| HCI Education in Brazil: Challenges and Opportunities | | BIBAK | Full-Text | 3-12 | |
| Clodis Boscarioli; Sílvia Amélia Bim; Milene S. Silveira; Raquel Oliveira Prates; Simone Diniz; Junqueira Barbosa | |||
| HCI Education in Brazil has come a long way. Since 1999, the Brazilian
Computer Society (SBC) included HCI in its reference curriculum for its
Computing courses. Since then, the community has discussed the perspective of
the area in our country. From 2010 to this day, we have held a series of
workshops on HCI Education, called WEIHC, as a permanent discussion forum
within the Brazilian HCI conference, IHC. We report here the results of the
WEIHC discussions and of two surveys, conducted in 2009 and in 2012, to help us
assess the status of HCI Education in Brazil. Despite the advances of the
Brazilian HCI community, our surveys show that we still face some important
challenges. We should curate existing teaching material to further enhance
collaboration among professors, to increase the quality of our courses, and to
broaden HCI awareness across all related departments. Keywords: HCI Education; Brazilian HCI community | |||
| Semiotics of Interaction: Towards a UI Alphabet | | BIBAK | Full-Text | 13-21 | |
| Jan Brejcha; Aaron Marcus | |||
| In our thinking and acting, natural language plays a central part. This
language defines a structure even before we form something, and it can be
regarded as the architecture of design. To be able to grasp the expression of
these structures in HCI, we chose the perspective of linguistics and semiotics.
The semiotics perspective in the context of HCI is increasingly popular in
presenting a different approach to UX. In our paper, we take this perspective
to build a set of semiotic heuristics which we then used to evaluate a complex
UI example. We present a semiotic evaluation method and report the results of
our in-depth investigation. Keywords: Analysis and design methods; Evaluation methods and techniques; Interaction
design; Qualitative and Quantitative Measurement and Evaluation; Semiotics | |||
| Engagingdesign -- Methods for Collective Creativity | | BIBAK | Full-Text | 22-31 | |
| Paul Chamberlain; Claire Craig | |||
| Research often problematises issues older people face and the development of
technologies for older users is regularly driven by this agenda. This paper
describes a research programme that positions older people as active
participants rather than passive respondents focusing on their preferences and
aspirations rather than their impairments. 'Engagingdesign' is a transnational
research platform developed by the authors that facilitates creative methods
for engaging older people and provides a scaffold for collective creativity.
Data collected through interviews and focus groups is transformed through
critical artefacts that provide a forum or theatre for conversation through
exhibition that in turn becomes the medium and method for further data
collection. Keywords: User-centred design methods; older users; design; co-creation; participatory
design | |||
| Toward a New Design Philosophy of HCI: Knowledge of Collaborative Action of "We" Human-and-Technology | | BIBAK | Full-Text | 32-40 | |
| HyunKyoung Cho; Joonsung Yoon | |||
| This research examines a new design philosophy of HCI in the collaborative
action-based context interdependent perspective. To frame a new perspective of
design philosophy of interactive technologies, the study proposes "We"
human-and-technology as a response for alternative perspectives of reference in
inter-active systems design and alternative ways of understanding the
relationships and collaborative actions between humans and new digital
technologies. It argues the problem of knowledge provoked by the collaborative
action of "We" human-and-technology, through three keys: reflecting,
performing, and invaginating. Its aim is to reveal that HCI design practices
establish a new knowledge beyond the logic of opposition reinforcing the mutual
degradation between technology and human, thought and action, subject and
object. Keywords: "We" human-and-technology; collaborative action; knowledge; reflecting;
performing; invaginating; HCI design | |||
| The Link between Inclusive Design and Innovation: Some Key Elements | | BIBAK | Full-Text | 41-50 | |
| Kristin Skeide Fuglerud; David Sloan | |||
| It is often said that universal design and similar approaches can be a
source of innovation. In this paper key elements in inclusive design are
identified, and examples of innovations related to inclusive design are
presented. Then, some core elements of the inclusive design process that will
help spur innovation are identified. Based on this the link between inclusive
design and innovation is discussed. Finally, some recommendations for an
inclusive and innovative design process are presented. Keywords: inclusive design; accessibility; universal design; user-centered design;
user diversity; user involvement; innovation | |||
| Tuning an HCI Curriculum for Master Students to Address Interactive Critical Systems Aspects | | BIBA | Full-Text | 51-60 | |
| Michel Galindo; Célia Martinie; Philippe Palanque; Marco Winckler; Peter Forbrig | |||
| This paper presents the need for specific curricula in order to address the training of specialists in the area of Interactive Critical Systems. Indeed, while curricula are usually built in order to produce specialists in one discipline (e.g. computer science) dealing with systems or products requires training in multiple disciplines. The area of Interactive Critical Systems requires deep knowledge in computer science, dependability, Human-Computer Interaction and safety engineering. We report in this paper how these various disciplines have been integrated in a master program at Université Toulouse III, France and highlight the carrier paths followed by the graduated students and how these carriers are oriented towards aeronautics and space application domains. | |||
| Ageing and Innovation | | BIBA | Full-Text | 61-67 | |
| Matthias Göbel | |||
| Innovation is mostly associated with young people being open to new things and enthusiastic to try out something different. Even though an innovation might not be advantageous, most young persons are prepared to spend time to find out, and they are not disappointed if it does not work out as expected. This experience is considered as learning about different options and getting inspired, thus the innovation is rather an exploration tool to spark creativity. | |||
| Understanding User Experience and Artifact Development through Qualitative Investigation: Ethnographic Approach for Human-Centered Design | | BIBAK | Full-Text | 68-76 | |
| Ayako Hashizume; Masaaki Kurosu | |||
| In this paper, we introduce a method for utilizing qualitative investigation
in the development of artifacts. In particular, we discuss ethnography
principles that developers and designers need to learn in order to improve
artifact quality and user experience in accordance with the principles of
human-centered design (HCD). The objective of ethnographic interview in the
development of artifacts is to understand users in their real environment and
to build personas and scenarios based on this understanding. This objective
applies to the first two steps in the HCD process, which are "Understand and
specify the context of use" and "Specify the user requirements." Furthermore,
the investigative process of ethnographic research for development is outlined.
While it is difficult to understand users through objective observation alone,
and the fact that the knowledge that comes from interaction is also vital, the
application of contextual inquiry through ethnography is a valuable tool for
efficient understanding of the user in a short timeframe and with a limited
number of observations. Keywords: user experience; contextual inquiry; human-centered design; ethnographic
interview; context of use | |||
| User Research for Experience Vision | | BIBAK | Full-Text | 77-84 | |
| Seiji Hayakawa; Yoshihiro Ueda; Kentaro Go; Katsumi Takahash; Koji Yanagida; Kazuhiko Yamazaki | |||
| In the "Experience Vision: Vision Proposal Design Method," the first step is
to set a project target and to conduct a qualitative survey. Next, users'
essential needs are identified and an idea is developed to propose a vision. On
the basis of a scenario from the perspective of users' essential needs, the
proposal is formed, given shape and made precise. Finally, the proposal is
evaluated, and then evolves into the development of products, systems, and
services. This paper presents the interview method, the photo diary method, the
photo essay method, and the superior-subordinate relationship analysis method
laddering) in order to gain profound insight into users and to identify their
essential needs, rather than their manifest needs. In addition, on the basis of
users' essential needs, it explains the method of setting a user with persona
and cast to embody the target user, as a viewpoint from which to describe a
value scenario, an activity scenario, and an interaction scenario. [1] Keywords: experience vision; service design; user's needs; persona | |||
| Analyzing Varying Environmental Contexts in Public Transport | | BIBAK | Full-Text | 85-94 | |
| Stephan Hörold; Cindy Mayas; Heidi Krömker | |||
| The basis for user-centered design is the knowledge of users and tasks.
Developing systems, e.g. mobile applications, which are used at varying
locations, requires knowledge of the environmental context as well. This paper
describes an approach for the analysis of varying environmental contexts in
public transport. The results are presented as context templates to derive
information needs of users in public transport dependent on influencing context
factors and can serve as a communication tool for interdisciplinary groups. Keywords: context analysis; public transport; passenger information | |||
| The Conceptual Model of Experience Engineering (XE) | | BIBAK | Full-Text | 95-102 | |
| Masaaki Kurosu | |||
| The conceptual model of XE (experience Engineering) was proposed to cover
both of the products and services. It was also proposed to take "U" out from
"UX" so that more adequate description of the people can be possible. Keywords: experience engineering; XE; usability; UX; service; marketing | |||
| User Centered Inclusive Design Process: A 'Situationally-Induced Impairments and Disabilities' Perspective | | BIBAK | Full-Text | 103-108 | |
| Hyung Jun Oh; Hyo Chang Kim; Hwan Hwangbo; Yong Gu Ji | |||
| Mobile phones provide many functions to improve people's daily lives.
However, there are some difficulties to apply the specialty of the mobile
device on existing simple schematics of drawings and the approaches. Moreover,
regarding handicapped people as special users is causing the stigma effect.
Therefore, this research suggests an inclusive design process that by
considering the idea of situationally-induced impairments and disabilities
(SIID) for developing the product, its design is not only considered for the
handicapped people, but also normal people can experience the handicapped
situations. Keywords: Inclusive Design; Accessibility; Smart Device; Mobile Application | |||
| Applying Contextual Design to Multiple Teams in Emergency Management | | BIBAK | Full-Text | 109-118 | |
| Tania Randall; Jacquelyn Crebolder; Gerard Torenvliet; Jeremy Leal | |||
| This paper describes a process of identifying a consolidated set of
requirements for technology to support unclassified collaboration amongst
emergency managers from distinct organizations, each with a role in domestic
response. It describes the application and adaption of the inquiry and
consolidation processes defined by the Contextual Design (CD) methodology [1]
in order to generate a set of requirements that reflect the collaboration needs
of the response community as a whole. This application of CD is unique in the
sense that the inquiry and requirements analysis focus on a general process
(collaboration) that requires flexibility in its usage, rather than a
prescriptive, well-defined process or activity. Keywords: contextual design; emergency management; work-flow models; collaboration
tools | |||
| Visualization and Evaluation for Experience Vision | | BIBAK | Full-Text | 119-127 | |
| Katsumi Takahashi; Kazuhiko Yamazaki; Seiji Hayakawa; Koji Yanagida; Kentaro Go; Yoshihiro Ueda | |||
| The "Experience Vision: Vision Centered Design Method" is a comprehensive
method which makes it possible to propose new and innovative products, systems
and services that are currently unavailable, as well as proposing advances for
those that currently exist. It encompasses the entire HCD (Human Centered
Design) process, and presents a new vision with experiential value for both
user and business from an HCD viewpoint.
In this paper I describe visualization and evaluation of structured scenario for we will implement Scenario based vision proposal design method. Only scenario will introduce visualization techniques to supplement the difficult part of the shared content. Then, the evaluation provides an example to advance to the next phase structured scenarios that are visualized. Keywords: Experience Vision; vision centered design method; Structured Scenario-Based
Design Method (SSBDM); value scenario; activity scenario; interaction scenario;
scenario visualization; scenario evaluation | |||
| Confabulation in the Time of Transdisciplinarity: Reflection on HCI Education and a Call for Conversation | | BIBAK | Full-Text | 128-136 | |
| Nicholas True; Jeroen Peeters; Daniel Fallman | |||
| As HCI becomes ever-increasingly more transdisciplinary it encounters
increasingly complex problems practical, methodological, and pedagogical in
natures. This paper is an introductory exploration of the influence HCI
education has in bridging academia and industry as students become
practitioners. We examined how design pedagogy materializes and takes shape in
both work and student process/attitudes as they become professionals,
suggesting there is an area of importance to the community that is overlooked.
Education shapes designers, designers shape the world, which prompts the need
for a dialogue on how education pedagogy shapes practitioners that embody
methods, values, skills, goals, and practices. As practitioners embody their
knowledge into designs there arises a discussion that ought to be had. Keywords: Design; HCI; Education; Pedagogy; Practice | |||
| Proposal for Experience Vision | | BIBAK | Full-Text | 137-145 | |
| Kazuhiko Yamazaki; Kentaro Go; Katsumi Takahashi; Seiji Hayakawa; Yoshihiro Ueda; Koji Yanagida | |||
| Recently, it was known the problem-solving design approach has limitation to
create new business or design. And service design is focused to create new
business. Based on these background, we propose vision centered design approach
named "Experience Vision". Purpose of this research is to propose design
approach and method to create new service design or new product design based on
vision centered design approach. Experience Vision is a comprehensive design
method to envision innovative services, systems and products which reflect upon
potential stakeholders' experiences and company mission and vision. Core of
Experience Vision is vision centered design approach based on human centered
design process with business perspective. For this purpose, we developed "Frame
work for vision centered design method "and "Structured Scenario-Based Design
Method (SSBDM)". "Frame work for vision centered design method" is based on
SSBDM and user centered design approach which is focused user and business.
This frame is including "Goal setting of project", intrinsic user value, policy
of business value, value scenario, activity scenario, interaction scenario,
scenario visualization, scenario evaluation, planning documentation, and
specification. Keywords: experience vision; service design; scenario; scenario-based design | |||
| Collaborative User Experience Design Methods for Enterprise System | | BIBAK | Full-Text | 146-155 | |
| Hiroko Yasu; Naoko Iwata; Izumi Kohno | |||
| The importance of user experience (UX) design has increased in enterprise
field. In traditional product and service development, a division of labor
between UX designers and engineers was necessary. It is, however, difficult to
pursue the same development style in the enterprise field. Therefore, in this
study, collaborative UX design Methods for Enterprise System between UX
designers and engineers were proposed. These Methods were designed to allow UX
designers and engineers to supplement each other's knowledge and experience.
The first Method was UX Observation Tour, a behavioral observation method used
to understand the psychological and/or physical characteristics as well as
behavior patterns of target users. In this Method, UX designers and engineers
shared user research experience through field work. The second Method was UX
Idea Mapping. This was a method for establishing associations between the needs
of target users and unique ideas that UX designers and engineers, who achieved
a detailed understanding of the target users, developed together based on their
expertise in systems. In this study, these two methods were applied to internal
projects, and as a result, both Methods effectively promoted collaborative
development of UX designs by the UX designers and engineers. Keywords: User Experience; UX design; UX Method and UCD | |||
| An Estimation Framework of a User Learning Curve on Web-Based Interface Using Eye Tracking Equipment | | BIBA | Full-Text | 159-165 | |
| Masanori Akiyoshi; Hidetoshi Takeno | |||
| This paper addresses an estimation framework of a user learning curve on Web-based interface. Recent Web-based interface has rich features such as "dynamic menu", "animation" and so forth. A user sometimes gets lost in menus and hyperlinks, but gradually improves the performance of his/her task that is to find target information during the session. This performance change is in a sense considered to be "learning curve" as to the Web-based interface. To estimate the "learning curve" is necessary to evaluate the Web-based interface from the viewpoint of a user's task achievement. Our proposed estimation framework consists of two steps; One is to identify the relationships among the processing time, eye tracking log, and Web structure. The other is to identify the estimated formula as a "learning curve". This paper reports the relationship from preliminary experiment using several Web pages and eye tracking log. | |||
| A Grounded Procedure for Managing Data and Sample Size of a Home Medical Device Assessment | | BIBAK | Full-Text | 166-175 | |
| Simone Borsci; Jennifer L. Martin; Julie Barnett | |||
| The selection of participants for usability assessment, together with the
minimum number of subjects required to obtain a set of reliable data, is a hot
topic in Human Computer Interaction (HCI). Albeit, prominent contributions
through the application of different p estimation models argued that five users
provide a good benchmark when seeking to discover interaction problems a lot of
studies have complained this five-user assumption. The sample size topic is
today a central issue for the assessment of critical-systems, such as medical
devices, because lacks in usability and, moreover, in the safety in use of
these kind of products may seriously damage the final users. We argue that rely
on one-size-fits-all solutions, such as the five-user assumption (for websites)
or the mandated size of 15 users for major group (for medical device) lead
manufactures to release unsafe product. Nevertheless, albeit there are no magic
numbers for determining "a priori" the cohort size, by using a specific
procedure it is possible to monitoring the sample discovery likelihood after
the first five users in order to obtain reliable information about the gathered
data and determine whether the problems discovered by the sample have a certain
level of representativeness (i.e., reliability). We call this approach
"Grounded Procedure" (GP). The goal of this study is to present the GP
assumptions and steps, by exemplifying its application in the assessment of a
home medical device. Keywords: discovery likelihood; medical device; sample size; usability testing | |||
| Usability Guidelines for Desktop Search Engines | | BIBAK | Full-Text | 176-183 | |
| Manuel Burghardt; Tim Schneidermeier; Christian Wolff | |||
| In this article we describe a usability evaluation of eight desktop search
engines (DSEs). We used the heuristic walkthrough method to gather usability
problems as well as individual strengths and weaknesses of the tested search
engines. The results of the evaluation are integrated into a set of 30 design
guidelines for user-friendly DSEs. Keywords: usability testing; heuristic evaluation; desktop search engines; usability
guidelines | |||
| Analyzing Face and Speech Recognition to Create Automatic Information for Usability Evaluation | | BIBAK | Full-Text | 184-192 | |
| Thiago Adriano Coleti; Marcelo Morandini; Fátima de Lourdes dos Santos Nunes | |||
| Observe users perform their tasks in a software is an important way to
performing usability evaluation due to the reason that provides real data about
the interaction between user and system. Filming and verbalization are very
used techniques and they must be a concern for all designers. However, the
needs of reviewing all registered data manually became these techniques slow
and difficult. This paper presents an approach that uses face recognition and
speech processing to generate relevant information about a system under test
such as what moments the user had specific reaction and which ones. The ErgoSV
software supported the experiments that were performed using an e-commerce
website. The results showed that this approach allows the evaluator identify
interfaces with usability problems easily and quickly as well as present
information using percentages that supported the evaluator making decision. Keywords: Usability Evaluation; Human-Computer Interaction; Speech Recognition; Face
Recognition | |||
| Linking Context to Evaluation in the Design of Safety Critical Interfaces | | BIBAK | Full-Text | 193-202 | |
| Michael Feary; Dorrit Billman; Xiuli Chen; Andrew Howes; Richard Lewis; Lance Sherry; Satinder Singh | |||
| The rate of introduction of new technology into safety critical domains
continues to increase. Improvements in evaluation methods are needed to keep
pace with the rapid development of these technologies. A significant challenge
in improving evaluation is developing efficient methods for collecting and
characterizing knowledge of the domain and context of the work being performed.
Traditional methods of incorporating domain and context knowledge into an
evaluation rely upon expert user testing, but these methods are expensive and
resource intensive. This paper will describe three new methods for evaluating
the applicability of a user interface within a safety-critical domain
(specifically aerospace work domains), and consider how these methods may be
incorporated into current evaluation processes. Keywords: Work Analysis; Evaluation; Human Performance Modeling; Human-Automation
Interaction | |||
| Environmental Evaluation of a Rehabilitation Aid Interaction under the Framework of the Ideal Model of Assistive Technology Assessment Process | | BIBAK | Full-Text | 203-210 | |
| Stefano Federci; Simone Borsci; Maria Laura Mele | |||
| Recently Federici and Scherer [1] proposed an ideal model of an Assistive
Technology Assessment (ATA) process that provides reference guidelines for
professionals of a multidisciplinary team of assistive technology (AT) service
delivery centers to compare, evaluate, and improve their own matching models.
The ATA process borrows a user-driven working methodology from the Matching
Person and Technology Model [2] and it embraces the biopsychosocial model [3]
aiming at the best combination of AT to promote customers' personal well-being.
As Federici and Scherer [1] suggest, the multidisciplinary team, by applying
the ATA process, may provide for users not only a device, but much more an
assistive solution, which is the real outcome of a match process. An assistive
solution is provided for the user only when the interaction dialogue between
user, device, and environments of use improves the users' performances in
participating in their everyday contexts. In this theoretical framework, the
evaluation of the users' interaction with the AT in different kinds of
environments is a key factor for the success of the ATA process, because, as
Mirza, Gossett Zakrajsek, and Borsci [4] claim, the environment is antecedent
to the AT and crucial for identifying how the AT works in relation to the
users' needs. In the ATA process a specific Environmental Assessment (EA) model
for testing the interaction of the user with the environments of use, through
the AT, has been defined. The aim of this paper is to describe the EA model
steps and discuss the dimensions that a practitioner has to consider for this
assessment. Accessibility, universal design, and sustainability are used in the
EA model as the dimensions for measuring the relationship between the AT and
the environment [4]. The EA model steps and the trade-off among these
dimensions are presented through a case example in which practitioners analyze
the relationship between a communication aid used by a child and her classroom
and home environments. Keywords: accessibility; assistive technologies; sustainability; universal design;
user-centered delivery process | |||
| Towards Ergonomic User Interface Composition: A Study about Information Density Criterion | | BIBAK | Full-Text | 211-220 | |
| Yoann Gabillon; Sophie Lepreux; Káthia Marçal de Oliveira | |||
| One way to design new interactive system is to automatically compose from
existing systems. An interactive system encompasses a functional core (FC) and
a user interface (UI). Many studies of the software engineering community focus
on design or runtime composition of FC through components or services. However,
provide good quality UI is important to make the composed system acceptable to
the users. To address this need, the HCI community has studied how to compose
UI at different levels of granularity. The main challenge is how to choose the
best composition option in order to provide UI of good quality from the user
point of view. This paper presents a step towards this challenge by proposing
the chosen of the best composed graphical UI considering quality ergonomic
criteria that can be automatically measured. In particular, it focuses on the
information density criterion. Information density concerns the users' workload
from a perceptual and cognitive point of view with regard to the whole set of
information presented to the users rather than each individual element or item. Keywords: UI Composition; ergonomic; usability; criteria; metrics; measures;
evaluation functions | |||
| Human-Machine Interaction Evaluation Framework | | BIBAK | Full-Text | 221-230 | |
| Hans Jander; Jens Alfredson | |||
| The aim of the study reported in this paper was to use and evaluate a new
methodological framework for Human-Machine Interaction (HMI) evaluation in
system development for complex, high-risk and task-critical environments to
assess overall HMI readiness. This has been conducted in the context of
simulations in a state-of-the-art development simulator for fighter aircraft
cockpit design in an industrial setting. The simulations included active and
experienced military fighter pilots flying two civil navigational scenarios.
The framework consists of already established evaluation methods and techniques
combined with new influences inspired from risk management practices. A new HMI
assessment survey has been developed and integrated into the framework. The
results of the study are promising for the studied framework and also indicate
some overlap when compared to existing practices regarding collected data.
Applied within industry the framework can help leverage future HMI evaluations
within system development. Keywords: Usability; HCI; HMI; System evaluation; System Development | |||
| Supervisory Control Interface Design for Unmanned Aerial Vehicles through GEDIS-UAV | | BIBAK | Full-Text | 231-240 | |
| Salvador Lorite; Adolfo Muñoz; Josep Tornero; Pere Ponsa; Enric Pastor | |||
| This paper reflects the state of art in the field of human factors for
unmanned aerial vehicles. It describes the GEDIS-UAV guide, which is a
modification of the GEDIS guide. It also shows the evaluation of the Sky-eye
project graphical user interface as an example of the methodology. The analysis
and evaluation method reflected in this paper may be used to improve the
graphical user interface of any unmanned aerial vehicle. Keywords: Supervisory Control; Unmanned Vehicles; Ergonomics; GEDIS | |||
| Remote Usability Evaluation of Mobile Web Applications | | BIBAK | Full-Text | 241-248 | |
| Paolo Burzacca; Fabio Paternò | |||
| Recent proliferation of mobile devices has made it important to provide
automatic support for usability evaluation when people interact with mobile
applications. In this paper, we discuss some specific aspects that need to be
considered in remote usability of mobile Web applications, and introduce a
novel environment that aims to address such issues. Keywords: Remote Evaluation; Logging Tools; Mobile Usability | |||
| Design and Implementation of ErgoIdentifier: A Tool for Automated Identification of Websites Interaction Elements | | BIBAK | Full-Text | 249-255 | |
| Oscar Francisco dos Santos; Marcelo Morandini | |||
| The purpose of this work focuses on the development of an environment that
will is called ErgoIdentifier. This environment is responsible for performing
automatic collection of websites' interaction elements and thus, support the
usability evaluation process by presenting important features and routines for
future usability evaluation automatic tools. The ErgoIdentifier will use the
website's implementation code to automatically identify the elements of
interaction of its pages. Once identified, these interaction elements must be
mapped to the same key characteristics that may influence the usability as
color, exact location on the page, size and format. So, this environment can
also be used by the evaluator by presenting him/her initial basis for
consideration. The Human Computer Interaction, or HCI, aims to provide
developers ways of designing and evaluating systems in which there is
interaction between user and system. Usability can be considered as a key
concept within the context of HCI and is focused on creating systems that are
easy to learn and use. Therefore, it is possible to assess the quality of
interactive systems according to factors that define its designers as priority.
The ErgoIdentifier provides overall overviews of the evaluation processes
starting with an identification of the website's source code files and the web
pages architecture. These information and the features of the interaction
elements must be stored in a Database for presenting special reports to the
evaluator. These reports should include the features of the interaction
elements, number of repetition of specific ones, such as frames, icons and
links. This proposed environment is composed by the following processes: (a)
Website architecture definition; (b) Interaction Elements Definition; (c)
Interaction Elements Visualization; and (d) XML Files Generation. So, the
ErgoIdentifier will consist of a database containing information from the pages
and elements of interaction that should be used in a usability evaluation
process. It also contains forms for queries characteristics of pages and
elements found on the website to be viewed through a terminal where the
environment is installed. They can also be obtained this information using text
file formats, HTML and XML that can be used as input for tools to support
usability evaluation. Also, the proposition of the ErgoIdentifier is based on a
stimulus for the design and development of other usability evaluation tools
that would be using it as a basis for defining the website's architecture and
also to have information about each webpage that are part of the website.
Concerning the webpages, it is important that all of interaction elements
should be automatically recognized and identified. This will allow the
usability evaluation tools to be more efficient in their purpose as this task
(interaction elements recognition) is no longer needed to be performed by the
tool. We intend to develop specific tools that should present meaningful
usability evaluation reports by using the ErgoIdentifier and also present this
environment for the HCI community. Keywords: Tools Usability and Interaction; User Interfaces; Ergonomics Criteria;
Usability | |||
| A Self-Evaluation Tool for Quantitative User Research within the digital.me Project | | BIBAK | Full-Text | 256-264 | |
| Andreas Schuller; Rafael Giménez; Fabian Hermann | |||
| For upcoming validations within the di.me project, the technical evaluation
components will be an important instrument for monitoring overall key usage
indicators and serve as the basis for the further analysis of usage data.
Consolidated findings acquired from the evaluation components shall serve as
the basis for further improvements on the developed clients and overall di.me
system. This paper states a list of related requirements as well as a technical
overview of the employed system. Keywords: Quantitative user research; Self-Evaluation; User Feedback; User Research;
Usability; User Experience; Requirements | |||
| Priming Categorization in a Card Sort | | BIBAK | Full-Text | 265-272 | |
| Camie Steinhoff; Jeremiah D. Still | |||
| When using the card sorting technique, the goal of a user experience
researcher is to determine the user's expected information architecture. Card
sorting is a knowledge elicitation method where users are given labeled cards
and are asked to place them into groups. This method is commonly used to
determine a natural navigation structure for a group of users. We examine the
impact of priming, an implicit memory effect in which exposure to a stimulus
influences response to a later stimulus, on this popular user-centered design
method. A control group did the card sort only, while the experimental group
watched a short presentation before performing their card sorts. The dependent
measure was the percentage of agreement of each card sort against the typical
sort. The primed group sort was significantly more similar to the typical
response than the control group. This study provides evidence that card sorting
can be modulated by priming. Keywords: Evaluation methods and techniques; Human Centered Design and User Centered
Design; Card Sorting; Priming; Knowledge elicitation | |||
| Case Study for Experience Vision -- Application for PC | | BIBA | Full-Text | 275-280 | |
| Kanako Ariya | |||
| In order to examine the new value of photo management software preinstalled on personal computers to develop a model for the next photo management software, I have to utilize the Experience Vision method. I will introduce the process from gathering information from the activity of novice users, structuring of their real user demands, to scenario creation. | |||
| Using the Common Industry Format to Document the Context of Use | | BIB | Full-Text | 281-289 | |
| Nigel Bevan | |||
| V&V of Lexical, Syntactic and Semantic Properties for Interactive Systems through Model Checking of Formal Description of Dialog | | BIBA | Full-Text | 290-299 | |
| Guillaume Brat; Célia Martinie; Philippe Palanque | |||
| During early phases of the development of an interactive system, future system properties are identified (through interaction with end users in the brainstorming and prototyping phase of the application, or by other stakeholders) imposing requirements on the final system. They can be specific to the application under development or generic to all applications such as usability principles. Instances of specific properties include visibility of the aircraft altitude, speed...in the cockpit and the continuous possibility of disengaging the autopilot in whatever state the aircraft is. Instances of generic properties include availability of undo (for undoable functions) and availability of a progression bar for functions lasting more than four seconds. While behavioral models of interactive systems using formal description techniques provide complete and unambiguous descriptions of states and state changes, it does not provide explicit representation of the absence or presence of properties. Assessing that the system that has been built is the right system remains a challenge usually met through extensive use and acceptance tests. By the explicit representation of properties and the availability of tools to support checking these properties, it becomes possible to provide developers with means for systematic exploration of the behavioral models and assessment of the presence or absence of these properties. This paper proposes the synergistic use two tools for checking both generic and specific properties of interactive applications: Petshop and Java PathFinder. Petshop is dedicated to the description of interactive system behavior. Java PathFinder is dedicated to the runtime verification of Java applications and as an extension dedicated to User Interfaces. This approach is exemplified on a safety critical application in the area of interactive cockpits for large civil aircrafts. | |||
| Formal Pattern Specifications to Facilitate Semi-automated User Interface Generation | | BIBAK | Full-Text | 300-309 | |
| Jürgen Engel; Christian Märtin; Christian Herdin; Peter Forbrig | |||
| This paper depicts potentialities of formal HCI pattern specifications with
regard to facilitate the semi-automated generation of user interfaces for
interactive applications. In a first step existing proven and well accepted
techniques in the field of model-based user interface development are
highlighted and briefly reviewed. Subsequently it is discussed how we combine
model-based and pattern-oriented methods within our user interface modeling and
development framework in order to partly enable automated user interface
generation. In this context a concrete pattern definition approach is
introduced and illustrated with tangible examples from the domain of
interactive knowledge sharing applications. Keywords: HCI patterns; model-based user interface development; patternbased
development; formalized pattern specification; user interface generation | |||
| A Mobile Application Flow Representation for Mutual Understanding of IT and Healthcare Professionals | | BIBAK | Full-Text | 310-319 | |
| Yusuf Nasuh Erturan; Semih Bilgen; Gul Tokdemir; Nergiz E. Cagiltay; Ekrem Yildiz; Esra Özcebe | |||
| Ever since mobile applications were developed and became popular, they have
started to take part in almost every field of our lives. Healthcare is one of
the most popular fields that mobile applications have become a part of.
However, development of mobile healthcare applications requires an
inter-disciplinary work on which people from different domains should
communicate. To do so efficiently, mobile application instructions should be
provided as clearly as possible so that mutual understanding can be achieved.
This study, aims to provide a methodology to provide the common grounds for
healthcare and IT specialists so that to improve the satisfaction level of all
the stakeholders of the system from the provided IT services and the end-user
interfaces. In other words, by providing a better communication medium for the
stakeholders during the design phase, we believe that software development
process will be improved, so do their satisfaction from the developed system. Keywords: Mobile healthcare; Communication gap; Representation guideline | |||
| Communicating Ideas in Computer-Supported Modeling Tasks: A Case Study with BPMN | | BIBAK | Full-Text | 320-329 | |
| Juliana Jansen Ferreira; Clarisse Sieckenius de Souza | |||
| The communication role of models in Software Engineering is widely
acknowledged. Models tell model users what model builders propose.
Computer-supported modeling (CSMod) traditionally concentrates on helping users
build models with various kinds of notations. Although such focus on
'representation' is obviously important for the overall 'communication' goal,
some design features in CSMod tools may be yet unexplored. This paper presents
a study with the use of ARIS EXPRESS in modeling tasks with Business Process
Modeling Notation (BPMN). We report on how we combined various methods to
analyze the way in which this tool supports 'communication through models'. Our
findings articulate semiotic and cognitive aspects of notations with evidence
provided by study participants during tasks and interviews. Our contribution
lies not only in the findings, and how CSMod design can evolve in relatively
unexplored ways, but also in our methodology, which we believe can be used in
similar contexts. Keywords: Computer-supported modeling; Semiotic engineering methods; Cognitive
dimensions of notations; Discourse analysis; Communication; Modeling notation;
BPMN | |||
| Semantic Execution of Subject-Oriented Process Models | | BIBAK | Full-Text | 330-339 | |
| Albert Fleischmann; Werner Schmidt; Christian Stary | |||
| Workflow Management Systems (WFMS) are becoming increasingly important as
tools to support people involved in the execution of business processes and to
automate parts of it. As business processes involve several actors with varying
backgrounds, workflow engines need to offer appropriate interfaces in order to
be accepted and deliver the expected benefits. In this paper we present a
structural interface design based on general user interface requirements and
special properties of workflow systems, in particular of a subject-oriented
workflow engine. Keywords: Business process management; workflow systems; user interface; structural
design; Subject-oriented BPM | |||
| Special Challenges for Models and Patterns in Smart Environments | | BIBAK | Full-Text | 340-349 | |
| Peter Forbrig; Christian Märtin; Michael Zaki | |||
| Smart environments aim at inferring the intention of the user and based on
that information, they offer optimal assistance for the users while performing
their tasks. This paper discusses the role of supportive user interfaces for
explicitly interacting with the environment in such cases where implicit
interactions of the users fail or the users want to get informed about the
state of the environment. It will be shown by small examples how patterns help
to specify the intended support with implicit and explicit interactions. A
notation for presentation patterns will be introduced that allows users
dynamically to change the presentation style. It will be discussed how extended
task models can be combined with presentation patterns and how this information
can be used in supportive user interfaces on mobile devices. Keywords: Smart Environment; model-based design; pattern; supportive user interface;
task migratability; task pattern; presentation patter | |||
| Parallel Rendering of Human-Computer Interaction Industrial Applications on Multi-/Many-Core Platforms | | BIBA | Full-Text | 350-360 | |
| Sven Hermann; Arquimedes Canedo; Lingyun (Max) Wang | |||
| Industrial Human Computer Interaction (Industrial HCI) devices are beginning the transition from single-core to multi-/many-core technology. In practice, improving the real-time response time of graphical user interface (GUI) applications in multi-/many-core is difficult. This paper presents a novel parallel rendering approach targeted to improve the performance of Industrial HCI applications in multi-/many-core technology. This is accomplished through the identification of coarse-grain parallelism during the application design, and the exploitation of fine-grain parallelism during runtime using a dynamic scheduling algorithm and true parallel execution of GUI workloads. Using a real benchmark application, we show that response time can be reduce by up to 217% in a quad-core processor. | |||
| A Logical Design Method for User Interface Using GUI Design Patterns | | BIBAK | Full-Text | 361-370 | |
| Ichiro Hirata; Toshiki Yamaoka | |||
| This paper presents a discussion of method for user interface design using
graphical user interface (GUI) design patterns. GUI design patterns are defined
as "general operation and expression of embedded system products". Purpose of
this study is to develop a user interface design efficient. GUI design patterns
were extracted in embedded system products. Then, interviews were conducted
with students and researchers in which the practical applicability of the
extracted GUI design patterns. This process allowed the number of GUI design
patterns to be narrowed down to 81 patterns. 81 patterns were analyzed using
the cluster analysis, between them and classifies these objects into different
7 groups. The GUI design patterns, which were composed of 7 groups, divided
into 4 layers. Finally, Design method using GUI design patterns was discussed.
This proposed method is based on the Human Design Technology (HDT). HDT is a
logical product development and UCD method easily accessible to anyone. Keywords: User Interface; Design Pattern; Human Design Technology | |||
| Developing Mobile Apps Using Cross-Platform Frameworks: A Case Study | | BIBAK | Full-Text | 371-380 | |
| Shah Rukh Humayoun; Stefan Ehrhart; Achim Ebert | |||
| In last few years, a huge variety of frameworks for the mobile
cross-platform development have been released to deliver quick and overall
better solutions. Most of them are based on different approaches and
technologies; therefore, relying on only one for using in all cases is not
recommendable. The diversity in smart-devices (i.e. smartphones and tablets)
and in their hardware features; such as screen-resolution, processing power,
etc.; as well as the availability of different mobile operating systems makes
the process of mobile application development much complicated. In this work,
we analyze few of these cross-platform development frameworks through
developing three mobile apps on each of them as well as on the native Android
and iOS environments. Moreover, we also performed a user evaluation study on
these developed mobile apps to judge how users perceive the same mobile app
developed in different frameworks and environments, from the native to the
cross-platform environment. Results indicate that these frameworks are good
alternative to the native platform implementations but a careful investigation
is required before deciding to check whether the target framework supports the
needed features in a stable way. Keywords: Cross-platform development; mobile apps; iOS; Android; smart-device;
smartphone; tablet; user evaluation | |||
| EMIL: A Rapid Prototyping Authoring Environment for the Design of Interactive Surface Applications | | BIBAK | Full-Text | 381-390 | |
| Johannes Luderschmidt; Nadia Haubner; Simon Lehmann; Ralf Dörner | |||
| Interactive surfaces (IS) like digital tabletop systems offer a cornucopia
of input possibilities like touch gestures or interaction with physical
objects. Additionally, multiple users can interact simultaneously allowing for
a collaborative setting. These aspects have increased the complexity of
designing such interfaces as compared to WIMP interfaces. However, existing UI
design approaches fall short of taking these aspects into account and existing
design approaches for IS focus on software development. We introduce the EMIL
environment that allows authors of design teams to create multi-touch and
tangible user interfaces. In its core, EMIL consists of a software framework
that provides interaction components (for instance, widgets like images or maps
as well as interaction concepts like gestures) that are especially suited for
IS. Authors like UI designers collaboratively create software prototypes
directly at the IS without the need to write code. For this purpose, they use
and adapt the components of the software framework in an authoring application.
Authors collect and retrieve information about the interaction components in a
knowledge database employing a tablet computer app. In a qualitative evaluation
interview, EMIL has been well received by a design team of an advertising
agency. Keywords: interactive surfaces; multi-touch; tangible user interfaces; engineering of
interactive systems | |||
| Extending the Information of Activity Diagrams with a User Input Classification | | BIBAK | Full-Text | 391-400 | |
| Cindy Mayas; Stephan Hörold; Heidi Krömker | |||
| This paper presents an extended notation of actions in activity diagrams.
The suggested method combines activity diagrams with a user input
classification in order to support interdisciplinary teams, particularly in the
early phases of development. In this way, the user input classification serves
as a communication basis for user requirements, which is adapted to the needs
of software engineers. The method is evaluated within a case study in a
nationwide research project for public transport. Keywords: activity diagram; actions; user input classification; public transport | |||
| Patterns and Models for Automated User Interface Construction -- In Search of the Missing Links | | BIBAK | Full-Text | 401-410 | |
| Christian Märtin; Christian Herdin; Jürgen Engel | |||
| This paper starts with an analysis of current or proven model and
pattern-based user interface development methods and techniques. It discusses
how these approaches facilitate the construction process and enhance the
overall flexibility, usability and user experience of the resulting software.
It is shown that HCI patterns meanwhile can contribute heavily to all
development aspects of interactive systems. In order to integrate patterns,
task, dialog, and object-oriented models to further automate user interface
construction, the paper tightly couples these seemingly disparate development
paradigms to allow a more powerful interplay. Thereby some of the missing links
are identified for letting the pattern-based automated generation of complex
parts of high-quality and media-rich applications become a routine job. A
well-known smart phone app is examined to demonstrate some steps of the new
approach. Keywords: Model-based user interface development (MBUID); HCI patterns; task models;
object-oriented models; dialog models; embedded patterns; user interface
generation | |||
| Evaluation of User Interface Description Languages for Model-Based User Interface Development in the German Automotive Industry | | BIBAK | Full-Text | 411-420 | |
| Gerrit Meixner; Marius Orfgen; Moritz Kümmerling | |||
| Developing human-machine-interfaces (HMI) in the automotive industry is a
time-consuming and complex task, involving different companies (car
manufacturers, suppliers, translators, designers) and teams with different
backgrounds. One way to improve the current problems arising from communication
and documentation deficits is to formalize the specification to make it easier
to read, to structure and to analyze. The project automotiveHMI aims to create
a domain-specific modeling language for HMI development in the automotive
industry. As part of the project, current specification processes and artifacts
as well as the related roles were analyzed. During the analysis 18 criteria
which should be fulfilled by a domain-specific modeling language have been
identified. The criteria are used to evaluate existing modeling languages and
to set objectives for the development of a new modeling language focusing the
cross-company and cross-team development of model-based HMIs in the automotive
industry. Keywords: Automotive User Interface; Model-Based User Interface Development; Task
Analysis; User Roles | |||
| An Empirical Study on Immersive Prototyping Dimensions | | BIBAK | Full-Text | 421-430 | |
| Samuel Moreira; Rui José; José Creissac Campos | |||
| Many aspects of the human experience of ubiquitous computing in built
environments must be explored in the context of the target environment.
However, delaying evaluation until a version of the system can be deployed can
make redesign too costly. Prototypes have the potential to solve this problem
by enabling evaluation before actual deployment. This paper presents a study of
the design space of immersive prototyping for ubiquitous computing. It provides
a framework to guide the alignment between specific evaluation goals and
specific prototype properties. The goal is to understand the potential
added-value of 3D simulation as a prototyping tool in the development process
of ubiquitous computing environments. Keywords: 3D environments; prototyping; ubiquitous computing | |||
| From Multicultural Agents to Culture-Aware Robots | | BIBA | Full-Text | 431-440 | |
| Matthias Rehm | |||
| In our work on developing multicultural agents we have primarily relied on
the analysis of video recordings of multimodal face to face interactions
between humans, where the videos have been collected in different cultures.
This posed some questions concerning the cultural biases of the analysis due to
the cultural background of the annotators. For the development of culture-aware
robots we have now adopted a strategy that takes this cultural bias into
account as a feature of the development process by integrating the potential
user groups from different cultures into this process. We exemplify this
approach with a case study on affective body movements for a humanoid robot. Note: Best paper award | |||
| Visual Interfaces Design Simplification through Components Reuse | | BIBAK | Full-Text | 441-450 | |
| Javier Rodeiro-Iglesias; Pedro M. Teixeira-Faria | |||
| One way to simplify a visual interface creating process is to give to the
interface designer the ability of reusing pre-built visual components
representations. In order to avoid premature commitment to specific
presentations, and leaves open the prospect of alternative visual presentations
for different environments, abstract interaction objects (AIOs) can be used.
One of these AIOs is the complex component, which is a component representation
having similarity properties with the object-oriented paradigm. This type of
component embraces the reuse concept at semantic and functional levels, which
contributes to reduce the complexity in the graphical user interface design
process. Further advantages of using complex components are the possibility of
visual and functional customization of these components, which greatly improves
the versatility of them when compared with a widget. Keywords: Abstract Interaction Objects; Complex Components; Visual User Interface
Components Reuse | |||
| Established and Innovative Facets of Interactive Prototypes -- A Case Study | | BIBAK | Full-Text | 451-459 | |
| Sebastian C. Scholz; Dieter Wallach | |||
| In this paper we highlight four facets of interactive prototypes in
user-centered design approaches. After reflecting on their established role in
the design and validation phases, we consider recent innovative uses of
prototypes in communicating with development/bidders and also to enhance
training. To illustrate our experiences, we draw upon a recent successfully
completed redesign project in the field of electrical engineering. Keywords: user-centered design; prototyping; iterative design; empirical validation;
delivery; education; e-Learning; innovation; integration; case study;
development support | |||
| Multi-level Communicability Evaluation of a Prototyping Tool | | BIBAK | Full-Text | 460-469 | |
| Vinícius Segura; Fabiana Simões; Gabriel Sotero; Simone Diniz Junqueira Barbosa | |||
| Semiotic engineering views human-computer interaction as a form of human
communication between designers and users, mediated by a computer system. If we
consider a design application, such as a prototyping tool, this communication
is about the construction of a second communication, one between the user of
the prototyping tool (in the role of the designer) and another user, who will
interact with the system being designed. This article explores an extension to
the Communicability Evaluation Method for design tools. This extension focuses
not only on considering the kinds of communicability breakdowns, but also on
what abstraction level they occur. Keywords: semiotic engineering; communicability evaluation; prototyping tools | |||
| Participatory Action Research in Software Development: Indigenous Knowledge Management Systems Case Study | | BIBAK | Full-Text | 470-479 | |
| Siang-Ting Siew; Alvin W. Yeo; Tariq Zaman | |||
| Participatory action Research In Software Methodology Augmentation (PRISMA)
is a software development methodology which has been amalgamated with
Participatory Action Research (PAR). This paper justifies the inclusion of PAR
in software development, and describes the PRISMA methodology vis-á-vis
a case study. Specifically, the case study encompasses the development of
eToro, an Indigenous Knowledge Management System for the Penans, a remote and
rural community in Malaysian Borneo. Keywords: Participatory Action Research; Software Development; PRISMA; Penans;
Indigenous Botanical Knowledge Management; Remote Malaysian Borneo | |||
| Enhanced 3D Sketch System Incorporating "Life-Size" and "Operability" Functions | | BIBAK | Full-Text | 480-489 | |
| Shun'ichi Tano; Naofumi Kanayama; Xinpeng Huang; Junko Ichino; Tomonori Hashiyama; Mitsuru Iwata | |||
| We have been studying the use of "rich media" to support creative and
intelligent human activities. Over the past ten years we have focused on the 3D
space as one of "rich media" and have developed many sketch systems that
support the design of 3D objects. However, long-term evaluation has revealed
that they are not used by designers in the field on an ongoing basis. Even
worse, they are treated as if they were merely attractions in an amusement
park. The fundamental problem was the lack of an indispensable function that
needs a 3D space. To overcome this problem, we previously developed a system
that incorporates two new functions, "life-size" and "operability," to make a
3D sketch system that is indispensable to designers. We have now enhanced the
system by extending these two functions to overcome problems identified in the
previous system. Keywords: 3D sketch; Life-size; Operability; Professional designer; Mixed reality | |||
| An Interface Prototyper Supporting Free Design Components Specification | | BIBAK | Full-Text | 490-499 | |
| Pedro M. Teixeira-Faria; Javier Rodeiro-Iglesias | |||
| Complex components allow increasing the abstraction in a visual interface
specification process, with independence of any platform or programming
language to represent an user interface. In order to support this type of
components a XML specification was created which allows specifying components
visual appearance, composition and dialog. It provides a user interface
abstraction to free design components (without any dependency of libraries of
predesigned user interface components -- toolkits). All information containing
in the specification allows showing what will be the user interface final
visual aspect, using a handmade or a computer technique (this is the objective
of this paper). Using complex components, being incrementally more complex,
simplifies the user interface designing and prototyping processes. In order to
demonstrate the possibility to show the visual appearance of an interface and
to validate the specification, a prototype to visualize any user interface
specified using UIFD was created. Keywords: User Interface Prototyper; Visual Appearance; User Interface Free Designer | |||
| Structured Scenario-Based Design Method for Experience Vision | | BIBAK | Full-Text | 500-509 | |
| Yoshihiro Ueda; Kentaro Go; Katsumi Takahashi; Seiji Hayakawa; Kazuhiko Yamazaki; Koji Yanagida | |||
| Experience Vision is a comprehensive design method to innovative services,
systems and products which reflect upon potential stakeholders' experiences and
company mission and vision. It encompasses the entire human-centered design
process and presents a new vision with experiential value for both the user and
business sides. It then produces users' values, activities, and interactions in
scenario format as part of design activities. It finally specifies requirements
specifications for the innovative services, systems and products. In this
paper, we introduce a Structured Scenario-Based Design Method (SSBDM) as part
of Experience Vision. SSBDM employs personas and scenarios as human-centered
representations for the innovative services, systems, and products. It contains
three layers of scenarios: value scenario, activity scenario, and interaction
scenario. Using an example of its application in a household account book, we
demonstrate how the three layers of scenarios are specified and evaluated in
SSBDM. Keywords: experience vision; service design; scenario; scenario-based design | |||
| Requirements for a Definition of Generative User Interface Patterns | | BIBAK | Full-Text | 510-520 | |
| Stefan Wendler; Ilka Philippow | |||
| Patterns for visual GUI design propagate the specification of user
interfaces with proven usability and motivate model-based development processes
with increased reuse of GUI component compositions. However, a common
structure, that captures all the reusability and variability demands, neither
has been established for the descriptive form nor the generative kind of user
interface patterns. Dedicated GUI specification languages like UIML and UsiXML
fail to express pattern definitions that can be instantiated in varying
contexts. Thus, model-based processes are required to introduce own media to
store those patterns. With our approach, we review the state of the art for
generative user interface pattern definition and derive requirements which we
refine by a Global Analysis. Finally, we developed a model that accommodates
primary factors and their impacts towards the concept for a more sophisticated
generative user interface pattern definition. Keywords: HCI patterns; user interface patterns; GUI generation | |||
| Characterizing Incidents Reporting Systems across Applications Domains | | BIBAK | Full-Text | 521-530 | |
| Marco Winckler; Cédric Bach; Regina Bernhaupt | |||
| Incident reporting is a very well-known technique in application domains
such as air traffic management and health, where specialized users are trained
to provide detailed information about problems. Incident reporting systems are
indeed complex systems that include many actors including the users reporting
incidents, user's colleagues and neighbors, stakeholders, policymakers, systems
integrations. Incident report systems might change (positively or negatively)
the users' environment in many ways. In recent years, this kind of technique
has been also been used in crisis management such as the hurricane Katrina.
However, despite the fact that incident reporting systems using mobile
technology are becoming more common, little is known about its actual use by
the general population and which factors affect the user experience when using
such system. In this paper we discuss the use of incident reporting system in
critical context of use. In this paper we discuss the use of incident reporting
system in several application domains. In particular we report findings in
terms of dimensions that are aimed to identify social and technical aspects
that can affect the design, development and use of incident reporting systems. Keywords: Incident reporting; mobility; geo-localization; user interface patterns;
m-government; e-government | |||
| Method Format for Experience Vision | | BIBAK | Full-Text | 531-539 | |
| Koji Yanagida; Yoshihiro Ueda; Kentaro Go; Katsumi Takahashi; Seiji Hayakawa; Kazuhiko Yamazaki | |||
| The "Experience Vision: Vision Centered Design Method" is a comprehensive
method which makes it possible to propose new and innovative products, systems
and services that are currently unavailable, as well as proposing advances for
those that currently exist. It encompasses the entire HCD (Human Centered
Design) process, and presents a new vision with experiential value for both
user and business from an HCD viewpoint.
This paper discusses a set of eight formats developed as a practical design tool for implementing this method. They include Goal setting of the project, Intrinsic user value, Policy of business value, Persona, Value scenario, Activity scenario, Interaction scenario and Experience vision (summary). Case studies showed effectiveness and usefulness of the formats as a design tool for this method. Keywords: experience vision; vision centered design method; structured scenario | |||
| Case Study for Experience Vision Designing Notebook PC | | BIBAK | Full-Text | 540-546 | |
| Der-Jang Yu; Ming-Chuen Chuang; Steven Tseng | |||
| It is challenging to do a thorough user-centered innovation process in the
PC industry due to the very fast paced product development cycle and the nature
of how innovations are usually technology driven. User-centered innovation
activities can be held before the start of each project to overcome these
challenges. And in the end, applications of technology must be able to be
traced back to user insights. User Experience Innovation Process (UXIP), a
three-phase innovation process is proposed in this paper. UXIP can help
incorporating the Experience Vision approach into the PC industry. This process
is consisted of three phases: research, create, and strategy. During the
process, sets of flashcard that captures user insights and concept scenarios
are used. Through the innovation tools, new user experience-based and
technology-related concepts can be captured early on. UXIP was able to help
companies save time and make better decisions. The results were remarkable. The
company was able to lunch incredibly innovative PC products in a very short
period of time since the concepts behind the product were already produced a
year before hands. Keywords: User experience; scenario-based design; product innovation | |||
| Investigating the Effects of Font Styles on Perceived Visual Aesthetics of Website Interface Design | | BIBAK | Full-Text | 549-554 | |
| Ahamed Altaboli | |||
| The purpose of this study is to compare the effects of the two font styles
(serif and sans-serif) on the users' perception of visual aesthetics of website
interface design. Two font types were tests in this study, namely: "Time News
Roman" representing the "serif" style and "Calibri" representing the
"sans-serif" style. They were chosen because they are two of the widely used
font types on the web and because they are the default font types of many of
the most popular word processing and web developing software. Analysis of
results showed that font type has a statistically significant effect on
perceived visual aesthetics. The designs with the Time New Roman font was
perceived as having better visual aesthetics. However, this effect was only
significant on the overall perception of visual aesthetics; it wasn't
significant in each of the four facets of visual aesthetics tested in this
study. Keywords: font style; font type; perceived visual aesthetics; website interface design | |||
| A Color Schemer for Webpage Design Using Interactive Mood Board | | BIBAK | Full-Text | 555-564 | |
| Zhenyu Gu; Zhanwei Wu; Jiamin Yu; Jian Lou | |||
| In this paper, we present a web tool called Webpage Color Schemer (WCS),
which enables people to easily redefine an existing webpage's color scheme. WCS
can adapt the webpage's color scheme towards a new visual effect expressed
nonverbally with an interactive mood board, which is actually a collage of
sample images or design examples reflecting designer's preference.
WCS is simple and fun to use. It has two major functionalities: an interactive mood board with a color quantization algorithm for extracting color themes; A genetic algorithm for generating best assignment of the theme colors from the mood board to the web page, with respect to necessary design objectives. The objectives are formulated as fitness functions for the evolutionary optimization. Our initial experiments show that three fitness functions are essential for the color scheme optimization: histogram evaluator, contrast evaluator and harmony evaluator, to make sure the scheme has a preferable color tone, legible contrast ratio and harmonious color matching, respectively. The evaluators are generally devised in the light of some well-established color design theories. Some efforts of this research, however, has moved towards using computational model to uncover design knowledge depositing in large set of design cases. WCS uses a kind of RBF network predicting proper contrast ratio of certain class of page elements, regarding its measurable features and context. The performance of the model is encouraging. Keywords: Website color; Adaptive webpage scheme; CSS | |||
| Study on Effects of Text Decoration for a Text Based Communication Tool in Education | | BIBAK | Full-Text | 565-574 | |
| Masateru Hishina; Katsuaki Miike; Nobutake Asaba; Satoru Murakami; Yuichi Ohkawa; Takashi Mitsuishi | |||
| In this paper, the authors have focused on effects of text decoration
function on text based communication system in education. In recent years,
chance of the text based communications between a teacher and students in
face-to-face lessons has increased. However, there are few investigations of
the effects mounting text decoration function in education. Therefore, the
authors performed the experiment to investigate effects of text decoration
function using text based communication system in face-to-face lessons. As a
result of the experiment, it was clarified that there are a wide variety of the
expressions in text messages, which made by students using text decoration
function. And most of them have felt strongly the necessity of text decoration
function. Furthermore, it was clarified that several in them felt "Interest for
the text decoration" and "Affinity with the teacher". Keywords: decoration; text; message; expression; necessity; interest; affinity | |||
| Ease of Icon Processing Can Predict Icon Appeal | | BIBAK | Full-Text | 575-584 | |
| Siné McDougall; Irene Reppa | |||
| Correlations between subjective ratings of interface usability and appeal
have been frequently reported. This study examined the possibility that the
relationship between usability and appeal are underpinned by implicit
perceptions of ease of processing which act as a heuristic in making judgments
of appeal. Ease of processing was manipulated by varying the amount of
experience participants gained with icons in a search task prior to judging
appeal, as well as varying the familiarity and visual complexity of the icons
presented. These manipulations systematically affected response times in the
search task (an objective measure of usability). The effects observed in appeal
judgments followed the same pattern as for search times, demonstrating that
ease of processing predicts judgments of appeal. This suggests that our
understanding of interface appeal needs to be predicated on an appreciation of
the factors affecting the ease with which information on an interface is
processed. Keywords: Interface appeal; usability; processing fluency; icons | |||
| Basic Study on Kawaii Feeling of Material Perception | | BIBAK | Full-Text | 585-592 | |
| Michiko Ohkura; Tsuyoshi Komatsu | |||
| In the 21st century, the importance of kansei (affective) values has been
recognized. However, since few studies have focused on kawaii as a kansei
value, we are researching its physical attributes of artificial products. We
previously performed experiments on kawaii shapes, colors, and sizes. This
article describes our experimental results on kawaii feelings in material
perception using virtual objects with various visual textures and actual
materials with various tactile textures. Keywords: kansei (Affective) value; kawaii; texture; visual sensation; tactile
sensation | |||
| Centrality of Visual Aesthetics in the Online Context: An Assessment and Empirical Evidence | | BIBAK | Full-Text | 593-600 | |
| Supavich Pengnate; Rathindra Sarathy; Todd Arnold | |||
| This research investigates individual differences in the centrality of
visual aesthetics (CVA) in the online context. The study examines the influence
of CVA on online user responses, namely perception of website visual appeal,
trust, and intention to use websites. A series of three experiments provide
evidence that CVA influence user responses, especially when users' CVA is
assessed by the indirect measure developed in this study. The results indicate
that the impact of CVA on user responses is stronger among users with high CVA
than those with low CVA, and especially when the users are exposed to website
with relatively low visual appeal. Keywords: Centrality of Visual Aesthetics; Website Design; Visual Appeal; Trust;
Intention to Use | |||
| The Feeling of Kawaii Is a Function of Interaction | | BIBAK | Full-Text | 601-610 | |
| Hisao Shiizuka | |||
| The author discusses the structure of the feeling of kawaii to clarify that
it is a function of interaction. Interaction in this paper has a broader
meaning, which is communication between a character and a person, while its
general definition is mutual communication between a person and a person, or a
person and a machine (computer). Clarification of the structure of the kawaii
system is also useful in specific system structures in terms of engineering.
The main outcome of this paper is a conclusion, based on a discussion of
interaction and sensitivity, that interaction occurs where the recipient's
sensitivity resonates with the sender's sensitivity, and consequently, its
inclusive relation with the factors around kawaii is elucidated. Keywords: Kawaii; interaction; sensitivity; visual communication | |||
| Comparison of Kansei Information between Joyful and Happy Expressions in Dance | | BIBA | Full-Text | 611-619 | |
| Nao Shikanai; Kozaburo Hachimura | |||
| This research was designed to investigate the relationships between Kansei information and movement characteristics in dance. The purpose is to specify the parameters contributing to the perception and identification of joy and happiness from dance movements. Professional and expert dancers expressed joy and happiness without using facial expressions. For capturing and recording expressions, we used a 3D motion capture system and digital video cameras. There were 54 observers who rated 50 items of Kansei information in both expressions. The results showed the scores of Kansei information for joyful expressions -- happy, dynamic, energetic, strong, accelerated, decelerated, extended, high, asymmetrical, fast, accented, big, down, and sudden -- were higher than those for happy expressions. We calculated acceleration for kinematic features, and the results showed that acceleration in joyful expressions was higher than in happy expressions. Our findings demonstrated the differences in strength of movements and emotions between joyful and happy expressions in dance. | |||
| Study of Kawaii-ness in Motion -- Physical Properties of Kawaii Motion of Roomba | | BIBAK | Full-Text | 620-629 | |
| Shohei Sugano; Yutaka Miyaji; Ken Tomiyama | |||
| In this paper, as the second report of the study on Kawaii-ness in motion,
we investigate the relationship between physical properties of motion and
Kawaii-ness using Roomba. Kawaii is one of the representative concepts of
Japan-original Kansei. First, we computed parameters of seven physical
properties (position, velocity, acceleration, angle, angular velocity, angular
acceleration, and time) from three types of motions of Roomba used in the first
study. Second, we composed 24 types of robot motions and asked the subjects to
evaluate their impressions. We asked the subjects to answer the questionnaire
consisting of the 20 pairing adjectives prepared according to the SD method.
The extracted physical features in seven physical parameters in composed
motions are correlated with the Kawaii-ness based on the result of the
questionnaire. We report our findings in detail in this paper. Keywords: Kawaii; Kansei values; Robot motion; Physical Property | |||