercial website goals such as the encouragement of
repeat visits. This research first investigate the contemporary evaluation
method, the users' and designers' needs from websites and website evaluation
methods. Finally, the method was developed as a set of guidelines and verified
in the evaluation of a website. The potential usefulness, practicality and
necessity of the method was then confirmed by website. Keywords: Website usability; Engagement; Formative Evaluation | |||
| Building on the Usability Study: Two Explorations on How to Better Understand an Interface | | BIBA | Full-Text | 385-394 | |
| Anshu Agarwal; Madhu Prabaker | |||
| In this paper, we describe two separate studies that improved our ability to understand our users' experience of our products at salesforce.com. The first study explored a methodology of combining expert and novice performance data to yield a measure of intuitiveness. The second study created a methodology that combines both verbal and nonverbal emotion scales to better understand the emotional effect our products have on our users. We present both these methods as expansions on the standard usability study and examples of ways to better understand your users within an industry environment. | |||
| Measuring User Performance for Different Interfaces Using a Word Processor Prototype | | BIBAK | Full-Text | 395-404 | |
| Tanya René Beelders; Pieter J. Blignaut; Theo McDonald; Engela Dednam | |||
| Usability tests were conducted in order to establish the effect on user
performance of different icon sets in a word processor. Both a set of
alternative pictorial icons and text buttons were developed for a subset of
word processor functions for comparison with the standard icons. In order to
accommodate users in their home language the interface was available in
English, Afrikaans and Sotho to determine whether usability of a product is
increased when the users are allowed to interact with the product in their
mother tongue rather than having to use the commonly available English
interface. The scores obtained for completed tests as well as the time taken to
complete tasks successfully were evaluated. Results indicate that neither icons
nor language play a significant part in the usability of a product. In fact,
the only significant contributor to user performance was the word processor
expertise of the user. Keywords: Usability; word processor; icons; text buttons; localization | |||
| Evaluating User Effectiveness in Exploratory Search with TouchGraph Google Interface | | BIBA | Full-Text | 405-412 | |
| Kemal Efe; Sabriye Ozerturk | |||
| TouchGraph Google Browser displays connectivity of similar pages around search results returned by Google. A major research question is: to what extent does this graph help improve user effectiveness during exploratory search? This paper reports on our user study with TouchGraph visualization. This study has interesting implications for designing user interfaces of search applications. | |||
| What Do Users Want to See? A Content Preparation Study for Consumer Electronics | | BIBAK | Full-Text | 413-420 | |
| Yinni Guo; Robert W. Proctor; Gavriel Salvendy | |||
| To investigate what users want to see from consumer electronic devices, a
content preparation study was conducted. A questionnaire was constructed based
on the results from web site content research and traditional usability studies
on consumer electronics, and was completed by 401 Chinese participants. The
statistical results reveal that there are nine major factors of cell phone
content. Also users of different age and gender have different requirements for
cell phone content, especially concerning accessory and multimedia functions.
This study suggests guidelines for cell phone designers targeted at the Chinese
market, as well as a base for content study of other consumer electronics. Keywords: Content preparation; factor structure; consumer electronics | |||
| "I Love My iPhone ... But There Are Certain Things That 'Niggle' Me" | | BIBA | Full-Text | 421-430 | |
| Anna Haywood; Gemma Boguslawski | |||
| Touchscreen technology is gaining sophistication, and the freedom offered by finger-based interaction has heralded a new phase in mobile phone evolution. The list of touchscreen mobiles is ever increasing as the appeal of 'touch' moves beyond the realms of the early adopter or fanboy, into the imagination of the general consumer. However, despite this increasing popularity, touchscreen cannot be considered a panacea. It is important to look beyond the promise of a more direct and intuitive interface, towards the day-to-day reality. Based on our independent research, this paper explores aspects of the touchscreen user experience, offering iPhone insights as examples, before presenting key best practice guidelines to help design and evaluate finger-activated touchscreen solutions for small screen devices. | |||
| Acceptance of Future Technologies Using Personal Data: A Focus Group with Young Internet Users | | BIBAK | Full-Text | 431-437 | |
| Fabian Hermann; Doris Janssen; Daniel Schipke; Andreas Schuller | |||
| Future technologies in smart and social environments are expected to use
personal data extensively. As young users of today's social web platforms
already take risks of privacy loss, the question of acceptance of technology
using personal data and influencing factors appears of to be of strong
relevance. We present results from a focus group with ten young internet users
which indicate different attitudes on privacy and different aspects of social
influence on use decisions. Implications for technology acceptance theories are
discussed. Keywords: Technology acceptance; smart environments; social web; privacy | |||
| Analysis of Breakdowns in Menu-Based Interaction Based on Information Scent Model | | BIBAK | Full-Text | 438-445 | |
| Yukio Horiguchi; Hiroaki Nakanishi; Tetsuo Sawaragi; Yuji Kuroda | |||
| High communicability of the menu-based system is on the basis of consistent
vision and clear policy in designing the system of menus, and then they should
be perceivable to the users. In this light, failures in menu-based interactions
can be explained that they might emerge from lack of information in the users'
available cues to identify the design vision. This study focuses on
communicative breakdowns in menu-based human-computer interactions from this
perspective, and investigates their causes in ill-organized structures of menu
hierarchy in terms of the user's interpretation of the menu items. Pirolli's
information scent model is extended and utilized as an analytical tool for
describing the meaning system of menus from the users' point of view, and their
decision making in search of particular menu items is analyzed by use of
information scent. Keywords: Menu-based interaction; information scent model; communicative breakdowns;
human-computer interaction | |||
| E-Shopping Behavior and User-Web Interaction for Developing a Useful Green Website | | BIBAK | Full-Text | 446-454 | |
| Fei-Hui Huang; Ying-Lien Lee; Sheue-Ling Hwang | |||
| In recent years there has been an increasing respect for green issues. It
has been addressed in various products/services as well. There is still no
website to support green customers' decision process on electronic commerce
(EC). The aim of this study is to understand user EC needs and expectations in
order to elicit the design requirements of a useful interface. A questionnaire
and an experiment were conducted to get users' green knowledge and to detect
user external behaviors interacting with computer when e-shopping. The study is
centered on electric green products, including computers, communication
devices, and consumer electronics. The results are used to produce the
online-shopping process flowchart and several suggestions for improving
e-shopping. The suggestions including information search, information display,
and web site features have been addressed. From this, further research will
focus on the design of web sites supplying consumers with green product
information. Keywords: User-centered design; User-Web Interaction; Green product; E-commerce | |||
| Interaction Comparison among Media Internet Genre | | BIBAK | Full-Text | 455-464 | |
| Sang Hee Kweon; Eun Joung Cho; Ae Jin Cho | |||
| This research explores interactivity dimension in the portal media (such as
Yahoo, Naver, Daum, Paran, and Nate). The research is designed to measure
user's perception of interactivity in the portal site at the three levels
including 1) media 2) contents, 3) perception of HCI and CMC. This research
also seeks the associated variables relationship among those variables through
SEM (structural equation model). The 587 data was collected and was analyzed to
test the hypotheses. The results shows that the dimension of the media side's
interactivity affected to the content's side's interactivity. The content
side's interactivity affected the user's perception of portal media level
either HCI and CMC media. Keywords: HCI; CMC; Interactivity; Communication; Community; Hypertext; Interface | |||
| Comparing the Usability of the Icons and Functions between IE6.0 and IE7.0 | | BIBAK | Full-Text | 465-473 | |
| Chiuhsiang Joe Lin; Min-Chih Hsieh; Hui-Chi Yu; Ping-Jung Tsai; Wei-Jung Shiang | |||
| Microsoft has presented the newest net browsing interface, Internet Explorer
7 (IE7) in 2007. The purpose of this study was to compare the design of icons
and functions between IE 7.0 and IE 6.0 for the effect of operating
performance. Thus, we designed two experiments and a program which was
constructed in Builder C++ 6.0. Participants were given missions, and then we
recorded the mission completed time as operating performance. The results
showed that the difference of icon design and functions between IE 7.0 and IE
6.0 do affect the operating performance. Keywords: Interface Design; Usability; Browser | |||
| Goods-Finding and Orientation in the Elderly on 3D Virtual Store Interface: The Impact of Classification and Landmarks | | BIBAK | Full-Text | 474-483 | |
| Cheng-Li Liu; Shiaw-Tsyr Uang; Chen-Hao Chang | |||
| The internet 3D virtual store has received wide attention from researchers
and practitioners due to the fact that it is one of the most killing
applications customers can feel in a real shopping environment and possibly
increase satisfaction. Though numerous studies have been performed on various
issues of the internet store, some research issues relating to the spatial
cognition of the elderly when immersed in a 3D virtual store still await
further empirical investigation. The objective of this study was to examine how
elderly users acquire spatial cognition in an on-screen virtual store.
Specifically, the impact of presence and absence of goods-classification on the
acquisition of route and survey knowledge was examined. Since landmarks are
associated with both route and survey knowledge, we expected to observe the
impact of different types of landmarks with both presence and absence of
goods-classification. The experimental results indicated that the presence of
goods-classification was more important in constructing route knowledge than in
absence, and the time of duration of goods-finding would be shorter. However,
we also found that the measuring scores of survey knowledge in presence of
goods-classification were not significantly larger than in absence. In
addition, the measuring scores of route knowledge were the largest and the time
of duration of goods-finding was shorter while the presence of
goods-classification combined with landmark in the type of alphanumeric + 2D
picture + 3D object. Simultaneously, it could be found in absence of
goods-classification. Therefore, while the goods-classification is absent, the
landmarks could be seemed as redundant codes for goods-finding in 3D virtual
store. Keywords: 3D virtual store; Goods-finding; Goods-classification; Landmarks; Route
knowledge; Survey knowledge | |||
| Effects of Gender Difference on Emergency Operation Interface Design in Semiconductor Industry | | BIBAK | Full-Text | 484-489 | |
| Hunszu Liu | |||
| This research investigates the effects of gender difference on emergency
operation interface design through studying monitoring operations performed at
emergency response center. An experiment is designed to test the performance
differences between fifteen male and fifteen female college engineering
students. The signal detection time, incident processing time, number of
errors, and duration of experiment are dependant variables to measure the
participants' performance. Statistical analysis indicates that no significant
differences can be found between males' and females' performances except the
number of errors. Female participants make more errors than male participants.
A training program is suggested to help female workers familiar with the
emergency operations. The research results provide evidences for adjusting
current disaster prevention personnel recruitment policy and suggestions for
further improvements of emergency operation interface design in semiconductor
industry. Keywords: User interface design; emergency management; human performance; gender
differences | |||
| Evaluating a Personal Communication Tool: Sidebar | | BIBAK | Full-Text | 490-499 | |
| Malena R. Mesarina; Jhilmil Jain; Craig Sayers; Tyler Close; John Recker | |||
| By more closely integrating email with the web we aim to bring organization
to email and more collaboration to the web. To this end we developed the
Sidebar, a web-browser plug which displays email messages which link to the
currently displayed URL. We conducted longitudinal studies on two versions of
Sidebar to observe the usage of Sidebar and determine if it improves
communications productivity. We found that providing an email summary in
Sidebar resulted in raised awareness of the email collaborations, increased
serendipitous discovery of information, and resulted in higher reported
communication productivity. This paper summarizes Sidebar's operation,
describes the user studies, and presents conclusions. Keywords: Personal communication; browser plug-in; longitudinal user study;
interviews; diary study; surveys; usability evaluation; conversation
visualization; information visualization; email visualization; conversational
thumbnail; email; related links; related web-pages | |||
| "You've Got IMs!" How People Manage Concurrent Instant Messages | | BIBAK | Full-Text | 500-509 | |
| Shailendra Rao; Judy Chen; Robin Jeffries; Richard Boardman | |||
| Instant Messaging (IM) clients allow users to conduct multiple simultaneous
conversations, which we term "concurrent IMs." In this study we investigate how
adults manage concurrent IMs both in the workplace and within the context of a
goal-directed, time-bounded recreational task. We discuss differences in
behavior between engaging in a single IM conversation and engaging in
concurrent IMs. We document the errors that arise as a consequence of
concurrent IMs and identify four main strategies users employ to manage them:
controlling the pace of conversations, limiting the number of simultaneous
conversations, window management, and using tabbed IM windows. Finally, we
explore the pros and cons of these strategies and examine design tradeoffs to
enable effective space and attention management while minimizing disruption to
the user. Keywords: Instant messaging; concurrent IMs; multitasking; informal communication;
notifications; tabs | |||
| Investigating Children Preferences of a User Interface Design | | BIBAK | Full-Text | 510-513 | |
| Jamaliah Taslim; Wan Adilah Wan Adnan; Noor Azyanti Abu Bakar | |||
| Though there have been many studies of user interface design preferences,
only a few have considered the children preferences. This paper presents an
investigation into the children preferences regarding user interface design.
The objective of studying this area is to investigate the differences of
children preferences on the elements of a user interface design. An experiment
was conducted regarding five elements of user interface design: font type, font
size, background color and interface type. Findings show that there is a
significant differences in the children preferences for interface type, font
type and background color. Further analysis was conducted and the results
indicate that there is a significant difference between gender groups for
background color, interface type and font color. This study provides empirical
evidence on the importance of considering the children in the interface design. Keywords: Children; User interface design; Preference; Color; Interface type | |||
| Usability Evaluation of Graphic Design for Ilmu's Interface | | BIBAK | Full-Text | 514-519 | |
| Tengku Siti Meriam Tengku Wook; Siti Salwah Salim | |||
| Graphic design is fundamental to Ilmu's interface (i.e. WebOPAC for
children) and is the focus of this study. A usability evaluation is carried out
for the new prototype of Ilmu's interface which gives the emphasis to the
components of graphic design. Questionnaire and observation methods are used to
accumulate the usability data. The usability of Ilmu's new interface is shown
to be significantly better through t-testing, and statistical testing using chi
square (Χ²). Keywords: Usability; graphic design and children's interface | |||
| Are We Trapped by Majority Influences in Electronic Word-of-Mouth? | | BIBAK | Full-Text | 520-529 | |
| Yu Tong; Yinqing Zhong | |||
| Being an effective online mechanism to generate large-scale electronic
Word-of-Mouth (EWOM), online feedback systems (OFS) offers a variety of system
design cues to facilitate consumers' decision making. However, such cues may
lead consumers to make inferences based on an overall picture of the majority
opinion without scrutinizing the content of reviews. This study draws on
theories of majority/minority influence and dual-process to explore the
influences of OFS design cues on consumers' learning outcomes (i.e., awareness
of product/service, confidence in judgment, intention to searching for
additional information and intention to conform to majority). Numerical and
power majority influences are examined through two design cues: review
clustering format (list-clustering vs. pair-clustering) and source credibility
(available vs. unavailable). Keywords: Word-of-mouth; online feedback system; majority influence; system design | |||
| Leveraging a User Research Framework to Guide Research Investments: Windows Vista Case Study | | BIBA | Full-Text | 530-539 | |
| Gayna Williams | |||
| During the development of Windows Vista we had the opportunity to invest in new methods to understand user behavior. We leveraged standard usability methods to work on feature areas during development; however, we had to invent and adapt new approaches to measure holistic experiences. In this area user research methods are evolving, due to the integration of technologies and changes in the definition of a successful experience. While considering the methods that suited our needs, a user research framework was created. This helped us manage investments in research activities. The framework is organized along two dimensions: perspective and time. Perspective refers to the breadth of the experience being considered: 'narrow' defines a focus on an individual feature area or small product area, and 'broad' defines a focus on an integrated experience. Time can indicate either a product cycle or real time. For product cycle most of the research is spent on the evaluation of the designs of the features and experiences related to predicting user behavior for a particular release of a product, whereas real time is our research investment into understanding how products are used in the wild without our intervention. Each quadrant of the two-dimensional framework highlights different research methods and purposes. It's important to realize that the value of the framework comes from the integration of findings that provides a rich holistic picture of our users to ultimately guide product decisions. This paper describes some of the methods that were evolved and created during the development of Windows Vista and their relationship to the user research framework. The methods described in the paper include user experience score-carding, measurement of desirability, and the impact of the consumer adoption program. These methods continued to be used today in the development of Windows 7. | |||
| A Usability Evaluation of Public Icon Interface | | BIBAK | Full-Text | 540-546 | |
| Sungyoung Yoon; Jonghoon Seo; Joonyoung Yoon; Seungchul Shin; Tack-Don Han | |||
| Existing image codes interface needs additional visual marker and
explanation of the service. To overcome these limitations, there were some
researches to use a public icon as an anchor. The public icon is human-readable
and does not need additional visual marker or explanation. In this paper, we
carried out the usability evaluation of the public icon interface with a
high-fidelity prototype in comparison to the existing image code. In addition,
we analyze user preferences from the results. From the analysis, we perceived
that the public icon interface is better to use in the public because the
public icon interface is familiar with people and doesn't need additional
materials or much cognitive load and are in good harmony with current
environments. Keywords: Public icon; pictogram; color-based image code; image code; barcode | |||
| Little Design Up-Front: A Design Science Approach to Integrating Usability into Agile Requirements Engineering | | BIBAK | Full-Text | 549-558 | |
| Sisira Adikari; Craig McDonald; John Campbell | |||
| In recent years, Design Science has gained wide recognition and acceptance
as a formal research method in many disciplines including information systems.
Design Science research in Human-Computer Interaction is not so abundant. HCI
is a discipline primarily focusing on design, evaluation, and implementation
where design plays the role as a process as well as an artefact. In this paper,
we present a design science approach using "Little Design Up Front" to
integrate the User-Centred Design perspective into Agile Requirements
Engineering. We also present the results of two agile projects to validate the
proposition that incorporating UCD perspective into Agile Software Development
improves the design quality of software systems. Keywords: Design Science; Agile Requirements Engineering; Usability | |||
| Aesthetics in Human-Computer Interaction: Views and Reviews | | BIBAK | Full-Text | 559-568 | |
| Salah Uddin Ahmed; Abdullah Al Mahmud; Kristin Bergaust | |||
| There is a growing interest of aesthetics issues in Human-Computer
Interaction (HCI) in the recent days. In this article we present our literature
review where we investigate where and how aesthetics has been addressed by the
HCI researchers. Our objective is to find out the sectors in HCI where
aesthetics has a role to play. Aesthetics in HCI can be the common interest
that involves both art and technology in HCI research to facilitate from each
others discipline in the form of mutual interaction. Keywords: Aesthetics; interaction; usability; art and technology | |||
| Providing an Efficient Way to Make Desktop Icons Visible | | BIBAK | Full-Text | 569-578 | |
| Toshiya Akasaka; Yusaku Okada | |||
| Desktop icons allow users to access files/programs quickly. Some users are
struggling to adapt their window management strategy to secure the visibility
of desktop icons. In this paper, we propose an approach to provide users with
an efficient way to make desktop icons visible in order to reduce the workload
of window management. The approach was developed based on careful
considerations to the context in which we aim to help users. The experimental
results showed that out approach made the process of making desktop icons
visible faster. However, it was not confirmed that the workload of window
management was reduced. Keywords: Desktop icons; Display space management; Desktop Environment; Window
management | |||
| An Integration of Task and Use-Case Meta-models | | BIBA | Full-Text | 579-586 | |
| Rémi Bastide | |||
| Although task modeling is a recommended practice in the Human-Computer Interaction community, its acceptance in the Software Engineering community is slow. One likely reason for this is the weak integration between task models and other models commonly used in Software Engineering, notably the set of models promoted by the mainstream UML method. To overcome this problem, we propose to integrate the CTT model of user tasks into the UML, at the meta-model level. CTT task models are used to provide an unambiguous model of the behavior of UML use-cases. By so doing, we also bring the benefit of hierarchical decomposition of use-cases ("extend" and "include" relationships) to CTT. In our approach, CTT tasks also explicitly operate on a UML domain model, by using OCL expressions over a UML object model to express the pre- and post-conditions of tasks. | |||
| Model-Based Specification and Validation of User Interface Requirements | | BIBAK | Full-Text | 587-596 | |
| Birgit Bomsdorf; Daniel Sinnig | |||
| Core functional requirements as captured in use case models are too
high-level to be meaningful to user interface developers. In this paper we
present how use case models can be systematically refined into detailed user
interface requirements specifications, captured as task models. We argue that
the transition from functional to UI specific requirements is a semi-formal
step which necessitates experience, skills and domain knowledge of the
requirements engineer. In order to facilitate the transition we sketch out an
integrated development methodology for use case and task models. Since the
engineer is also responsible for establishing conformity between use cases and
task models we also show, how this validation can be supported by means of the
WTM task model simulator. Keywords: Requirements specification use case model; task model; model simulation | |||
| A Position Paper on 'Living Laboratories': Rethinking Ecological Designs and Experimentation in Human-Computer Interaction | | BIBAK | Full-Text | 597-605 | |
| Ed H. Chi | |||
| HCI have long moved beyond the evaluation setting of a single user sitting
in front of a single desktop computer, yet many of our fundamentally held
viewpoints about evaluation continues to be ruled by outdated biases derived
from this legacy. We need to engage with real users in 'Living Laboratories',
in which researchers either adopt or create functioning systems that are used
in real settings. These new experimental platforms will greatly enable
researchers to conduct evaluations that span many users, places, time,
location, and social factors in ways that are unimaginable before. Keywords: HCI; Evaluation; Ecological Design; Living Laboratories; Methodology; Web
Services | |||
| Embodied Interaction or Context-Aware Computing? An Integrated Approach to Design | | BIBAK | Full-Text | 606-615 | |
| Johan Eliasson; Teresa Cerratto Pargman; Robert Ramberg | |||
| This paper revisits the notion of context from an interaction design
perspective. Since the emergence of the research fields of Computer supported
cooperative work and Ubiquitous computing, the notion of context has been
discussed from different theoretical approaches and in different research
traditions. One of these approaches is Embodied Interaction. This theoretical
approach has in particular contributed to (i) challenge the view that user
context can be meaningfully represented by a computer system, (ii) discuss the
notion of context as interaction through the idea that users are always
embodied in their interaction with computer systems. We believe that the
particular view on users context that the approach of Embodied Interaction
suggests needs to be further elaborated in terms of design. As a contribution
we suggest an integrated approach where the interactional view of Embodied
Interaction is interrelated with the representational view of Context-aware
computing. Keywords: Embodied Interaction; Context-aware computing; Design; Representation;
Context | |||
| Supporting Multidisciplinary Teams and Early Design Stages Using Storyboards | | BIBA | Full-Text | 616-623 | |
| Mieke Haesen; Jan Meskens; Kris Luyten; Karin Coninx | |||
| Current tools for multidisciplinary teams in user-centered software engineering (UCSE) provide little support for the different approaches of the various disciplines in the project team. Although multidisciplinary teams are getting more and more involved in UCSE projects, an efficient approach to communicate clearly and to pass results of a user needs analysis to other team members without loss of information is still missing. Based on previous experiences, we propose storyboards as a key component in such tools. Storyboards contain sketched information of users, activities, devices and the context of a future application. The comprehensible and intuitive notation and accompanying tool support presented in this paper will enhance communication and efficiency within the multidisciplinary team during UCSE projects. | |||
| Agent-Based Architecture for Interactive System Design: Current Approaches, Perspectives and Evaluation | | BIBAK | Full-Text | 624-633 | |
| Christophe Kolski; Peter Forbrig; Bertrand David; Patrick Girard; Chi Dung Tran; Houcine Ezzedine | |||
| This paper proposes a survey concerning agent-based architectures of
interactive systems. This survey is focused on certain models and perspectives.
Indeed, general agent-based architectures are first presented. Then agent-based
approaches dedicated to CSCW systems are reviewed. The appearance of web
services requires new agent-based approaches; basic ideas are introduced.
Agent-based interactive systems necessitate new tools for their evaluation; an
example of representative evaluation tool is presented. Keywords: Human-computer interaction; Architecture model; agent-based systems; CSCW;
design; evaluation | |||
| BunBunMovie: Scenario Visualizing System Based on 3-D Character | | BIBAK | Full-Text | 634-643 | |
| Tomoya Matsuo; Takashi Yoshino | |||
| There are many text-based contents, such as novels and script. Those
contents have only scenario, and lack visual information. The purpose of this
research is to provide visualizing environment that can visualize text-based
contents easily. Moreover, such environment can also provide the opportunity to
get pleasure out of scenario. It is necessary for visualizing scenario to make
various motions of characters and to depict various situations. Therefore we
propose motion assortment function to make various motions of characters. The
function uses a Japanese dictionary and a thesaurus search. We also propose
associated image display function that uses an image search to depict various
situations. From the experiments about the motion assortment function, we show
that the proposal method can assort some motions. From the experiments of
subjective assessment, we found that some subjects inclined to use such easy
visualizing environment. Keywords: Scenario visualizing; 3-D character; motion synthesis | |||
| Augmented Collaborative Card-Based Creative Activity with Digital Pens | | BIBAK | Full-Text | 644-651 | |
| Motoki Miura; Taro Sugihara; Susumu Kunifuji | |||
| Typically, practitioners of the KJ method use paper labels and four-colored
ball-point pens to externalize their thoughts and ideas during the process. A
similar approach and method is used in group KJ lessons. However, due to the
large paper size required, this approach is limited in effective capturing and
sharing of outcomes. Considering the merits of the conventional paper-pen
approach and the demand for quick sharing of outcomes after the session, we
designed and implemented a system to digitize the group KJ session -- not just
the outcomes but also the details of the creative work processes. We use
digital pens to capture position and orientation of labels, as well as their
contents, during the session. We confirmed the efficiency of our system with
several KJ sessions. Keywords: CSCW; Creative meeting; Label work; KJ method | |||
| Usability-Engineering-Requirements as a Basis for the Integration with Software Engineering | | BIBAK | Full-Text | 652-659 | |
| Karsten Nebe; Volker Paelke | |||
| Usability is growing to become an integral quality aspect of software
development, but it is not an exclusive attribute of the generated product; it
is also a fundamental attribute for the development process itself. The
question is how to adapt software engineering processes (or models) in such a
way that they can ensure the development of usable solutions. In this paper,
the authors present an integration approach pursuing this goal. It draws on so
called 'Compliancy and Key Requirements' that can be used for the definition of
software processes (or process models) and thereby support the integration of
both disciplines. The requirements are based upon representative standards (DIN
ISO 13407 and ISO/PAS 18152) but were enhanced by the results of an expert
based survey using interviews and questionnaires. Additionally the requirements
have been verified by experts and represent an evaluated knowledge base for the
development of usable products. Keywords: Integration; Software Engineering; Usability Engineering; Standards DIN EN
ISO 13407 and ISO/PAS 18152; Process Models; Process Definition; Process
Improvement; Assessment | |||
| Design Creation Based on KANSEI in Toshiba | | BIBAK | Full-Text | 660-666 | |
| Yosoko Nishizawa; Kanya Hiroi | |||
| In endeavoring to increase the quality of design, Toshiba has outlined a
concept of "perceived quality," and evaluates designs on the basis of achieving
a higher level of perceived quality. We defined six indices from the result of
the image research into the design by the user. These six indicators of
perceived quality were used in the creation and evaluation of designs, and a
number of products were put on the market and evaluated. Keywords: KANSEI; design; product; quality of design; Evaluation of design | |||
| High-Fidelity Prototyping of Interactive Systems Can Be Formal Too | | BIBAK | Full-Text | 667-676 | |
| Philippe A. Palanque; Jean-François Ladry; David Navarre; Eric Barboni | |||
| The design of safety critical systems calls for advanced software
engineering models, methods and tools in order to meet the safety requirements
that will avoid putting human life at stake. When the safety critical system
encompasses a substantial interactive component, the same level of confidence
is required towards the human-computer interface. Conventional empirical or
semi-formal techniques, although very fruitful, do not provide sufficient
insight on the reliability of the human-system cooperation, and offer no easy
way to, for example, quantitatively compare two design options. The aim of this
paper is to present a method, with supporting tools and techniques, for
engineering the design and development of usable user interfaces for
safety-critical applications. More precisely we present the Petshop environment
which is a Petri net based tool for the design specification, prototyping and
validation of interactive software. In this environment models of the
interactive application can be interactively modified and executed. This is
used to support prototyping phases (when the models and the interactive
application evolve significantly to meet late user requirements for instance)
as well as in the operation phase (after the system is deployed). The use of
the description technique (the ICO formalism) supported by PetShop is presented
on a multimodal ground segment application for satellite control and more
precisely how prototyping can be performed at the various levels of the
architecture of interactive systems. Keywords: Model-based approaches; formal description techniques; interactive
prototyping; reliability; evolvability Note: Best Paper Award | |||
| RUCID: Rapid Usable Consistent Interaction Design Patterns-Based Mobile Phone UI Design Library, Process and Tool | | BIBAK | Full-Text | 677-686 | |
| Avinash Raj; Vihari Komaragiri | |||
| This paper is based on a research effort at Kyocera Wireless, India that
aimed to overcome the limitations in the mobile phone design process, by giving
designers an improved design and specification tool and helping them deal
routinely with some of the more rooted constraints of phone design. The tool
extends the idea of templates from simple visual elements, to more abstract
design components. It adds further value to this modularization of design, by
taking an approach of extensive and ever-growing library of patterns to define
and refine these components. The components cover most of the low- to
medium-level building blocks of design. They are specified in the library as a
tuple (patterns) of <design problem, design solution, context,
constraints> each at the different level of hierarchy. The components are
visually represented using standardized shapes with placeholder and help text
and are made available as part of the design work surface of a visual
prototyping tool such as MS Visio or Adobe Fireworks. Keywords: Mobile phone UI design; patterns; architecture; design process; lib | |||
| The Appropriation of Information and Communication Technology: A Cross-Cultural Perspective | | BIBAK | Full-Text | 687-696 | |
| Jose Rojas; Matthew Chalmers | |||
| In this paper we explore the process of appropriation attempting to broaden
the set of topics considered significant on it. We present a model of
appropriation derived from two studies conducted in the UK, Japan, South Korea
and China. We describe our model based on a characterisation of elements
supportive of appropriation in the context of use (discussed in terms of
space/place, social practices and activity) and in the ICT itself (described in
terms of meaning, relevance and triviality). We emphasise the pre-eminence of
context in achieving the appropriation of ICT. Keywords: Appropriation; ICT; context; infrastructure; layout; marketing; business;
domestication; socialisation; peer support; media; triviality; commoditisation;
meaning; relevance; space; place; social practices | |||
| UISK: Supporting Model-Driven and Sketch-Driven Paperless Prototyping | | BIBAK | Full-Text | 697-705 | |
| Vinícius Costa Villas Bôas Segura; Simone Diniz Junqueira Barbosa | |||
| Sketches are often used during user interface design and evaluation as both
a design support tool and a communication tool. Despite recent efforts,
computational support to user interface sketching has not yet reached its full
potential. This paper reports a study comparing two evaluation techniques:
paper prototyping and a simulation-based evaluation supported by the UISKEI
tool. Keywords: User interface sketching; prototyping; user interface evaluation | |||
| Beyond the User Interface: Towards User-Centred Design of Online Services | | BIBAK | Full-Text | 706-714 | |
| Marcin Sikorski | |||
| This paper presents an attempt to identify those economic factors relevant
to design of online services, which shape long-term customer satisfaction, as
well as customer loyalty and business relationship with the service vendor.
Using user-based studies and expert-based evaluations and major economic
factors were identified as consumer needs. Also typical technical components of
online services have been identified and prioritized as design elements, also
relevant to satisfying economic needs of consumers of online services. As a
result of this study will be delivered: a catalogue of design elements, design
guidelines and economics-oriented design methodology for online services. Keywords: HCI; usability of online services; e-commerce; online customer behaviour;
customer value | |||
| Designing for Change: Engineering Adaptable and Adaptive User Interaction by Focusing on User Goals | | BIBAK | Full-Text | 715-724 | |
| Bruno Santana da Silva; Ariane Moraes Bueno; Simone Diniz Junqueira Barbosa | |||
| In the human-computer interaction area, research work in end-user
programming, end-user development, and user or system-driven adaptation of
interactive systems has attempted to cope with variations in users' intents,
context changes and evolutions. In the field of requirements engineering,
research that addresses similar issues has been called variability analysis.
Most work in variability analysis, however, focuses on prioritizing one or few
possible solutions to be implemented in the final product, whereas in
human-computer interaction many researchers advocate that we should strive to
enable users to adjust and adapt the product as needed. This paper presents an
approach to bring the results obtained in requirements engineering to inform
the choice of interaction design solutions to cope with variability. Keywords: Variability analysis; interactive systems adaptation; bridging requirements
engineering and interaction design | |||
| Productive Love: A New Proposal for Designing Affective Technology | | BIBAK | Full-Text | 725-734 | |
| Ramon Solves Pujol; Hiroyuki Umemuro | |||
| Love highly present in peoples talks and all cultural spheres, its
importance suggests the need to understand what role technology plays in
relation to it and the roles it could play in the future. We review studies
related to love in HCI and we identify a lack of consideration of philosophy as
a background for love understanding. Based on literature review, we offer a
proposal of guidelines for designing technology that aims to improve loving
relationships. Besides, we examine principles of engagement with technology
that may be important when designing love-promoting technology. Finally we
present a Productive Love promoting system, which evaluation indicated that the
participant found it useful to improve their Productive Love. Keywords: Productive Love; affective technology; care; respect; responsibility;
knowledge; lovers; family | |||
| Insight into Kansei Color Combinations in Interactive User Interface Designing | | BIBAK | Full-Text | 735-744 | |
| K. G. D. Tharangie; Shuichi Matsuzaki; Ashu Marasinghe; Koichi Yamada | |||
| Color has a major impact on Human Computer Interaction. Although there is a
very thin line between appropriate and inappropriate use of color, if used
properly, color can be a powerful tool to improve the usefulness of an
interactive interface in a wide variety of areas. On the contrary the excessive
or inappropriate use of color can severely hinder the functionality and
usability of an interface accordingly. A good visual design provides higher
level of user satisfaction and further aids with conveying the intended message
to its audience. In this paper we focus on one requisite aspect of visual
design as such the Color, revealing one hidden dimension of color; Affectivity,
by acquiring prospective user's concealed color aesthetic preferences,
employing Kansei Engineering Assessing System with respect to interactive
Interfaces. Keywords: Interactive environment; Kansei Engineering; color; Visual design; Affective
color | |||
| Learn as Babies Learn: A Conceptual Model of Designing Optimum Learnability | | BIBAK | Full-Text | 745-751 | |
| Douglas Xiaoyong Wang | |||
| A newborn baby's first move is to look for the nipples. This is an instinct
for a baby to live, build strength and interact with the world. The interaction
seems very similar to our users' choosing a product for self-empowerment and
productivity. However, most users are not babies, neither the majority of
man-made products embody perfect affordances. How could user experience
designers help to create an easy-to-learn product for specific user goals? This
paper explores the answer via a balanced view on user-learning and
machine-learning, and proposes designers' early engagement in conceptual design
together with full awareness of users' learning constrains, so as to make users
happier and thankful since initial contact with the product the designers
created. Keywords: User Experience (UX); Learning Curve; User Centered Design (UCD);
Harmonious; Learnability | |||
| Time-Oriented Interface Design: Picking the Right Time and Method for Information Presentation | | BIBA | Full-Text | 752-759 | |
| Keita Watanabe; Kei Sugawara; Shota Matsuda; Michiaki Yasumura | |||
| Today, people have far more access to relevant information than they can possibly consume. In this paper we describe a framework for Time-oriented Interface Design where information presentation and access is regulated according to when human activities afford opportunities for interacting with information. Information interfaces are then designed according to the time available during these opportunities, with the designs being constrained by salient aspects of the associated situations and contexts. In our view of time-oriented interface design there are four main types of situation where there may be time to view or interact with information: Spontaneous time; Waiting time; Background time; Interruption / Resumption. Information presented in these situations may be consumed without conflicting with the performance of other tasks. In the following presentation, the four types of information access situation are described. The use of time-oriented interface design is then illustrated by five prototype systems that have been developed in our laboratory. The paper will conclude with a discussion of lessons learned and an assessment of the potential for time-oriented human interface design to enhance future information interaction. | |||
| Enabling Interactive Access to Web Tables | | BIBAK | Full-Text | 760-768 | |
| Xin Yang; Wenchang Xu; Yuanchun Shi | |||
| Tables are widely used in web pages. Unfortunately, most web tables can only
be passively accessed but cannot be interactively accessed, that is, users can
view information displayed in tables but cannot control the presentation of
tables like sorting data and hiding or showing a column/row. Interactive access
is especially useful when encountering large tables or browsing on small
screens. In this paper, we propose to enable interactive access to genuine web
tables based on automatic table detection and a good understanding of table
contents. We designed and implemented a plug-in for the Microsoft Internet
Explorer, called the iWebTable, which provides a customized user interface
supporting interactive access to genuine web tables. Experimental results show
that users are satisfied and really enjoy the interactive access mode to web
tables, especially in such cases as they need to sort data in large tables or
compare data in distant columns or rows. Keywords: Web table; Interactive access; Table extraction; Table interpretation; User
interface design | |||
| Integration of Creativity into Website Design | | BIBAK | Full-Text | 769-776 | |
| Liang Zeng; Robert W. Proctor; Gavriel Salvendy | |||
| The desire to achieve a sound design of a product and its interaction with
humans runs the gamut from the simplest hardware products to the most complex
information technology systems. This paper proposes a conceptual framework
highlighting the central role of creativity in ergonomic design of websites.
The integration of creativity helps to achieve synergy of the three dimensions
in ergonomic design: functionality, usability, and affectivity. A factor
structure of website creativity is further discussed in terms of its relation
to the ergonomic design framework. Suggestions for the realization of website
creativity are provided, and future research directions are discussed. Keywords: Creativity; e-commerce; information technology; website design | |||
| YVision: A General Purpose Software Composition Framework | | BIBA | Full-Text | 779-788 | |
| Antão Almada; Gonçalo Lopes; André Almeida; João Frazão; Nuno Cardoso | |||
| Expectations for the industry of Human Computer Interaction are much higher today than they were ten or even five years ago. Innovative solutions to sense and gather information from the real world in real-time must be combined with lightning-fast computer graphics to deliver high-quality designs for the new interaction paradigms. The very combination of all these emerging technologies presents difficult challenges, not only for finding good design and programming methodologies, but to encapsulate those patterns in a collection of frameworks and tools enabling rapid-prototyping and agile development. Application designers should be able to express their creative endeavours by quickly trying out different design combinations with full access to leading edge technology. In the following we present the YVision general purpose software composition framework and show how it achieves the goal of managing the complexity and reducing the development time of parallel, data-driven, multimedia applications. | |||
| Collaborative Development and New Devices for Human-Computer Interaction | | BIBAK | Full-Text | 789-795 | |
| Hans-Jörg Bullinger; Gunnar Brink | |||
| The article pays tribute to the emergence in 1993 of graphical browsers that
allow users to address electronic information with a point-and-click interface,
and places this development on a par with other important historical events
that shaped society and the life of the individuals. It describes the
resistance that some voiced at the time to the prompt economical utilization of
the Internet's new possibilities. It goes on to describe current technical
developments in the human-computer interface environment that could be very,
perhaps even comparably, important. It concludes with an appeal for the courage
to develop technical innovations, particularly in difficult economic times. Keywords: Context-aware services; pervasive gaming; collaboration; semantic web;
testing methods; interfaces and peripherals; mini-projector; augmented
immersive 3D displays; acoustic wave field synthesis | |||
| Orchestration Modeling of Interactive Systems | | BIBAK | Full-Text | 796-805 | |
| Bertrand T. David; René Chalon | |||
| In this paper we study the role of orchestration and its modeling for
interactive systems. After a common sense explanation of orchestration and its
meaning in information technologies and mainly SOA, we explain its use
specifically for the design and use of interactive systems. We propose a
taxonomy and, in relation with it, we point out both adaptation and plasticity
of HCI systems as a partial answer for orchestration. We then suggest
complementary aspects needed for orchestration and their modeling in an MDA
approach. We also present a case study and we conclude by considering
perspectives. Keywords: Human-computer interaction; Orchestration; SOA; MDA; CSCW; static and
dynamic evolution | |||
| An Exploration of Perspective Changes within MBD | | BIBA | Full-Text | 806-815 | |
| Anke Dittmar; Peter Forbrig | |||
| Most current model-based design approaches tend to be specification-driven. Using task models solely at the specification level, contradicts the very idea inherent to task-based design. This paper suggests to look for improvements of the situation at different levels of artifact use. First, HOPS is introduced as a general specification formalism for the interaction paradigm which also allows advanced task modeling. Second, we propose to apply formal modeling in different modes during the different stages of a design process. "Task sketching" is elaborated more deeply. And third, a combination with complementary techniques is recommended to embed the development of formal system specifications in a reflective conversation between all stake holders. An example is used throughout the paper to illustrate our ideas. | |||
| Rapid Development of Scoped User Interfaces | | BIBA | Full-Text | 816-825 | |
| Denis Dubé; Jacob Beard; Hans Vangheluwe | |||
| As the demand for domain- and formalism-specific visual modelling environments grows, the need to rapidly construct complex User Interfaces (UIs) increases. In this paper, we propose a Multi-Paradigm Modelling (MPM) approach whereby structure, visual appearance and above all reactive behaviour of a UI are explicitly modelled. These models are constructed at the most appropriate level of abstraction, using the most appropriate modelling formalisms. This allows for rapid application synthesis, easy adaptation to changing requirements, and simplified maintenance. In this paper, we introduce Scoped User Interfaces, and illustrate how one may model them using Hierarchically-linked Statecharts (HlS). The use of HlS is demonstrated through the rapid development of a DChart formalism-specific modelling environment. | |||
| PaMGIS: A Framework for Pattern-Based Modeling and Generation of Interactive Systems | | BIBAK | Full-Text | 826-835 | |
| Jürgen Engel; Christian Märtin | |||
| This paper introduces the PaMGIS framework for pattern-based modeling,
generation and usability evaluation of interactive systems. It describes the
structural aspects of HCI pattern languages and how such languages and patterns
for various modeling stages (e.g. task modeling) and abstraction levels can be
exploited to automate part of the software development process for interactive
applications. The main components and the general functionality of the
framework are discussed. The remaining part of the paper focuses on the
low-level automation component of the framework and illustrates how the code
for concrete interaction objects is generated from semi-abstract user interface
patterns. Keywords: Interactive system; user interface; model-driven development; pattern-based
development; HCI pattern languages; task-models; software generation; usability
evaluation | |||
| People-Oriented Programming: From Agent-Oriented Analysis to the Design of Interactive Systems | | BIBAK | Full-Text | 836-845 | |
| Steve Goschnick | |||
| Where the Object-Oriented paradigm set about abstracting objects,
Agent-Oriented (AO) theory draws on Psychology to abstract mentalist notions
like: beliefs, perceptions, goals, and intentions. As such, the associated
Agent-Oriented analysis can be used quite successfully to design interactive
systems for people, delivering applications that are heavily
individual-oriented. This reversal of the AO lens focuses analysis back upon
people. It puts a multi-faceted agent used in analysis 'into the shoes' of the
user and turns the design and implementation into one we call People-Oriented
Programming (POP). POP calls on users to gather ethnographic data about
themselves using Cultural Probes and on end-user innovation via software
toolkits. This turn of focus is timely as the analyst/designer of interactive
systems is facing new challenges regarding flexibility, user situatedness,
dynamic environments, incomplete data, diversity in user needs, sensors in the
environment, and users emersed in multiple parallel social worlds. Based on an
extensive background analysis this paper distills a set of key aspects that any
POP effort should possess. Keywords: Agent-oriented analysis; agent-oriented paradigm; user innovation; HCI;
people-oriented programming; agent meta-models; ShadowBoard Agents | |||
| Visualization of Software and Systems as Support Mechanism for Integrated Software Project Control | | BIBAK | Full-Text | 846-855 | |
| Peter Liggesmeyer; Jens Heidrich; Jürgen Münch; Robert Kalcklösch; Henning Barthel; Dirk Zeckzer | |||
| Many software development organizations still lack support for obtaining
intellectual control over their software development processes and for
determining the performance of their processes and the quality of the produced
products. Systematic support for detecting and reacting to critical process and
product states in order to achieve planned goals is usually missing. One means
to institutionalize measurement on the basis of explicit models is the
development and establishment of a so-called Software Project Control Center
(SPCC) for systematic quality assurance and management support. An SPCC is
comparable to a control room, which is a well known term in the mechanical
production domain. One crucial task of an SPCC is the systematic visualization
of measurement data in order to provide context-, purpose-, and role-oriented
information for all stakeholders (e.g., project managers, quality assurance
managers, developers) during the execution of a software development project.
The article will present an overview of SPCC concepts, a concrete instantiation
that supports goal-oriented data visualization, as well as examples and
experiences from practical applications. Keywords: Software Project Control Centers; Visualization Mechanisms; Data
Visualization; GQM | |||
| Collage: A Declarative Programming Model for Compositional Development of Web Applications | | BIBAK | Full-Text | 856-865 | |
| Bruce Lucas; Rahul P. Akolkar; Charles Wiecha | |||
| Collage is a declarative programming model and runtime expressly targeted at
building and deploying cross-organizational software as compositions of web
components. Collage is based on an RDF data model, data-driven execution model,
and flexible support for cross-organizational composition of both application
and UI components. In this paper we outline a uniform set of Collage language
features addressing end-to-end application design, including business objects,
but with particular focus on user interaction, and adaptation to current
interaction platforms such as web browsers. Keywords: Declarative languages; Cross-organizational applications; Distributed
Computing; Resource Description Framework; Constraint-based programming | |||
| Hypernetwork Model to Represent Similarity Details Applied to Musical Instrument Performance | | BIBA | Full-Text | 866-873 | |
| Tetsuya Maeshiro; Midori Maeshiro; Katsunori Shimohara; Shin-ichi Nakayama | |||
| This paper treats the quantification and description of similarities among entities being represented as a network. The proposed representation model, hypernetwork model, allows more specific description of relationships among represented entities than conventional knowledge representation models. Musical instruments performance is represented with hypernetwork model. Detailed description of similarity relationships provided by the hypernetwork model enables the discrimination of various types and degrees of similarity. A method to compare similar relationships is also discussed, which leads to the analogical reasoning, associative search and retrieval. | |||
| Open Collaborative Development: Trends, Tools, and Tactics | | BIBAK | Full-Text | 874-881 | |
| Kathrin Möslein; Angelika C. Bullinger; Jens-Hendrik Soeldner | |||
| Following the successful trend of open source, companies can be observed to
open their innovation and development processes towards interested and capable
partners inside and outside the organization. Previous research has neglected
the need to integrate these different innovators. In this paper, we start to
explore how this integration can be facilitated by social software, a class of
applications that belong to the group of web-based, user-centric applications
commonly referred to by the term Web 2.0. We show data of 24 social networking
services which we examined along the characteristics typically used in the
field of social software. Keywords: Social networking services; open innovation; collaborative development | |||
| Investigating the Run Time Behavior of Distributed Applications by Using Tiny Java Virtual Machines with Wireless Communications | | BIBAK | Full-Text | 882-889 | |
| Tsuyoshi Miyazaki; Takayuki Suzuki; Fujio Yamamoto | |||
| From the viewpoint of programming education, distributed application
programs carried out in a small JAVA machine group were considered. These
computers are equipped with radio communication facility, multi-thread
function, LEDs and various sensors. Parallel genetic algorithms and distributed
search problems were targeted for the study here. About the latter, a detailed
implementation method and the result of the experiment are shown. In such a
computing environment, it was understood that the internal behavior and the
data communication in the distributed application were easy to be grasped by an
effect of visualizing them by the physical interface. Keywords: Physical Computing; Distributed Computing; Software Education | |||
| OntoDesk: Ontology-Based Persistent System-Wide Undo on the Desktop | | BIBAK | Full-Text | 890-899 | |
| David Nemeskey; Buntarou Shizuki; Jiro Tanaka | |||
| Recovery is an important aspect of user experience. However, current desktop
environments lack a system-wide undo facility. OntoDesk is an ontology-based
experimental desktop system that offers this feature. Ontology is used to model
the semantic relationships between parts of the system. OntoDesk assembles a
global action history of application use. With this information, it provides
undo/redo for any part of the system, including applications without native
recovery. The framework allows developers to add advanced features to their
applications, and it allows users to explore the system with confidence,
knowing that their actions will be reversible. Keywords: OntoDesk; ontology; OWL; system-wide undo; persistent undo; application;
action; global history; session management | |||
| Peer-to-Peer File Sharing Communication Detection System with Traffic Mining and Visualization | | BIBAK | Full-Text | 900-909 | |
| Satoshi Togawa; Kazuhide Kanenishi; Yoneo Yano | |||
| In this research, we have built a system for network administrators that
visualize the Peer-to-Peer (P2P) file sharing activities of network users. This
system monitors network traffic and discerns traffic features using traffic
mining. This system visualizes the P2P file sharing traffic activities of an
organization by making the processing object not an individual user but a user
group. The network administrator can comprehend the P2P sharing activities of
the organization by referring to the map. This system extracts traffic features
from captured IP packets that the users communicated. And this system extracts
the appearance ratio of DNS host query. Afterwards this system creates traffic
model. These features of the traffic model are emphasized by weighting. After
that, the traffic model is visualized by High Speed Spherical Self-Organizing
Map. This feature map shows network traffic behavior related with P2P file
sharing communication like a birds-eye view. As a result, we think we can
assist the monitoring operation and network administration. Keywords: Traffic Mining; Traffic Visualization; Administrator Assistance;
Peer-to-Peer communication Detection; High Speed Spherical SOM | |||