| Reality-based interaction evaluation methods and challenges | | BIB | Full-Text | 1-2 | |
| Georgios Christou; Effie Lai-Chong Law; William Green; Kasper Hornbaek | |||
| Developing speech input for virtual reality applications: A reality based interaction approach | | BIBAK | Full-Text | 3-8 | |
| Alex W. Stedmon; Harshada Patel; Sarah C. Sharples; John R. Wilson | |||
| An input device should be natural and convenient for a user to transmit
information to a computer, and should be designed from an understanding of the
task to be performed and the interrelationship between the task and the device
from the perspective of the user. In order to investigate the potential of
speech input as a reality based interaction device, this paper presents the
findings of a study that investigated speech input in a VR application. Two
independent user trials were combined within the same experimental design to
evaluate the commands that users employed when they used free speech in which
they were not restricted to a specific vocabulary. The study also investigated
when participants were told they were either talking to a machine (e.g. a
speech recognition system) or instructing another person to complete a VR based
task. Previous research has illustrated that when users are limited to a
specific vocabulary, this can alter the interaction style employed. The
findings from this research illustrate that the interaction style users employ
are very different when they are told they are talking to a machine or another
person. Using this knowledge, recommendations can be drawn for the development
of speech input vocabularies for future VR applications. Keywords: Virtual reality / Speech input / Human factors / Reality based interaction | |||
| Reaching the same point: Effects on consistency when pointing at objects in the physical environment without feedback | | BIBAK | Full-Text | 9-18 | |
| Reilly Derek | |||
| We present results from a study examining the impact of several human and
technical factors on selection by pointing a handheld pointer at physical
objects in a room without feedback. A basic mobile sensor assembly is used to
demonstrate the feasibility of coarse target acquisition using this technique.
Results show that the factors of relative target size and orientation, and
postural constraints on pointing behaviour all impact consistency across
individuals in the target acquisition end-point when pointing without feedback.
Consistency increased when participants were allowed to move freely, contrary
to the assumption that constraining body movement, position, and orientation
across individuals would increase consistency. Overall pointing consistency
also did not fall off when participants could not look at the targets during
interaction (after having previously pointed to them). We present design
considerations based on these findings. Keywords: Experimentation / Pointing / Mobile sensors / Pervasive computing | |||
| Object interaction detection using hand posture cues in an office setting | | BIBAK | Full-Text | 19-29 | |
| Brandon Paulson; Danielle Cummings; Tracy Hammond | |||
| Activity recognition plays a key role in providing information for
context-aware applications. When attempting to model activities, some
researchers have looked towards Activity Theory, which theorizes that
activities have objectives and are accomplished through interactions with tools
and objects. The goal of this paper is to determine if hand posture can be used
as a cue to determine the types of interactions a user has with objects in a
desk/office environment. Furthermore, we wish to determine if hand posture is
user-independent across all users when interacting with the same objects in a
natural manner. Our experiments indicate that (a) hand posture can be used to
determine object interaction, with accuracy rates around 97%, and (b) hand
posture is dependent upon the individual user when users are allowed to
interact with objects as they would naturally. Keywords: Glove-based interaction / Activity recognition / Haptics / Cyberglove /
Context-aware / Hand posture / Hand gesture | |||
| The role of Depth and Gestalt cues in information-rich virtual environments | | BIBAK | Full-Text | 30-51 | |
| Nicholas F. Polys; Doug A. Bowman; Chris North | |||
| Managing the layout of multi-dimensional visualizations is a crucial concern
for the development of effective visual analytic interfaces. In these
environments, heterogeneous and multi-dimensional information must be
structured and combined into data representations that demand low cognitive
resources but yield accurate mental models and insights. In this paper, we use
Information-Rich Virtual Environments (IRVE) to articulate crucial tradeoffs in
the use of Depth and Gestalt cues in text label layouts. We present a design
space and evaluation methodology to explore the usability effects of these
tradeoffs and collect results from a series of user studies. These lessons are
posed as a set of design guidelines to aid developers of new, advantageous
interfaces and specifications. Keywords: Information visualization / Virtual environments / Information theory /
Psychology of perception / Augmented cognition | |||
| Do patterns help novice evaluators? A comparative study | | BIBAK | Full-Text | 52-69 | |
| R. Lanzilotti; C. Ardito; M. F. Costabile; A. De Angeli | |||
| Evaluating e-learning systems is a complex activity which requires
considerations of several criteria addressing quality in use as well as
educational quality. Heuristic evaluation is a widespread method for usability
evaluation, yet its output is often prone to subjective variability, primarily
due to the generality of many heuristics. This paper presents the pattern-based
(PB) inspection, which aims at reducing this drawback by exploiting a set of
evaluation patterns to systematically drive inspectors in their evaluation
activities. The application of PB inspection to the evaluation of e-learning
systems is reported in this paper together with a study that compares this
method to heuristic evaluation and user testing. The study involved 73 novice
evaluators and 25 end users, who evaluated an e-learning application using one
of the three techniques. The comparison metric was defined along six major
dimensions, covering concepts of classical test theory and pragmatic aspects of
usability evaluation. The study showed that evaluation patterns, capitalizing
on the reuse of expert evaluators know-how, provide a systematic framework
which reduces reliance on individual skills, increases inter-rater reliability
and output standardization, permits the discovery of a larger set of different
problems and decreases evaluation cost. Results also indicated that evaluation
in general is strongly dependent on the methodological apparatus as well as on
judgement bias and individual preferences of evaluators, providing support to
the conceptualisation of interactive quality as a subjective judgement,
recently brought forward by the UX research agenda. Keywords: Usability evaluation techniques / e-Learning evaluation / Evaluation
patterns | |||
| A politeness effect in learning with web-based intelligent tutors | | BIBAK | Full-Text | 70-79 | |
| Bruce M. McLaren; Krista E. DeLeeuw; Richard E. Mayer | |||
| College students learned to solve chemistry stoichiometry problems with a
web-based intelligent tutor that provided hints and feedback, using either
polite or direct language. There was a pattern in which students with low prior
knowledge of chemistry performed better on subsequent problem-solving tests if
they learned from the polite tutor rather than the direct tutor (d=.78 on an
immediate test, d=.51 on a delayed test), whereas students with high prior
knowledge showed the reverse trend (d=-.47 for an immediate test; d=-.13 for a
delayed test). These results point to a boundary condition for the politeness
principle -- the idea that people learn more deeply when words are in polite
style. At least for low-knowledge learners, the results are consistent with
social agency theory -- the idea that social cues, such as politeness, can
prime learners to accept a web-based tutor as a social partner and therefore
try harder to make sense of the tutor's messages. Keywords: Intelligent tutoring system / Politeness / Learning | |||
| Aesthetics and usability of in-vehicle navigation displays | | BIBAK | Full-Text | 80-99 | |
| Talia Lavie; Tal Oron-Gilad; Joachim Meyer | |||
| This research evaluates the aesthetics and usability of various in-vehicle
electronic navigation map configurations. Study 1 adapted the aesthetics scale
(Lavie and Tractinsky, 2004) to accommodate evaluations of map displays. Study
2 examined map displays that vary in the amount of data presented, their
abstraction level and color schema, using objective and subjective usability
measures. Maps with minimal detail produced best performances and highest
evaluations. Abstractions were found to be advantageous when combined with
reduced amount of detail and specific color schemas. Moderate abstractions were
sufficient for obtaining the desired benefits. The color schema mainly affected
the objective measures, pointing to the importance of good contrast between the
cursor and the map colors. Study 3 further examined map schemas. Color schemas
again had no effect on the perceptions of aesthetics and usability. Overall,
similar results and high correlations were found for the perceived aesthetics
and usability scales, indicating the connection between perceived aesthetics
and usability. Lower correlations were found between the actual usability
(performance) and the aesthetics scale. Finally, users' usability evaluations
were not always in line with their actual performance, pointing to the
importance of using objective usability measures. Keywords: Aesthetics / Usability / Electronic map displays | |||
| Multiple spatial sounds in hierarchical menu navigation for visually impaired computer users | | BIBAK | Full-Text | 100-112 | |
| Jaka Sodnik; Grega Jakus; Saso Tomazic | |||
| This paper describes a user study on the benefits and drawbacks of
simultaneous spatial sounds in auditory interfaces for visually impaired and
blind computer users. Two different auditory interfaces in spatial and
non-spatial condition were proposed to represent the hierarchical menu
structure of a simple word processing application. In the horizontal interface,
the sound sources or the menu items were located in the horizontal plane on a
virtual ring surrounding the user's head, while the sound sources in the
vertical interface were aligned one above the other in front of the user. In
the vertical interface, the central pitch of the sound sources at different
elevations was changed in order to improve the otherwise relatively low
localization performance in the vertical dimension. The interaction with the
interfaces was based on a standard computer keyboard for input and a pair of
studio headphones for output. Twelve blind or visually impaired test subjects
were asked to perform ten different word processing tasks within four
experiment conditions. Task completion times, navigation performance, overall
satisfaction and cognitive workload were evaluated. The initial hypothesis,
i.e. that the spatial auditory interfaces with multiple simultaneous sounds
should prove to be faster and more efficient than non-spatial ones, was not
confirmed. On the contrary -- spatial auditory interfaces proved to be
significantly slower due to the high cognitive workload and temporal demand.
The majority of users did in fact finish tasks with less navigation and key
pressing; however, they required much more time. They reported the spatial
auditory interfaces to be hard to use for a longer period of time due to the
high temporal and mental demand, especially with regards to the comprehension
of multiple simultaneous sounds. The comparison between the horizontal and
vertical interface showed no significant differences between the two. It is
important to point out that all participants were novice users of the system;
therefore it is possible that the overall performance could change with a more
extensive use of the interfaces and an increased number of trials or
experiments sets. Our interviews with visually impaired and blind computer
users showed that they are used to sharing their auditory channel in order to
perform multiple simultaneous tasks such as listening to the radio, talking to
somebody, using the computer, etc. As the perception of multiple simultaneous
sounds requires the entire capacity of the auditory channel and total
concentration of the listener, it does therefore not enable such multitasking. Keywords: Auditory interface / Simultaneous spatial sounds / Visually impaired user /
Human -- computer interaction / Cognitive workload | |||
| Learning in multimodal training: Visual guidance can be both appealing and disadvantageous in spatial tasks | | BIBAK | Full-Text | 113-122 | |
| Nirit Yuviler-Gavish; Eldad Yechiam; Arava Kallai | |||
| Multimodal training involving both visual and auditory information was shown
to improve text comprehension and reduce cognitive load. However, it is argued
that in spatial tasks visual guidance can impair training effectiveness because
it encourages shallow performance strategies and little exploration. Moreover,
visual aids are attractive to both trainers as well as trainees, who tend to
use them despite their potential disadvantages. To examine this potential
training trap, two experimental studies were conducted. In Study 1, each
trainer instructed trainees on how to perform a 3-D puzzle in two conditions:
vocal guidance (17 trainees), where only vocal instructions were possible, and
vocal guidance with mouse pointing (17 trainees), where the trainer could also
use a mouse to point out positions on the trainee's screen. The results showed
that while the use of the mouse pointer reduced trainees' mental load during
training, it also drastically lowered performance level on a non-supervised
test. In Study 2, a real-world version of puzzle was trained. A comparison of a
vocal guidance group (16 trainees) to a group trained with an additional mouse
pointing and drawing option (16 trainees) showed, as well, reduced performance
levels with the additional visual aids. The results suggest that the abundant
use of multimodal training in Augmented Reality (AR) applications should be
re-evaluated. Keywords: Training / Skill acquisition / Vision / Cognitive load | |||
| Understanding the new digital divide -- A typology of Internet users in Europe | | BIBAK | Full-Text | 123-138 | |
| Petter Bae Brandtzæg; Jan Heim; Amela Karahasanovic | |||
| The purpose of this study is to better understand the digital divide by
identifying the variety of ways in which people in Europe use the Internet.
First, by using cluster analysis on survey data (N=12,666/age: 16 -- 74 years)
from Eurostat on Internet usage in Norway, Sweden, Austria, the UK, and Spain,
we identified five user types: Non-Users (42%), Sporadic Users (18%),
Instrumental Users (18%), Entertainment Users (10%), and Advanced Users (12%).
These user types differ in their distributions over country, age, access,
household members, and gender. An alarming finding is that 60% of the
population was found to be either Non-Users or Sporadic Users, which reflects a
large digital divide in Europe. Second, we conducted a logistic regression to
identify the predictors for different user types. We found on a cross-national
level that age and Internet access are the most salient predictors, whereas
gender and household seems to be less relevant. However, the amount of variance
explained differs between countries. We also suggested a future increase in the
digital divide between the identified user types -- a user type divide. The
user typology and the identified predictors might help researchers,
practitioners, and decision makers to better understand Internet users and the
multi-complex variations among individuals and countries. This knowledge will
also serve as a means to understand the digital divide by providing a more
nuanced perspective on Europeans' unequal usage of the Internet and
participation in an increasingly digital society. Keywords: Digital divide / Users / User types / Internet / Participation | |||
| Adoption of Semantic Web from the perspective of technology innovation: A grounded theory approach | | BIBAK | Full-Text | 139-154 | |
| Joo Jaehun | |||
| This paper examines the factors that affect the adoption and diffusion of
the Semantic Web by using a grounded theory approach. Grounded theory, a
qualitative research methodology, is appropriate to achieve this, because the
Semantic Web is currently at an early introduction stage. Data was gathered
through in-depth interviews with fifteen informants from user organizations
adopted the Semantic Web and suppliers that supported the implementation of the
projects. The interview transcripts were analyzed by using the open coding
scheme of grounded theory. Five factors affecting the adoption and infusion of
the Semantic Web were identified. The first factor is demand pull including
requirements for solving search and integration problems of existing systems
and for creating new services. Second, such things as environmental
conduciveness, potential business value, government sponsorship programs,
active roles of suppliers, etc. affect the adoption of the Semantic Web from
the perspective of technology push. Third, organizational competence including
communication and absorptive capacity plays an important role in its adoption.
Fourth, user's over-expectation has a negative impact on its adoption. Finally,
various factors affect the infusion of the Semantic Web, such as additional
investment budget for extending systems based on the Semantic Web, sharing
ontologies, and demonstrable effects. Keywords: Semantic Web / Ontology / Grounded theory / Technology innovation / Adoption
of innovation / Diffusion of innovation / Technology push / Demand pull /
Absorptive capacity / Qualitative research | |||
| What does it mean to be good at using a mobile device? An investigation of three levels of experience and skill | | BIBAK | Full-Text | 155-169 | |
| Antti Oulasvirta; Mikael Wahlström; K. Anders Ericsson | |||
| An increasing number of computer users lack formal training in operating
their devices. These daily users cannot be described as novices or experts
within the predominant view of expertise. In order to describe and better
understand this type of self-taught intermediate level of skill, 10 casual
users of a high-end smartphone series were compared to 10 novices and 4
professionals (help desk personnel) in their learning histories, task
performance, and cognitive outcomes. Our study suggests that this type of
self-taught intermediate level of skill is device-specific. Experienced users
(casual users and experts) exhibited superior performance for representative
tasks. This is mainly attributable to faster navigation and better knowledge of
interface terminology, not to deeper conceptual representation of the problems.
Interviews suggest that this skill is the consequence of routine use and three
recurring learning events: familiarization, following of media, and ad hoc
problem-solving situations. We conclude by discussing why intermediate levels
of skill deserve more attention in HCI research. Keywords: Mobile devices / Deliberate practice / Skill / Casual users | |||
| Revisiting path steering for 3D manipulation tasks | | BIBAK | Full-Text | 170-181 | |
| Lei Liu; Jean-Bernard Martens; Robert van Liere | |||
| The law of path steering, as proposed by Accot and Zhai, describes a
quantitative relationship between the human temporal performance and the path
spatial characteristics. The steering law is formulated as a continuous
goal-crossing task, in which a large number of goals are crossed along the
path. The steering law has been verified empirically for locomotion, in which a
virtual driving task through straight and circular paths was performed.
We revisit the path steering law for manipulation tasks in desktop virtual environments. We have conducted controlled experiments in which users operated a pen input device to steer a virtual ball through paths of varying length, width, curvature and orientation. Our results indicate that, although the steering law provides a good description of the overall task time as a function of index of difficulty ID=L/W, where L and W are the path length and width, it does not account for other relevant factors. We specifically show that the influence of curvature can be modeled by a percentage increase in steering time, independent of index of difficulty. The path orientation relative to the viewing direction has a periodic effect on the steering time, which can be optimally described by a function of Fourier series expansions. In addition, there is also an effect of the handedness of the subjects on the steering between the left and right districts in 3D manipulation tasks. Keywords: Virtual reality / Path steering / User study | |||
| Understanding human values in adopting new technology -- A case study and methodological discussion | | BIBAK | Full-Text | 183-200 | |
| Minna Isomursu; Mari Ervasti; Marianne Kinnula; Pekka Isomursu | |||
| This paper proposes a method for understanding and modelling human values in
the evaluation of new technology in social settings, and analyses the validity
of the proposed method in a specific use case. The method, which is based on
the Schwartz universal model of human values adopted from social psychology
research, is used in the context of value analysis of the adoption of a
technology-supported attendance control system in a primary school. The results
are based on an evaluation of a 14-week trial where two classes of elementary
school children used an attendance control system that was implemented using
networked technology components, including smart cards, NFC-enabled mobile
phones and card readers, a web portal, and SMS messaging. The findings from the
trial are analysed from the viewpoint of three end-user groups, namely
children, parents, and teachers. Keywords: Value based design / Evaluation methods / Schwartz's value model / User
experience evaluation / School attendance control | |||
| Human -- computer interaction for the generation of image processing applications | | BIBAK | Full-Text | 201-219 | |
| Régis Clouard; Arnaud Renouf; Marinette Revenu | |||
| The development of customized image processing applications is time
consuming and requires high level skills. This paper describes the design of an
interactive application generation system oriented towards producing image
processing software programs. The description is focused on two models which
constitute the core of the human -- computer interaction. First, the
formulation model identifies and organizes information that is assumed
necessary and sufficient for developing image processing applications. This
model is represented as a domain ontology which provides primitives for the
formulation language. Second, the interaction model defines ways to acquire
such information from end-users. The result of the interaction is an
application ontology from which a suitable software is generated. This model
emphases the gradual emergence of a semantics of the problem through purely
symbolic representations. Based on these two models, a prototype system has
been implemented to conduct experiments. Keywords: Human -- computer interaction / Knowledge acquisition / Ontology design /
Image processing and computer vision | |||
| Distributed ontology building as practical work | | BIBAK | Full-Text | 220-233 | |
| Dave Randall; Rob Procter; Yuwei Lin; Meik Poschen; Wes Sharrock; Robert Stevens | |||
| Ontologies -- a form of structured and logically related knowledge or
classification hierarchy embedded in a computer system -- are regarded by many
scientists as having enormous promise for the consistent use and re-use of
data. To realise this promise, however, is not straightforward. In this paper,
based on ethnographic observation, we argue that the challenges for ontology
building are 'social' as much as they are technical. By this we mean the
routine work undertaken in the building process and the problems and
difficulties entailed can be understood in terms of the practices of knowledge
workers and the practical nature of 'sorting things out'. Getting a better
sense of how, in practise, this work gets done gives a sense of the main
challenges of building successful ontologies and how this impacts on the design
of tool support. In considering the practices of one group in particular, we
try to show how, for members, the technical problems of determining what
classification structure is appropriate, and what its boundaries might be,
depend substantially on assumptions about the 'community' and its interests and
purposes. This 'turn to the social' has ramifications for the understanding of
ontology building and use. Specifically, 'modelling' approaches to ontology
building tell us little about the practical organisation of the work and how
this relates to the prospect of successful sharing. Ethnographic enquiry may
reveal important issues that are otherwise missed. Keywords: Ontology / Collaboration / Ethnography | |||
| Using hierarchical task decomposition as a grammar to map actions in context: Application to forecasting systems in supply chain planning | | BIBAK | Full-Text | 234-250 | |
| Stavros Asimakopoulos; Alan Dix; Robert Fildes | |||
| In this paper, we consider the value of using Hierarchical Task Analysis
(HTA) as a grammar to map actions in context. The grammar approach aims to
develop a richer picture of user actions in a task accommodating aspects of the
socio-organizational context. This paper reflects on user tasks as emerged from
interviews with real users in supply chain industries where Forecasting Support
Systems (FSS) are used to predict future product sales. In this paper, we use
HTA to describe what the expert literature has identified as the stages in
producing sales forecasts. In order to evaluate this against reported scenarios
and observations of actual use, we apply an approach that uses a parallel to
the grammar of everyday language to represent user activities. In addition to
specifying the particular socio-organizational aspects of FSS use, we show how
the grammar approach contributes to effective analysis of unstructured,
qualitative data. The methodology we adopt also eases our attempt to understand
user tasks and validate the constructed HTA model in a given context. The
methodological implications and future research directions for task analysis
models are discussed. Keywords: Grammar task analysis / Hierarchical task analysis / Forecasting support
systems / User scenarios / Forecasting practice | |||
| MiRA -- Mixed Reality Agents | | BIBAK | Full-Text | 251-268 | |
| Thomas Holz; Abraham G. Campbell; Gregory M. P. O'Hare; John W. Stafford; Alan Martin; Mauro Dragone | |||
| In recent years, an increasing number of Mixed Reality (MR) applications
have been developed using agent technology -- both for the underlying software
and as an interface metaphor. However, no unifying field or theory currently
exists that can act as a common frame of reference for these varied works. As a
result, much duplication of research is evidenced in the literature. This paper
seeks to fill this important gap by outlining "for the first time" a formal
field of research that has hitherto gone unacknowledged, namely the field of
Mixed Reality Agents (MiRAs), which are defined as agents embodied in a Mixed
Reality environment.
Based on this definition, a taxonomy is offered that classifies MiRAs along three axes: agency, based on the weak and strong notions outlined by Wooldridge and Jennings (1995); corporeal presence, which describes the degree of virtual or physical representation (body) of a MiRA; and interactive capacity, which characterises its ability to sense and act on the virtual and physical environment. Furthermore, this paper offers the first comprehensive survey of the state-of-the-art of MiRA research and places each project within the proposed taxonomy. Finally, common trends and future directions for MiRA research are discussed. By defining Mixed Reality Agents as a formal field, establishing a common taxonomy, and retrospectively placing existing MiRA projects within it, future researchers can effectively position their research within this landscape, thereby avoiding duplication and fostering reuse and interoperability. Keywords: Mixed Reality Agents / Mixed Reality / Interaction metaphors / Survey | |||
| Reliability, validity, and sensitivity of a single-item measure of online store usability | | BIBAK | Full-Text | 269-280 | |
| Timo Christophersen; Udo Konradt | |||
| In an experimental study, we examined the validity and reliability of a
single-item measure for customers' assessment of online store usability. Each
of the 378 participants visited two out of 35 online stores and performed three
shopping related tasks. Usability was rated using a single-item and an
eight-item measure. In addition to trust in the online store and aesthetics, we
also measured the participant's intention to buy. Results from factor analysis
and the correction for attenuation formula revealed an adequate reliability of
the single-item measure. Positive correlations with both trust and aesthetics
supported the convergent validity of the single-item measure for usability. The
positive correlation between the single-item and the intention to buy
demonstrated the high predictive validity of this measure. Finally, results
support the sensitivity of the single-item measure to differentiate between the
usability for each online store. Keywords: Usability / e-Commerce / Single-item measure / Online store / Scale
development | |||
| Designing for reflection on personal experience | | BIB | Full-Text | 281-282 | |
| Lovers' box: Designing for reflection within romantic relationships | | BIBAK | Full-Text | 283-297 | |
| Anja Thieme; Jayne Wallace; James Thomas; Ko Le Chen; Nicole Krämer; Patrick Olivier | |||
| We present the Lovers' box, a digital artefact designed to engage romantic
couples in reflections on their relationship. By adopting perspectives from
social psychology and interaction design, the work examines the role of
reflection through the use of a non-traditional digital artefact that acts as a
site for enduring attachments of personal emotional significance. To this end,
we respond to previous research work on reflection through design, in the
development of four Lovers' boxes whose purposes and meanings are completed
through reflections both by romantic couples and their integration in everyday
lives. A field study was conducted involving five couples in new relationships
who were asked to exchange video messages (co-created with a digital media
artist) using the Lovers' box over a period of five weeks. Our findings
demonstrated: (1) that the creation, exchange and display of messages embedded
in the digital artefact served as both mirrors and sources for reflection
concerning couples' relationships; (2) the rich manner in which the Lovers' box
became meaningful to participants, as they perceived it as keepsake or digital
storybook of their meaningful experiences, experienced it as an enjoyable
shared hobby with their partner and saw it as providing them a snapshot into
the beloved person's mind and thoughts; and (3) how the potential for new
castings of digital artefacts might support our personal and emotional lives. Keywords: Reflection on experience / Reflective design / Emotion and affective UI /
Intimacy / Interaction design / Materiality | |||
| A saunter down memory lane: Digital reflection on personal mementos | | BIBAK | Full-Text | 298-310 | |
| Vaiva Kalnikaitc; Steve Whittaker | |||
| We all collect personal mementos, treasured objects that remind us about our
past. We also remember significant people and places from our past. A key way
that we reflect on our identity is through collecting, organizing and talking
to others about such personal mementos, places and people. However, most work
on mementos has focused on physical objects rather than their digital
representations. And when digital archives have been examined these have been
found to be underexploited. We, therefore, implemented and evaluated a new
class of digital memory application, MemoryLane, that is designed on the basis
of prior research into memory and reminiscence. MemoryLane allows people to
capture, actively organize and reflect on digital representations of mementos
relating to people, places and objects. Users can also annotate captured
mementos with spoken or textual narratives. User feedback provides new
information about the nature of digital reminiscing and reflection. Our 31
persons evaluation showed that people were active in organizing and reflecting
on these personal digital collections. As we expected, most mementos centered
around familiar home objects, although mementos relating to people tended to be
regarded as most important and to evoke stronger emotions. Participants also
recorded many spoken narratives about mementos, but these spoken reflections
were unpopular on playback. We discuss the theoretical and design implications
of our work. Keywords: Reflective technology / Personal digital mementos / Everyday memory /
Reflection emotional awareness / Psychology of memory / Sociology | |||
| "Oh and how things just don't change, the more things stay the same": Reflections on SenseCam images 18 months after capture | | BIBAK | Full-Text | 311-323 | |
| Siân E. Lindley; Maxine Glancy; Richard Harper; Dave Randall; Nicola Smyth | |||
| This paper presents an exploration of how images captured by a wearable
camera, SenseCam, might foster reflection on everyday experiences. SenseCams
were provided to multiple members of four households who wore them
simultaneously and reviewed the images after one week, and then again after a
period of 18 months. The findings reveal how images captured by different
family members led to new insights around normally unremarkable routines, and
provided new perspectives on how children experienced the world, while the 18
month interval prompted some reinterpretation of the past and made participants
aware of incremental changes in their everyday lives. Implications for the
design of tools to support reflection on personal experience are suggested and
remarks about the concept of memory collection devices made. Keywords: Routine / Mundane / Lifelog / Wearable / Photography | |||
| Remembering today tomorrow: Exploring the human-centred design of digital mementos | | BIBAK | Full-Text | 324-337 | |
| Simon Bowen; Daniela Petrelli | |||
| This paper describes two-part research exploring the context for and
human-centred design of 'digital mementos', as an example of technology for
reflection on personal experience (in this case, autobiographical memories).
Field studies into families' use of physical and digital objects for
remembering provided a rich understanding of associated user needs and human
values, and suggested properties for 'digital mementos' such as being 'not like
work', discoverable and fun. In a subsequent design study, artefacts were
devised to express these features and develop the understanding of needs and
values further via discussion with groups of potential 'users'. 'Critical
artefacts' (the products of Critical Design) were used to enable participants
to envisage broader possibilities for social practices and applications of
technology in the context of personal remembering, and thus to engage in the
design of novel devices and systems relevant to their lives. Reflection was a
common theme in the work, being what the digital mementos were designed to
afford and the mechanism by which the design activity progressed. Ideas for
digital mementos formed the output of this research and expressed the
designer's and researcher's understanding of participants' practices and needs,
and the human values that underlie them and, in doing so, suggest devices and
systems that go beyond usability to support a broader conception of human
activity. Keywords: Personal memory / Participatory design / Critical design / Innovation /
Human-centred design / Design methods | |||
| Data Souvenirs: Environmental psychology and reflective design | | BIBAK | Full-Text | 338-349 | |
| Ryan Aipperspach; Ben Hooker; Allison Woodruff | |||
| The physical form of technology and its relationship to the surrounding
environment is an important factor in design; we argue that this is especially
true in the design of reflective technology. We suggest environmental
psychology theory as a tool for understanding this relationship and use it to
propose design guidelines for tangible reflective technologies. As an example,
we apply these guidelines to the design of domestic technology, inspiring the
creation of Data Souvenirs, a set of hardware sketches we have built that
combine technology with the physical form of books. Additionally, we reflect on
our own design process, discussing how the combination of environmental
psychology theory and hardware design sketches can motivate novel tangible
designs. Keywords: Tangible interfaces / Design / Personal reflection / Environmental
psychology | |||
| On the roles of policies in computer systems management | | BIBAK | Full-Text | 351-361 | |
| Eser Kandogan; Paul P. Maglio; Eben Haber; John Bailey | |||
| Policies are a pervasive and critical aspect of computer system management.
What makes an effective policy? How do policies work in practice? To what
extent can policy specification and implementation be formalized and automated?
We studied the work practices of computer system administrators to uncover some
of the ways policies are used in practice, and to inform the design of tools
that incorporate policies to support more effective system management. We found
that polices come in many forms -- documented in service-level agreements and
best-practice guidelines, given by management directives, applied by system
administrators through formal processes, and built into tools such as
configuration management applications. We found that although policies
sometimes make explicit statements and establish formal processes, much is left
implicit, by design or omission, with appropriate interpretation and execution
dependent on human judgment. We argue that people must play an active role in
the application of policies to system management because complex situational
demands require it, and we discuss some issues in the design of tools that
incorporate policies in supporting computer system management. Keywords: Policy / Systems management / Ethnography | |||
| Using a game controller for relaying deictic gestures in computer-mediated communication | | BIBAK | Full-Text | 362-374 | |
| Swen Walkowski; Ralf Dörner; Mirja Lievonen; Duska Rosenberg | |||
| In computer-mediated communication, participants often experience a loss of
information that would have been conveyed by non-verbal means in a face-to-face
communication. They need to compensate for this loss by being more verbose
which may have a negative impact on the efficiency of communication or give
rise to misunderstandings. In this paper, we present a computer system that
augments the imagery perceived from the remote site with additional visual
information and that can be controlled by using a Nintendo Wiimote game
controller. Our prototype illustrates our approach how a system might be able
to partially compensate for the information typically lost in conventional
video conferencing where deictic gestures cannot be relayed properly to the
remote site. Concerning user acceptance, our user tests also show that the
visualization technique is crucial which is used for highlighting the objects
or persons that are being pointed at. Adequate visualization techniques based
on non-photorealistic rendering are proposed. Keywords: Human computer interaction / Usability studies / Videoconferencing /
Communication / Virtual pointing / Communicative function / Deictic reference /
Deictic gestures / Shared understanding / Interface design / Wii / Highlighting
/ Computer-mediated communication | |||
| Measuring user-satisfaction with electronic consumer products: The Consumer Products Questionnaire | | BIBAK | Full-Text | 375-386 | |
| Niamh McNamara; Jurek Kirakowski | |||
| This paper details the development of the Consumer Products Questionnaire
(CPQ), a psychometric questionnaire created to measure user-satisfaction with
electronic consumer products (ECPs). The five-factor theoretical model of
satisfaction proposed by Porteous et al. (1995) was selected as a starting
point for further empirical validation. An iterative psychometric process was
used where responses to three versions of the CPQ were gathered from three
independent user samples. Factor analysis and item analysis were used to
produce the final thirty-item instrument. The original five-factor model was
reduced to three factors, namely, Efficiency, Helpfulness, and Transparency.
Cronbach's alpha for the Global scale and the three subscales are all above
0.90. In addition, preliminary validation studies indicate that the
questionnaire can distinguish between products that differ in terms of
usability. Keywords: User-satisfaction / Psychometric questionnaire / Consumer products usability | |||
| See-through techniques for referential awareness in collaborative virtual reality | | BIBAK | Full-Text | 387-400 | |
| Ferran Argelaguet; Alexander Kulik; André Kunert; Carlos Andujar; Bernd Froehlich | |||
| Multi-user virtual reality systems enable natural collaboration in shared
virtual worlds. Users can talk to each other, gesture and point into the
virtual scenery as if it were real. As in reality, referring to objects by
pointing results often in a situation whereon objects are occluded from the
other users' viewpoints. While in reality this problem can only be solved by
adapting the viewing position, specialized individual views of the shared
virtual scene enable various other solutions. As one such solution we propose
show-through techniques to make sure that the objects one is pointing to can
always be seen by others. We first study the impact of such augmented viewing
techniques on the spatial understanding of the scene, the rapidity of mutual
information exchange as well as the proxemic behavior of users. To this end we
conducted a user study in a co-located stereoscopic multi-user setup. Our study
revealed advantages for show-through techniques in terms of comfort, user
acceptance and compliance to social protocols while spatial understanding and
mutual information exchange is retained. Motivated by these results we further
analyze whether show-through techniques may also be beneficial in distributed
virtual environments. We investigated a distributed setup for two users, each
participant having its own display screen and a minimalist avatar
representation for each participant. In such a configuration there is a lack of
mutual awareness, which hinders the understanding of each other's pointing
gestures and decreases the relevance of social protocols in terms of proxemic
behavior. Nevertheless, we found that show-through techniques can improve
collaborative interaction tasks even in such situations. Keywords: Evaluation/methodology / Interaction techniques / 3D pointing /
Collaborative virtual reality | |||
| Air pointing: Design and evaluation of spatial target acquisition with and without visual feedback | | BIBAK | Full-Text | 401-414 | |
| A. Cockburn; P. Quinn; C. Gutwin; G. Ramos; J. Looser | |||
| Sensing technologies such as inertia tracking and computer vision enable
spatial interactions where users make selections by 'air pointing': moving a
limb, finger, or device to a specific spatial region. In addition of expanding
the vocabulary of possible interactions available, air pointing brings the
potential benefit of enabling 'eyes-free' interactions, where users rely on
proprioception and kinaesthesia rather than vision. This paper explores the
design space for air pointing interactions, and presents tangible results in
the form of a framework that helps designers understand input dimensions and
resulting interaction qualities. The framework provides a set of fundamental
concepts that aid in thinking about the air pointing domain, in characterizing
and comparing existing solutions, and in evaluating novel techniques. We carry
out an initial investigation to demonstrate the concepts of the framework by
designing and comparing three air pointing techniques: one based on small
angular 'raycasting' movements, one on large movements across a 2D plane, and
one on movements in a 3D volume. Results show that large movements on the 2D
plane are both rapid (selection times under 1 s) and accurate, even without
visual feedback. Raycasting is rapid but inaccurate, and the 3D volume is
expressive but slow, inaccurate, and effortful. Many other findings emerge,
such as selection point 'drift' in the absence of feedback. These results and
the organising framework provide a foundation for innovation and understanding
of air pointing interaction. Keywords: Target acquisition / Proprioception / Spatial memory / Eyes-free interaction | |||
| The influence of intrinsic and extrinsic motivation on individuals' knowledge sharing behavior | | BIBAK | Full-Text | 415-427 | |
| Shin-Yuan Hung; Alexandra Durcikova; Hui-Min Lai; Wan-Mei Lin | |||
| A major challenge in knowledge management involves motivating people to
share knowledge with others. The objective of this study is to deepen our
understanding of how to influence an individual's tendency to engage in
knowledge sharing behavior in a team setting. Specifically, we investigate the
effects of intrinsic motivation (altruism) and extrinsic motivation (economic
reward, reputation feedback and reciprocity) on knowledge sharing (number of
ideas generated, idea usefulness, idea creativity and meeting satisfaction) in
a group meeting. Results of our experiment show that a knowledge management
system with built-in reputation feedback is crucial to support successful
knowledge sharing. Keywords: Knowledge sharing / Intrinsic motivation / Extrinsic motivation / Knowledge
management systems / Experimental study | |||
| Attention, polychronicity, and expertise in prospective memory performance: Programmers' vulnerability to habit intrusion error in multitasking | | BIBAK | Full-Text | 428-439 | |
| Premjit K. Sanjram; Azizuddin Khan | |||
| The paper examines prospective memory (ProM) in programmer multitasking and
reports administration of a naturalistic atypical action. The study emphasizes
on how attention, time orientation, and expertise affect ProM performance in
multitasking among a group of computer science and engineering students
(N=108). The results suggest that attention play a crucial role in multitasking
and ProM performance with respect to whether or not a word display requires
more attention to be devoted in monitoring and identifying it for an
appropriate action. Polychrons exhibit lesser degree of ProM performance
failure than monochrons whereas expertise does not have an effect. Finally,
results show that out of overall ProM performance failure, habit intrusion
errors comprise of 16.22% occurring 1.75 times in every 10 valid click
responses of ProM task. Moreover, experts demonstrate a superior performance
over novices in programming. Keywords: Atypical action / HCI / Habit intrusion / ProM error / Programmer
multitasking | |||
| A comparative study of the sense of presence and anxiety in an invisible marker versus a marker augmented reality system for the treatment of phobia towards small animals | | BIBAK | Full-Text | 440-453 | |
| M. Carmen Juan; Dennis Joele | |||
| Phobia towards small animals has been treated using exposure in vivo and
virtual reality. Recently, augmented reality (AR) has also been presented as a
suitable tool. The first AR system developed for this purpose used visible
markers for tracking. In this first system, the presence of visible markers
warns the user of the appearance of animals. To avoid this warning, this paper
presents a second version in which the markers are invisible. First, the
technical characteristics of a prototype are described. Second, a comparative
study of the sense of presence and anxiety in a non-phobic population using the
visible marker-tracking system and the invisible marker-tracking system is
presented. Twenty-four participants used the two systems. The participants were
asked to rate their anxiety level (from 0 to 10) at 8 different moments.
Immediately after their experience, the participants were given the SUS
questionnaire to assess their subjective sense of presence. The results
indicate that the invisible marker-tracking system induces a similar or higher
sense of presence than the visible marker-tracking system, and it also provokes
a similar or higher level of anxiety in important steps for therapy. Moreover,
83.33% of the participants reported that they did not have the same
sensations/surprise using the two systems, and they scored the advantage of
using the invisible marker-tracking system (IMARS) at 5.19±2.25 (on a
scale from 1 to 10). However, if only the group with higher fear levels is
considered, 100% of the participants reported that they did not have the same
sensations/surprise with the two systems, scoring the advantage of using IMARS
at 6.38±1.60 (on a scale from 1 to 10). Keywords: Augmented reality / Invisible markers / Phobia towards small animals | |||
| Evaluating the Information Behaviour methods: Formative evaluations of two methods for assessing the functionality and usability of electronic information resources | | BIBAK | Full-Text | 455-482 | |
| Stephann Makri; Ann Blandford; Anna L. Cox; Simon Attfield; Claire Warwick | |||
| The importance of user-centred evaluation is stressed by HCI academics and
practitioners alike. However, there have been few recent evaluation studies of
User Evaluation Methods (UEMs), especially those with the aim of improving
methods rather than assessing their efficacy (i.e. formative rather than
summative evaluations). In this article, we present formative evaluations of
two new methods for assessing the functionality and usability of a particular
type of interactive system -- electronic information resources. These serve as
an example of an evaluation approach for assessing the success of new HCI
methods. We taught the methods to a group of electronic resource developers and
collected a mixture of focus group, method usage and summary questionnaire data
-- all focusing on how useful, usable and learnable the developers perceived
the methods to be and how likely they were to use them in the future. Findings
related to both methods were generally positive, and useful suggestions for
improvement were made. Our evaluation sessions also highlighted a number of
trade-offs for the development of UEMs and general lessons learned, which we
discuss in order to inform the future development and evaluation of HCI
methods. Keywords: Evaluation / Methods / UEM | |||
| Turk-2, a multi-modal chess player | | BIBAK | Full-Text | 483-495 | |
| Levente Sajó; Zsófia Ruttkay; Attila Fazekas | |||
| In this paper we present Turk-2, a hybrid multi-modal chess player with a
robot arm and a screen-based talking head. Turk-2 can not only play chess, but
can see and hear the opponent, can talk to him and display emotions. We were
interested to find out if a simple embodiment with human-like communication
capabilities enhances the experience of playing chess against a computer.
First, give an overview of the development road to multi-modal communication
with computers. Then we motivate our research with a hybrid system, we
introduce the architecture of Turk-2, we describe the human experiments and its
evaluation. The results justify that multi-modal interaction makes game playing
more engaging, enjoyable -- and even more effective. These findings for a
specific game situation provide yet another evidence of the power of human-like
interaction in turning computer systems more attractive and easier to use. Keywords: Turk-2 / Multi-modal chess player / Human -- computer interaction /
Affective computing | |||
| Using behavioral patterns to assess the interaction of users and product | | BIBAK | Full-Text | 496-508 | |
| Stefanie Harbich; Marc Hassenzahl | |||
| We hypothesized that users show different behavioral patterns at work when
using interactive products, namely execute, engage, evolve and expand. These
patterns refer to task accomplishment, persistence, task modification and
creation of new tasks, each contributing to the overall work goal. By
developing a questionnaire measuring these behavioral patterns we were able to
demonstrate that these patterns do occur at work. They are not influenced by
the users alone, but primarily by the product, indicating that interactive
products indeed are able to support users at work in a holistic way. Behavioral
patterns thus are accounted for by the interaction of users and product. Keywords: Evaluation method / Behavior / HCI / Motivation / Interaction | |||
| The notion of overview in information visualization | | BIBAK | Full-Text | 509-525 | |
| Kasper Hornbæk; Morten Hertzum | |||
| Overview is a frequently used notion and design goal in
information-visualization research and practice. However, it is difficult to
find a consensus on what an overview is and to appreciate its relation to how
users understand and navigate an information space. We review papers that use
the notion of overview and develop a model. The model highlights the awareness
that makes up an overview, the process by which users acquire it, the
usefulness of overviews, and the role of user-interface components in
developing an overview. We discuss the model in relation to classic readings in
information visualization and use it to generate recommendations for future
research. Keywords: Information visualization / Overview / Awareness / Overview+detail | |||
| Speed -- accuracy tradeoffs in specialized keyboards | | BIBAK | Full-Text | 526-538 | |
| Gregory Francis; Elizabette Johnson | |||
| Patients with locked-in syndrome are perceptually and cognitively aware of
their environment but are unable to speak and have very limited motor
capabilities. These patients frequently use a virtual keyboard with a cursor
that moves over different items. The user triggers a selector when the cursor
is over the desired item. For text entry such a method is excruciatingly slow,
but is critical for patients who otherwise cannot communicate. We show how such
keyboards can be optimally designed to maximize text entry speed while
simultaneously controlling the entry error rate. The described method
quantifies how different factors in keyboard design influence both entry speed
and accuracy and demonstrates that different keyboard designs can greatly alter
the efficiency of keyboard use. For a given text corpus and allowable average
entry error proportion, the method identifies the cursor duration and character
layout that minimizes average entry time. The method can easily be adapted to a
variety of keyboard designs and selection devices and thereby improve the
communication of locked-in syndrome patients. Keywords: Optimization / Locked-in syndrome / Brain computer interfaces | |||
| Understanding how children understand robots: Perceived animism in child -- robot interaction | | BIBAK | Full-Text | 539-550 | |
| Tanya N. Beran; Alejandro Ramirez-Serrano; Roman Kuzyk; Meghann Fior; Sarah Nugent | |||
| Centuries ago, the existence of life was explained by the presence of a soul
(Tylor, 1871). Known as animism, this term was re-defined in the 1970s by
Piaget as young children's beliefs that inanimate objects are capable of
actions and have life-like qualities. With the development of robots in the
21st century, researchers have begun examining whether animism is apparent in
children's impressions of robots. The purpose of this study was to use a model
of knowledge structures, or schemata, to examine whether children attribute
human qualities of cognition, affect, and behavior to a robot. An experiment
was set up at a science center located in a major Western Canadian city, and
visitors to the center were invited to participate. A total of 198 children
ages 5 -- 16 years (M=8.18 years) with an approximate even number of boys and
girls were included. Children completed a semi-structured interview after
observing a robot, a small 5 degree of freedom robot arm, perform a block
stacking task. Answers to the nine questions about the robot were scored
according to whether they referenced humanistic qualities. Results from
frequency and content analyses suggest that a significant proportion of
children ascribe cognitive, behavioral, and especially affective,
characteristics to robots. Keywords: Robotics / Children / Developmental psychology / Animism / Child development
/ Human -- robot interaction | |||
| Design and evaluation of freehand menu selection interfaces using tilt and pinch gestures | | BIBAK | Full-Text | 551-562 | |
| Tao Ni; Doug A. Bowman; Chris North; Ryan P. McMahan | |||
| Freehand gestural interaction, in which the user's hands move in mid-air to
provide input, has been of interest to researchers, but freehand menu selection
interfaces have been under-investigated so far. Freehand menu selection is
inherently difficult, especially with increasing menu breadth (i.e., the number
of items), largely because moving hands in free space cannot achieve precision
as high as physical input devices such as mouse and stylus. We have designed a
novel menu selection interface called the rapMenu (Ni et al., 2008), which is
controlled by wrist tilt and multiple pinch gestures, and takes advantage of
the multiple discrete gesture inputs to reduce the required precision of the
user hand movements.
In this article, we first review the visual design and behavior of the rapMenu technique, as well as related design issues and its potential advantages. In the second part, we present two studies of the rapMenu in order to further investigate the strengths and limitations of the design principle. In the first study, we compared the rapMenu to the extensively studied tilt menu technique (Rahman et al., 2009). Our results revealed that the rapMenu outperforms the tilt menu as menu breadth increases. In the second study, we investigated how the rapMenu affords the opportunity of eyes-free selection and users' transition from novice to expert. We found that within 10 min of practice, eyes-free selection with rapMenu has competitive speed and accuracy with the visual rapMenu and the tilt menu. Finally, we discuss design variations that use other axes of wrist movement and adopt alternative auditory feedback. Keywords: Menu / Freehand gesture input / Wrist tilt / Pinch / Eyes-free menu
selection | |||
| Investigating paper vs. screen in real-life hospital workflows: Performance contradicts perceived superiority of paper in the user experience | | BIBAK | Full-Text | 563-570 | |
| Andreas Holzinger; Markus Baernthaler; Walter Pammer; Herman Katz; Vesna Bjelic-Radisic; Martina Ziefle | |||
| Introduction All hospitals in the province of Styria (Austria) are well
equipped with sophisticated Information Technology, which provides
all-encompassing on-screen patient information. Previous research made on the
theoretical properties, advantages and disadvantages, of reading from paper vs.
reading from a screen has resulted in the assumption that reading from a screen
is slower, less accurate and more tiring. However, recent flat screen
technology, especially on the basis of LCD, is of such high quality that
obviously this assumption should now be challenged. As the electronic storage
and presentation of information has many advantages in addition to a faster
transfer and processing of the information, the usage of electronic screens in
clinics should outperform the traditional hardcopy in both execution and
preference ratings.
This study took part in a County hospital Styria, Austria, with 111 medical professionals, working in a real-life setting. They were each asked to read original and authentic diagnosis reports, a gynecological report and an internal medical document, on both screen and paper in a randomly assigned order. Reading comprehension was measured by the Chunked Reading Test, and speed and accuracy of reading performance was quantified. In order to get a full understanding of the clinicians' preferences, subjective ratings were also collected. Results Wilcoxon Signed Rank Tests showed no significant differences on reading performance between paper vs. screen. However, medical professionals showed a significant (90%) preference for reading from paper. Despite the high quality and the benefits of electronic media, paper still has some qualities which cannot provided electronically do date. Keywords: Paper vs. screen / Textual information / Medical reports / Health record /
Reading performance / Chunked Reading Test / User experience | |||
| Modeling of operators' emotion and task performance in a virtual driving environment | | BIBAK | Full-Text | 571-586 | |
| Hua Cai; Yingzi Lin | |||
| Emotional human -- computer interactions are attracting increasing interest
with the improvement in the available technology. Through presenting affective
stimuli and empathic communication, computer agents are able to adjust to
users' emotional states. As a result, users may produce better task
performance. Existing studies have mainly focused on the effect of only a few
basic emotions, such as happiness and frustration, on human performance.
Furthermore, most research explored this issue from the psychological
perspective. This paper presents an emotion and performance relation model in
the context of vehicle driving. This general emotion -- performance model is
constructed on an arousal -- valence plane and is not limited to basic
emotions. Fifteen paid participants took part in two driving simulation
experiments that induced 115 pairs of emotion -- performance sample. These
samples revealed the following: (1) driving performance has a downward U-shaped
relationship with both intensities of arousal and valence. It deteriorates at
extreme arousal and valence. (2) Optimal driving performance, corresponding to
the appropriate emotional state, matches the "sweet spot" phenomenon of the
engagement psychology. (3) Arousal and valence are not perfectly independent
across the entire 2-D emotion plane. Extreme valence is likely to stimulate a
high level of arousal, which, in turn, deteriorates task performance. The
emotion -- performance relation model proposed in the paper is useful in
designing emotion-aware intelligent systems to predict and prevent task
performance degradation at an early stage and throughout the human -- computer
interactions. Keywords: Human performance modeling / Emotion model / Emotion -- performance relation
/ Emotion elicitation / Emotion assessment / Driving simulation | |||
| Sequence-based trust in collaborative filtering for document recommendation | | BIBAK | Full-Text | 587-601 | |
| Duen-Ren Liu; Chin-Hui Lai; Hsuan Chiu | |||
| Collaborative filtering (CF) recommender systems have emerged in various
applications to support item recommendation, which solve the
information-overload problem by suggesting items of interest to users.
Recently, trust-based recommender systems have incorporated the trustworthiness
of users into CF techniques to improve the quality of recommendation. They
propose trust computation models to derive the trust values based on users'
past ratings on items. A user is more trustworthy if s/he has contributed more
accurate predictions than other users. Nevertheless, conventional trust-based
CF methods do not address the issue of deriving the trust values based on
users' various information needs on items over time. In knowledge-intensive
environments, users usually have various information needs in accessing
required documents over time, which forms a sequence of documents ordered
according to their access time. We propose a sequence-based trust model to
derive the trust values based on users' sequences of ratings on documents. The
model considers two factors -- time factor and document similarity -- in
computing the trustworthiness of users. The proposed model enhanced with the
similarity of user profiles is incorporated into a standard collaborative
filtering method to discover trustworthy neighbors for making predictions. The
experiment result shows that the proposed model can improve the prediction
accuracy of CF method in comparison with other trust-based recommender systems. Keywords: Collaborative filtering / Recommender system / Sequence-based trust /
Document recommendation | |||
| A virtual reality system for the treatment of stress-related disorders: A preliminary analysis of efficacy compared to a standard cognitive behavioral program | | BIBAK | Full-Text | 602-613 | |
| R. M. Baños; V. Guillen; S. Quero; A. García-Palacios; M. Alcaniz; C. Botella | |||
| This paper presents preliminary efficacy data in a controlled study of the
use of a virtual reality (VR) system for treating stress-related disorders
(Post-Traumatic Stress Disorder, or PTSD; Pathological Grief, or PG; and
Adjustment Disorders, or AD). "EMMA's World" is a VR application in which
patients can explore negative experiences to the degree required for their
specific therapeutic needs. To accomplish therapeutic goals, a series of
virtual elements is customized to be meaningful to the user; the elements
contain the fundamental emotional components that the person must confront.
Thirty-nine participants diagnosed with PTSD (N=10), PG (N=16), and AD (N=13)
were randomly assigned to a standard cognitive-behavioral program (CBT) (N=20)
or a CBT program driven by EMMA's World (N=19). Participants were assessed
before and after treatment. Measurements related to anxiety, depression and
other emotions, maladjustment and interference were applied. Results indicate
that CBT with EMMA's World was as effective as the standard CBT program for the
treatment of these disorders, and the statistically significant differences
(depression, relaxation intensity and social area interference) were in favor
of EMMA's World. We expect VR to provide a positive alternative that will draw
in clients who do not seek traditional forms of treatment. Keywords: Virtual reality / Psychological treatments / Stress-related disorders /
Post-Traumatic Stress Disorder / Pathological Grief / Adjustment Disorder | |||
| Special issue of international journal of human -- computer studies locative media and communities | | BIB | Full-Text | 615-617 | |
| Katharine S. Willis; Keith Cheverst | |||
| Pushing personhood into place: Situating media in rural knowledge in Africa | | BIBAK | Full-Text | 618-631 | |
| Nicola J. Bidwell; Heike Winschiers-Theophilus; Gereon Koch Kapuire; Mathias Rehm | |||
| Designing interactions with technologies that are compatible with rural
wisdom and skills can help to digitally enfranchise rural people and, thus,
contribute to community cohesion in the face of Africa's urbanization. Oral
information has been integral to rural identity and livelihood in Africa for
generations. However, the use of technology can inadvertently displace the
knowledge of communities with practices that differ from the knowledge
traditions in which technology is designed. We propose that devices that are
sensitive to users' locations, combined with platforms for social networking
and user-generated content, offer intriguing opportunities for rural
communities to extend their knowledge practices digitally. In this paper we
present insights on the way rural people of the Herero tribe manage information
spatially and temporally during some of our design activities in Namibia. We
generated these insights from ethnography and detailed analysis of interactions
with media in our ongoing Ethnographic Action Research. Rural participants had
not depicted their wisdom graphically by photography or video before, rarely
use writing materials and some cannot read. Thus, we gathered 30 h of
observer-and participant-recorded video and participants' interpretations and
interactions with thumbnail photos from video, photography and paper. We
describe insights into verbal and bodily interactions and relationships between
bodies, movements, settings, knowledge and identity. These findings have made
us more sensitive to local experiences of locations and more aware of
assumptions about space and time embedded in locative media. As a result, we
have started to adopt an approach that emphasizes connectors rather than points
and social -- relational and topokinetic rather than topographic spaces. In the
final section of the paper we discuss applying this approach in design by
responding to the ways that participants use social relationships to orient
information and use voice, gesture and movement to incorporate locations into
this "dialogic". In conclusion we outline why we hope our reflections will
inspire others to examine the spatial, temporal and social affordances of
technologies within the bonds of rural, and other, communities. Keywords: Traditional Knowledge / Rural / Africa / Spatial / Temporal / Locative Media
/ Topokinetic / Topographic | |||
| Idioculture in crowd computing: A focus on group interaction in an event-driven social media system | | BIBAK | Full-Text | 632-646 | |
| Seongtaek Lim; Sang Yun Cha; Chala Park; Inseong Lee; Jinwoo Kim | |||
| This study aims to establish a conceptual framework on the characteristics
of idioculture in crowd computing, as well as the antecedents and consequences
of idioculture. Idioculture is defined as distinct cultural elements that
characterize a certain group. It is important in group interaction because it
can be used as a tool to seek a group's optimal distinctiveness, which is a
natural human desire to maintain a balance between being too inclusive or too
personalized in crowd settings. In order to provide empirical data for the
conceptual framework, this study developed a crowd computing system prototype,
named event-driven social media (EDSM), which supports idioculture emergence
and sharing in a crowd setting. The prototype was implemented in a
massive-scale event involving approximately 20,000 people. The study results
were derived from content analysis on 5988 text messages from 1510 users
exchanged through EDSM during the event and interviews with 15 users after the
event. The findings revealed that group cultures were triggered by EDSM to
become idioculture, and the idioculture shared through EDSM affected user
experience. First, sources of idioculture included collective, playful, and
routine-breaking group cultures. Second, the characteristics of idioculture
included catchwords, humorous references, and nicknames. Third, by sharing
idioculture, users of EDSM were able to experience social connectedness, group
cohesion, and social enjoyment. This study ends with implications on the design
of EDSM from the perspective of HCI. Keywords: Event-driven social media / Crowd computing / Optimal distinctiveness theory
/ Idioculture / Small group culture | |||
| Making the link -- providing mobile media for novice communities in the developing world | | BIBAK | Full-Text | 647-657 | |
| Andrew Maunder; Gary Marsden; Richard Harper | |||
| In this paper we investigate the media needs of low-income mobile users in a
South African township. We develop and deploy a system that allows users to
download media at no costs to themselves, in order to probe future media
requirements for similar user groups. We discover that not only are the
community interested in developmental information, but are also just as
interested in sharing local music or videos. Furthermore, the community consume
the media in ways that we did not expect, which had direct impacts on their
lives. Finally, we conclude with some reflections on the value of media and the
most appropriate ways to deliver it in developing world communities. Keywords: ICT4D / M4D / Situated media | |||
| Situating digital storytelling within African communities | | BIBAK | Full-Text | 658-668 | |
| Thomas Reitmaier; Nicola J. Bidwell; Gary Marsden | |||
| We reflect on the methods, activities and perspectives we used to situate
digital storytelling in two rural African communities in South Africa and
Kenya. We demonstrate how in-depth ethnography in a village in the Eastern Cape
of South Africa and a design workshop involving participants from that village
allowed us to design a prototype mobile digital storytelling system suited to
the needs of rural, oral users. By leveraging our prototype as a probe and
observing villagers using it in two villages in South Africa and Kenya, we
uncovered implications for situating digital storytelling within those
communities. Finally, we distil observations relevant to localizing
storytelling and their implications for transferring design into a different
community. Keywords: Digital storytelling / Mobile devices / Oral knowledge / Rural / ICT4D /
Cross-cultural | |||
| Locating computer clubs in multicultural neighborhoods: How collaborative project work fosters integration processes | | BIBAK | Full-Text | 669-678 | |
| Kai Schubert; Anne Weibert; Volker Wulf | |||
| Located in socially and culturally diverse neighborhoods, we have built a
network of intercultural computer clubs, called come_IN. These clubs offer a
place to share practices among children and adults of diverse ethnical
backgrounds. We show how this initiative ties into the striving for the
integration of migrant communities and host society in Germany. In this paper,
we analyze how collaborative project work and the use of mobile media and
technologies contribute to integration processes in multicultural
neighborhoods. Qualitative data gathered from interviews with club
participants, participative observation in the computer clubs, as well as the
analysis of artifacts created during project work provides the background
needed to match local needs and peculiarities with (mobile) technologies. Based
on these findings we present two approaches to add to the technological
infrastructure: (1) a mesh-network extending the clubs into the neighborhood
and (2) a project management tool, which supports projects and stimulates the
sharing of ideas among projects. Keywords: Collaborative work / Communities / Computer clubs / Integration / Mobile
media | |||
| An agent system for advertisement inclusion using human-based computation | | BIBAK | Full-Text | 679-692 | |
| F. Aznar; M. Pujol; R. Rizo | |||
| In this paper, we will present a system based on intelligent agents, which
uses human-based computation (HBC) for advertisement adjustment in images. This
system will learn from human interaction to obtain a salience map of the most
important parts of an image and will use this information to fit a fixed-sized
advertisement in the least important part of the image. Although this
approximation has been developed to be used in many different applications, its
advantages are more evident when used to add advertisements to real time
channels, such as websites or video streaming. In this way, media rich
applications (principally online) are the most appropriate for this process.
Several studies have demonstrated that badly placed advertisements are
frequently ignored by users (and may even provoke irritation) and thus do not
serve their purpose. In this way, correct advertisement placement is
fundamental to maximize an advertisement's effectiveness. As we will see, our
agent system is more robust than previous approximations because it is less
influenced by specific image features and takes into account the most important
parts of an image from the human point of view. In addition, we will compare
our approximation with a classical biological model for visual saliency. Keywords: Saliency map / Human-based computation / Advertisement fitting | |||
| I'm home: Defining and evaluating a gesture set for smart-home control | | BIBAK | Full-Text | 693-704 | |
| Christine Kühnel; Tilo Westermann; Fabian Hemmert; Sven Kratz; Alexander Müller; Sebastian Möller | |||
| Mobile phones seem to present the perfect user interface for interacting
with smart environments, e.g. smart-home systems, as they are nowadays
ubiquitous and equipped with an increasing amount of sensors and interface
components, such as multi-touch screens. After giving an overview on related
work this paper presents the adapted design methodology proposed by Wobbrock et
al. (2009) for the development of a gesture-based user interface to a
smart-home system. The findings for the new domain, device and gesture space
are presented and compared to findings by Wobbrock et al. (2009). Three
additional steps are described: A small pre-test survey, a mapping and a memory
test and a performance test of the implemented system.
This paper shows the adaptability of the approach described by Wobbrock et al. (2009) for three-dimensional gestures in the smart-home domain. Elicited gestures are described and a first implementation of a user interface based on these gestures is presented. Keywords: Gesture-based interaction / Smart-home / User-centered design / Mobile
device | |||
| Towards developing perceivable tactile feedback for mobile devices | | BIBAK | Full-Text | 705-719 | |
| Huimin Qian; Ravi Kuber; Andrew Sears | |||
| As mobile technologies such as cellular telephones reduce in both size and
cost, and improve in fidelity, they become a more attractive option for
performing tasks such as surfing the Web and accessing applications while
on-the-go. The small size of the visual display limits the amount of
information that can be presented, which may lead to cluttered interfaces.
Tactile feedback (e.g. vibrations) provides one solution to reducing the burden
on the visual channel. This paper describes a series of studies conducted with
the goal of developing perceivable tactile icons (tactons) to aid in non-visual
interactions with mobile applications. In contrast to previous work, our
research addresses the development of pairs of tactons, rather than individual
tactons, with the goal of conveying two-state signals such as 'on/off',
'slower/faster', or 'left/right'. Such communication can help reduce visual
demands associated with using mobile applications, allowing the device to
convey important information while the users' hands and eyes are otherwise
occupied. Realistic conditions were simulated in a laboratory-based environment
to determine how auditory distracters could affect the perception of tactons.
Findings show that recognition rates differed depending on the design of the
vibration pair parameters, and type of auditory distracter. This research
culminated in a set of guidelines, which tactile interface designers can
integrate as they design mobile applications to improve access, as well as
insights which can guide future research on tactile feedback for mobile
devices. Keywords: Mobile interfaces / Tactile icons / Tactile perception | |||
| Semantic models and corpora choice when using Semantic Fields to predict eye movement on web pages | | BIBAK | Full-Text | 720-740 | |
| Benjamin Stone; Simon Dennis | |||
| Ten models are compared in their ability to predict eye-tracking data that
was collected from 49 participants' goal-oriented search tasks on a total of
1809 Web pages. Forming the basis of six of these models, three semantic models
and two corpus types are compared as components for the Semantic Fields model
(Stone and Dennis, 2007) that estimates the semantic salience of different
areas displayed on Web pages. Latent Semantic Analysis, Sparse Nonnegative
Matrix Factorization, and Vectorspace were used to generate similarity
comparisons of goal and Web page text in the semantic component of the Semantic
Fields model. Overall, Vectorspace was the best performing semantic model in
this study. Two types of corpora or knowledge-bases were used to inform the
semantic models, the well known TASA corpus and other corpora that were
constructed from the Wikipedia encyclopedia. In all cases the Wikipedia corpora
outperformed the TASA corpora. A non-corpus-based Semantic Fields model that
incorporated word overlap performed more poorly at these tasks. Three baseline
models were also included as a point of comparison to evaluate the
effectiveness of the Semantic Fields models. In all cases the corpus-based
Semantic Fields models outperformed the baseline models when predicting the
participants' eye-tracking data. Both final destination pages and pupil data
(dilation) indicated that participants' were actively performing goal-oriented
search tasks. Keywords: Semantic Fields model / Semantic salience / Web navigation / Semantic models
/ LSA / SpNMF / Vectorspace / Eye tracking / Pupil dilation | |||
| Design and evaluation of prosody-based non-speech audio feedback for physical training application | | BIBAK | Full-Text | 741-757 | |
| Kai Tuuri; Tuomas Eerola; Antti Pirhonen | |||
| Methodological support for the design of non-speech user interface sounds
for human -- computer interaction is still fairly scarce. To meet this
challenge, this paper presents a sound design case which, as a practical design
solution for a wrist-computer physical training application, outlines a
prosody-based method for designing non-speech user interface sounds. The
principles used in the design are based on nonverbal communicative functions of
prosody in speech acts, exemplifying an interpersonal approach to sonic
interaction design. The stages of the design process are justified with a
theoretical analysis and three empirical sub-studies, which comprise production
and recognition tasks involving four communicative functions. The final
evaluation study indicates that the resulting sounds of the design process
successfully served these functions. In all, this study suggests that
prosody-based sound design provides widely applicable means to attribute
meaningful, interaction-derived qualities to non-speech sounds for interactive
applications. Keywords: Sound design / Interaction design / Non-speech sounds / Design process /
Prosody / Embodied cognition / Intentionality | |||
| The effect of media richness factors on representativeness for video skim | | BIBAK | Full-Text | 758-768 | |
| Huey-Min Sun; Chih-Wei Huang | |||
| The study examines the effect of four important aspects of film skimming,
including segmentation process, proportion of total skimmed length (TSL),
multiple cues available, and genre/domain of the film. We design three
experiments to explore their effects on representativeness for video skim. The
results of Experiment 1 show that the skimmed video combined with 10% of total
skimmed length and 5 or 10 s of skimmed segment (SS) is more efficient for
representativeness. The results of Experiment 2 show that the skimmed video
with mostly ending part and multiple cues can significantly improve
representativeness. The results of Experiment 3 reveal that the
representativeness of skimmed video with different types of movie is
significantly different.
In our experiments, the proportion of TSL is set to three levels, 5%, 10%, and 15%, while the size of SS is also set to three levels, 2.5, 5, and 10 s for the segmentation process. We observe that the skimmed video with the longer TSL and SS has the better representativeness of movie content, but the four combinations for 10% and 15% with 5 s and 10 s are insignificantly different. The finding is helpful for reducing the time cost of skimming video. Furthermore, we applied two important factors -- personality focus of the medium and multiple cues, from media richness theory to our skimming method in order to raise the representativeness of video skim for different films. In the personality focus of the medium, we define a movie as having three parts -- beginning, middle, and ending. In the multiple cues, the skimmed video with synchronized subtitle, audio, and video can assist our comprehension and reduce the uncertainty. We find that the skimmed video with mostly ending part and synchronized subtitle, audio, and video can raise the representativeness of movie content. Keywords: Media richness theory / Video skim / Subjective quality assessment | |||
| Improving cascading menu selections with adaptive activation areas | | BIBAK | Full-Text | 769-785 | |
| Erum Tanvir; Andrea Bunt; Andy Cockburn; Pourang Irani | |||
| Cascading menus are the most commonly used hierarchical menus in graphical
user interfaces (GUIs). These menus, however, tend to have elongated paths with
corner steering, which can result in navigation difficulties. To resolve the
corner steering problem, most current cascading menus implement an explicit
time delay between the cursor entering or leaving a parent menu item and
posting/unposting the associated menu. In this paper, we present adaptive
activation-area menus (AAMUs), a technique to improve cascading menu
performance by providing a localized triangular activation area between the
menu and the child submenu. This triangular activation area aims to overcome
the corner steering problem by permitting quick diagonal navigation without
imposing a time delay.
We describe four experiments designed to refine and validate the AAMU technique. Our first experiment shows that AAMUs improve item selection performance in comparison to traditional menus and a number of competing techniques, including gesture-based menus and enlarged activation-area menus (EMUs). Our second and third experiments reveal, however, that in a searching task, where the user has to look through multiple submenus to find the target, the basic AAMU design suffers from a "cursor trapping" problem, where the user has to move the cursor out of the activation area prior to exploring another submenu. An evaluation of an improved AAMU design shows that it is as fast as or faster than traditional menus and EMUs for both selection and searching tasks. Keywords: Cascading pull-down menus / Menu navigation / Steering / Selection /
Evaluation | |||
| Psychological needs and virtual worlds: Case Second Life | | BIBAK | Full-Text | 787-800 | |
| Partala Timo | |||
| The most advanced contemporary virtual worlds provide their users with a
possibility for living versatile virtual lives together with other users. A
growing number of users worldwide are utilizing this possibility. The aim of
this research was to study active virtual world users' satisfaction of
psychological needs both inworld and outworld. A global online survey for the
users of Second Life was constructed based on a model of ten psychological
needs. The results based on 258 responses indicated that self-esteem, autonomy
and physical thriving were the most highly satisfied needs inworld.
Furthermore, the results indicated that autonomy, physical thriving, and
money-luxury were needs, which were satisfied to a significantly larger extent
in the virtual world than in the users' real lives (when not using a computer).
On the other hand, the needs for competence, relatedness, security, and
popularity-influence were more extensively satisfied in the users' daily lives
than when in Second Life. The qualitative findings highlighted relatedness
needs as motivations for Second Life usage and revealed five central themes in
the motivations for Second Life usage: Second Life as self-therapy, as a source
of instant pleasures, as liberation from social norms, as a tool for
self-expression, and as exploration and novelty. In all, the findings suggest
that the use of advanced virtual worlds is driven by a variety of different
psychological needs. Virtual world usage is also related to need satisfaction
in the users' lives outside the virtual world. Keywords: Virtual worlds / Second Life / Psychological needs | |||
| Affect prediction from physiological measures via visual stimuli | | BIBAK | Full-Text | 801-819 | |
| Feng Zhou; Xingda Qu; Martin G. Helander; Jianxin (Roger) Jiao | |||
| This study aims to predict different affective states via physiological
measures with three types of computational models. An experiment was designed
to elicit affective states with standardized affective pictures when multiple
physiological signals were measured. Three data mining methods (i.e., decision
rules, k-nearest neighbours, and decomposition tree) based on the rough set
technique were then applied to construct prediction models from the extracted
physiological features. We created three types of prediction models, i.e.,
gender-specific (male vs. female), culture-specific (Chinese vs. Indian vs.
Western), and general models (participants with different genders and cultures
as samples), and direct comparisons were made among these models. The best
average prediction accuracies in terms of the F1 measures (the harmonic mean of
precision and recall) were 60.2%, 64.9%, 63.5% for the general models with 14,
21, and 42 samples, 78.0% for the female models, 75.1% for the male models,
72.0% for the Chinese models, 73.0% for the Indian models, and 76.5% for the
Western models, respectively. These results suggested that the specific models
performed better than did the general models. Keywords: Affective computing / Human -- computer interaction / Physiological measure
/ Affect elicitation / Affect prediction / Data mining | |||
| An empirical investigation into the design of auditory cues to enhance computer program comprehension | | BIBAK | Full-Text | 820-838 | |
| Andreas Stefik; Christopher Hundhausen; Robert Patterson | |||
| Decades of research have led to notable improvements in the representations
used to aid human comprehension of computer programs. Much of this research has
focused on visual representations, which leaves open the question of how best
to design auditory representations of computer programs. While this question
has particular relevance for visually impaired programmers, sighted programmers
might also benefit from enhanced auditory representations of their programs. In
order to investigate this question empirically, first, we introduce artifact
encoding, a novel approach to rigorously measuring the comprehensibility of
auditory representations of computer programs. Using this approach as a
foundation, we present an experimental study that compared the
comprehensibility of two alternative auditory program representations: one with
lexical scoping cues that convey the nesting level of program statements, and
another without such scoping cues. The results of our first experiment validate
both artifact encoding and the scoping cues we used. To see whether auditory
cues validated through our paradigm can aid program comprehension in a
realistic task scenario, we experimentally compared programmers' ability to
debug programs using three alternative environments: (1) an auditory execution
environment with our empirically derived auditory cues; (2) an auditory
execution environment with the current state-of-the-art auditory cues generated
by a screen reader running on top of Microsoft Visual Studio; and (3) a visual
version of the execution environment. The results of our second experiment
showed that our comprehensible auditory cues are significantly better than the
state-of-the-art, affording human performance approaching the effectiveness of
visual representations within the statistical margin of error. This research
contributes a novel methodology and foundational empirical data that can guide
the design of effective auditory representations of computer programs. Keywords: Auditory programming / Programming / Debugging / Program comprehension | |||
| Investigating the affective quality of interactivity by motion feedback in mobile touchscreen user interfaces | | BIBAK | Full-Text | 839-853 | |
| Doyun Park; Ji-Hyun Lee; Sangtae Kim | |||
| Emotion is a key aspect of user experience. To design a user interface for
positive emotional experience, the affective quality of the user interface
needs to be carefully considered. A major factor of affective quality in
today's user interface for digital media is interactivity, in which motion
feedback plays a significant role as an element. This role of motion feedback
is particularly evident in touchscreen user interfaces that have been adopted
rapidly in mobile devices. This paper presents two empirical studies performed
to increase our understanding of motion feedback in terms of affective quality
in mobile touchscreen user interfaces. In the first study, the relationships
between three general motion properties and a selected set of affective
qualities are examined. The results of this study provide a guideline for the
design of motion feedback in existing mobile touchscreen user interfaces. The
second study explores a new dimension of interactivity that is the Weight
factor of Laban's Effort system. To experiment the Weight factor in a mobile
touchscreen user interface, a pressure sensitive prototype was developed to
recognize the amount of force applied by the user's finger action. With this
prototype, the effects of implementing pressure requirements on four different
types of user interfaces were examined. Results show that implementing the
Weight factor can significantly influence the affective quality and complement
the physical feel of a user interface. The issues to consider for effective
implementation are also discussed. Keywords: User experience / Affective quality / Interactivity / Motion feedback /
Mobile touchscreen user interface | |||
| Design of human-centric adaptive multimodal interfaces | | BIBAK | Full-Text | 854-869 | |
| J. Kong; W. Y. Zhang; N. Yu; X. J. Xia | |||
| Multimodal interfaces have attracted more and more attention. Most
researches focus on each interaction mode independently and then fuse
information at the application level. Recently, several frameworks and models
have been proposed to support the design and development of multimodal
interfaces. However, it is challenging to provide automatic modality adaptation
in multimodal interfaces. Existing approaches are using rule-based
specifications to define the adaptation of input/output modalities. Rule-based
specifications have the problems of completeness and coherence. Distinct from
previous work, this paper presents a novel approach that quantifies the user
preference of each modality and considers the adaptation as an optimization
issue that searches for a set of input/output modalities matching user's
preference. Our approach applies a cross-layer design, which considers the
adaptation from the perspectives of the interaction context, available system
resources, and QoS requirements. Furthermore, our approach supports
human-centric adaptation. A user can report the preference of a modality so
that selected modalities fit user's personal needs. An optimal solution and a
heuristic algorithm have been developed to automatically select an appropriate
set of modality combinations under a specific situation. We have designed a
framework based on the heuristic algorithm and existing ontology, and applied
the framework to conduct a utility evaluation, in which we have employed a
within-subject experiment. Fifty participants were invited to go through three
scenarios and compare automatically selected modalities with randomly selected
modalities. The results from the experiment show that users perceived the
automatically selected modalities as appropriate and satisfactory. Keywords: Adaptive multimodal interfaces / Human -- computer interaction /
Optimization / Adaptive user interface design / Linear programming / User study
/ Utility evaluation / Mobile users | |||
| Factors affecting perception of information security and their impacts on IT adoption and security practices | | BIBAK | Full-Text | 870-883 | |
| Ding-Long Huang; Pei-Luen Patrick Rau; Gavriel Salvendy; Fei Gao; Jia Zhou | |||
| The gap between the perceived security of an information system and its real
security level can influence people' decisions and behavior. The objective of
this study is to find effective ways to adjust people's perception of
information security, in order to enhance their intention to adopt IT
appliances and compliance to security practices. Two separate experiments were
conducted. In experiment I, 64 participants were asked to transfer money
through an e-banking system. Their intention to adopt e-banking was measured by
a questionnaire. In experiment II, 64 participants were asked to register on an
online forum. Their subjective intention to create a strong password was
measured by a questionnaire, and the objective strength of the passwords they
created was calculated. Results of the ANOVA and the path models derived from
the path analysis indicated that people's adoption intention, such as their
intention to adopt e-banking, can be enhanced by changing their perceived
Knowledge, Controllability and Awareness, while changing the perceived
Controllability is most effective. The results also indicated that people's
compliance to security practices, such as setting strong passwords for IT
systems, can be enhanced by changing their perceived Knowledge, Severity and
Possibility, while changing their perceived Knowledge and Severity is most
effective. Implications for further research and practice were also discussed. Keywords: Perception / Information security / IT adoption / Security practices /
e-Banking / Password | |||