| A Field Study of User Behavior and Perceptions in Smartcard Authentication | | BIBAK | Full-Text | 1-17 | |
| Celeste Lyn Paul; Emile L. Morse; Aiping Zhang; Yee-Yin Choong; Mary Frances Theofanos | |||
| A field study of 24 participants over 10 weeks explored user behavior and
perceptions in a smartcard authentication system. Ethnographic methods used to
collect data included diaries, surveys, interviews, and field observations. We
observed a number of issues users experienced while they integrated smartcards
into their work processes, including forgetting smartcards in readers,
forgetting to use smartcards to authenticate, and difficulty understanding
digital signatures and encryption. The greatest perceived benefit was the use
of an easy-to-remember PIN in replacement of complicated passwords. The
greatest perceived drawback was the lack of smartcard-supported applications.
Overall, most participants had a positive experience using smartcards for
authentication. Perceptions were influenced by personal benefits experienced by
participants rather than an increase in security. Keywords: Human factors; multi-factor authentication; security; smartcard | |||
| Improving Computer Security Dialogs | | BIBAK | Full-Text | 18-35 | |
| Cristian Bravo-Lillo; Lorrie Faith Cranor; Julie S. Downs; Saranga Komanduri; Manya Sleeper | |||
| Security dialogs warn users about security threats on their computers;
however, people often ignore these important communications. This paper
explores the links between warning dialog design and user understanding of,
motivation to respond to, and actual response to computer security warnings. We
measured these variables through a 733-participant online study that tested a
set of four existing computer security warnings and two redesigned versions of
each across low- and high-risk conditions. In some cases our redesigned
warnings significantly increased participants' understanding and motivation to
take the safest action; however, we were not able to show that participants'
responses were differentiated between low and high risk conditions. We also
observed that motivation seemed to be a more important predictor of taking the
safest action than understanding. However, other factors that may contribute to
this behavior warrant further investigation. Keywords: Security warning dialog; usable security | |||
| Usable Privacy and Security in Personal Health Records | | BIBAK | Full-Text | 36-43 | |
| Inma Carrión; José Luis Fernández Alemán; José Ambrosio Toval Álvarez | |||
| PHRs (Personal Health Records) store individuals' personal health
information. Access to this data is controlled by the patient, rather than by
the health care provider. Companies such as Google and Microsoft are
establishing a leadership position in this emerging market. In this context,
the need for psychological acceptability in privacy and security protection
mechanisms is essential. Any privacy and security mechanism must be acceptable
from a usability perspective. This paper presents a study of the privacy
policies of 22 free web-based PHRs. Security and privacy characteristics have
been extracted according to the ISO/TS 13606-4 standard. In general, quite a
good level was observed in the characteristics analyzed. Nevertheless, some
improvements could be made to current PHR privacy policies to enhance the
management of other users' data, the notification of changes to the privacy
policy to users and the audit of accesses to users' PHRs. Keywords: Usable privacy; usable security; PHRs; healthcare | |||
| Shining Chrome: Using Web Browser Personas to Enhance SSL Certificate Visualization | | BIBAK | Full-Text | 44-51 | |
| Max-Emanuel Maurer; Alexander De Luca; Tobias Stockinger | |||
| Average users lack the technical expertise to understand SSL certificates
and security is not their primary goal. Thus, it is very hard to create a
notable impact on user behavior using SSL-status indicators. However, with the
introduction of web browser Personas (simple skins) as a possibility to change
the browser's chrome, it becomes possible to provide a large status indicator
without wasting screen real estate. In this work, we present an evaluation of
Personas to represent the current SSL status combined with newly designed SSL
warning messages, both in the lab and in the field. Results suggest that the
concepts positively influenced security awareness. Keywords: SSL certificates; Security Awareness; Security | |||
| Ambient Displays: Influencing Movement Patterns | | BIBAK | Full-Text | 52-65 | |
| Tasos Varoudis | |||
| Ambient displays are gradually augmenting the principal static elements of
architecture, such as walls, transforming space into a dynamic and
ever-changing environment. Does the addition of such digital elements influence
people's perception and understanding of space around them? If so, do ambient
displays lead to behavioral changes like people's movement in such
environments? In this particular study, a series of experiments were conducted
to investigate public interior spaces with embedded ambient displays. The
findings are then presented showing how the presence of an ambient display
through its visual depth affects and changes movement patterns. This study
discusses the ability of an ambient display to refine navigation paths and
suggests that its visual depth can enhance its effectiveness. Keywords: Ambient displays; human navigation; built environment; visual perception | |||
| Three User-Driven Innovation Methods for Co-creating Cloud Services | | BIBAK | Full-Text | 66-83 | |
| Ting-Ray Chang; Eija Kaasinen | |||
| The role of users in design is changing from one of passive research
subjects to one of active co-designers. Users are the best experts of their
everyday life experiences, making them great potential sources of innovation.
User-driven innovation requires methods by which user ideas can be captured and
worked on further with designers. In this paper, we describe our experiences of
three different methods to co-create cloud services. Our aim was to innovate
with users how open access to telecommunication data such as user location,
user profile and usage logs could be utilised in cloud services. The
user-driven innovation methods included focus group, crowdsourcing in an open
web lab and face-to-face interaction in an open innovation showroom. We compare
these three methods and identify the best usage possibilities for each. We
propose guidance on selecting user-driven innovation methods based on the
available resources and targeted results. Keywords: User-Driven Innovation; Co-creation; Cloud Services; HCI research methods;
Focus Group; Crowdsourcing; Open Web Lab (Owela); Open Innovation Showroom
(Ihme) | |||
| Designing for the Secondary User Experience | | BIBAK | Full-Text | 84-91 | |
| Ole Andreas Alsos; Dag Svanæs | |||
| Computer systems are first and foremost designed for primary users. The
needs of the other types of users, such as secondary users, are often
overlooked. These users are not interacting with the system directly but are
yet affected by it. This study is based on empirical findings from two
usability evaluations in a realistic hospital setting with physicians and
patient actors. We have found that also secondary users, such as patients, have
a kind of user experience during the primary user's interaction with the
system. We conclude from this that designers and developers should also address
the need of secondary users and include them in the design and evaluation
process. This means designing devices or GUIs that (1) support non-verbal
communication, (2) provide feedback to the secondary users, (3) use their
language and representation, and (4) is tailored for the secondary user.
Sometimes a focus on the secondary user implies that the designer must deal
with conflicting needs between the primary and the secondary users. Keywords: User experience; UX; end user; secondary user; secondary user experience;
patient experience; clinical simulation; usability evaluation | |||
| Engaging Visitors in Museums with Technology: Scales for the Measurement of Visitor and Multimedia Guide Experience | | BIBAK | Full-Text | 92-99 | |
| Mohd Kamal Othman; Helen Petrie; Christopher Power | |||
| Mobile technologies such as multimedia guides (MMGs) are now an important
part of the visitor experience in museums and other cultural spaces. We report
the development of two scales to measuring visitors' museum experiences: the
Museum Experience Scale (MES) and the Multimedia Guide Scale (MGS); these
quantitative measures can helpfully complement qualitative information about
visitor experience. A standard psychometric methodology was used in the
development of these scales: from a large set of potentially relevant
statements, 57 were chosen and 255 people rated a museum experience (102 of
whom had used a multimedia guide). A Principal Components analysis yielded a
four factor solution for the MES (Engagement, Knowledge/Learning, Meaningful
Experience and Emotional Connection) and a three factor solution for the MMGS
(General Usability, Learnability and Control, Quality of Interaction).
Comparing respondents who used a MMG during their museum visit with those who
did not, there was a significant difference on the Engagement component of the
MES, with respondents who used a MMG being significantly more engaged. The
other components of the MES did not show significant differences. Keywords: Museums; cultural spaces; user experience; multimedia guides; audio guides | |||
| An Image of Electricity: Towards an Understanding of How People Perceive Electricity | | BIBA | Full-Text | 100-117 | |
| Yoram Chisik | |||
| Although an enormous amount of research effort has been devoted to understanding people's energy consumption habits, visualizing their consumption and finding ways of motivating them towards more sustainable behaviours we are still in the dark with regards to people's basic perception of electricity, their concept of what electricity is and their notion of the consumption rates of various electrical devices. In this study we have employed a sketching methodology to elicit people's basic mental image of what electricity is, how they conceive of the electrical infrastructure in their home and which devices they think represent the largest drain on their wallets. Preliminary analysis of the results show that people do not have a clear mental model of electricity and tend to associate the size of the device and the duration of use with higher rates of consumption regardless of the type of device, the type of use it is put to and its actual consumption level. | |||
| Structuring the Collaboration of Multiple Novice Design Ethnographers: Towards a New User Research Approach | | BIBAK | Full-Text | 118-135 | |
| Paul Gault; Catriona Macaulay; Graham Johnson; Judith Masthoff | |||
| This paper proposes a new design research method to support businesses
engaging in the innovation of products and services intended for use in public
spaces. Increasing numbers of companies are turning to detailed user/consumer
research often based on ideas from the design ethnography community. In an
increasingly complex and fast moving business world, there is a need for faster
user research that also provides a wider focus on the situation under
investigation. A potential solution is using a larger number of fieldworkers on
one study. As it would be difficult and costly to utilise many experienced
design ethnographers, this may also involve the use of novices. This paper
describes the development of a method for adapting existing practices to the
emerging context outlined above (i.e. large numbers of fieldworkers, not all of
whom necessarily have experience in ethnography). We discuss 3 field studies
that show how the method can be applied and how it has been fine-tuned based on
the outcomes. This method involves multiple groups of fieldworkers situated at
a range of public spaces and each assigned with a specific theme of interest.
The wealth of material that this fieldwork activity produces is then digested
and insights are generated from it to help inform an understanding of existing
behaviour within public space. This paper shows that fieldwork can be reduced
to a set of simple tasks that can be successfully distributed over a group of
novices facilitated by an experienced design ethnographer. This work will be
extended further so that it can be applied as part of a toolkit for use in
businesses where there is no established culture of utilising this type of user
research. Keywords: Ethnography; Crowdsourcing; Fieldwork; Innovation; Methodology; Public Space | |||
| Customer Experience Modeling: Designing Interactions for Service Systems | | BIBAK | Full-Text | 136-143 | |
| Jorge Teixeira; Lia Patrício; Nuno Jardim Nunes; Leonel Nóbrega | |||
| Designers aspire to create engaging and desirable experiences. To that end
they study users, aiming to better understand their preferences, ways of
thinking and desired outcomes. In the service sector this task is more
intricate as experiences encompass the whole customer journey, or the sequence
of moments of interaction between customer and company. In services, one poorly
designed interaction can severely compromise the overall experience. Despite
experience holistic nature, current methods address its components separately,
failing to provide an overall systematized picture. This paper presents
Customer Experience Modeling, a novel multidisciplinary approach to
systematize, represent and evaluate customer experiences to guide service and
interaction design efforts. We illustrate this method with an application to a
multimedia service provider built upon 17 interviews with service users. Keywords: Customer Experience; User Experience; User Modeling; Service Design | |||
| User Experience Research in the Semiconductor Factory: A Contradiction? | | BIBAK | Full-Text | 144-151 | |
| Marianna Obrist; Wolfgang Reitberger; Daniela Wurhofer; Florian Förster; Manfred Tscheligi | |||
| No doubt, user experience (UX) has become of high relevance within the HCI
community. Within this paper, we present initial results from a qualitative
study on UX in the factory context, more precisely in a semiconductor factory.
We highlight the challenges of performing UX research in this particular
context and the usefulness of probes for collecting feedback from operators in
the factory context within in a limited timespan. The results provide an
initial rich description of the operator's everyday experiences in a
semiconductor factory. From a designer's point of view, this allows for a more
empathic interaction design informed by a subjective operator perspective. Keywords: user experience; factory context; probing; user study | |||
| Client's Temporal Trajectory in Child Protection: Piecing Information Together in a Client Information System | | BIBAK | Full-Text | 152-169 | |
| Saila Huuskonen; Pertti Vakkari | |||
| Our study focuses on the information needed for overviews by social workers
in child protection, and how information is presented in client information
systems (CIS). Data consists of semi-structured interviews and social workers'
observations while they used CIS in their daily work. The analysis was
structured by the concept of temporal trajectory. We identified three major
interconnected information strands: concern, child's private life and
institutional actions. Their temporal lengths and aspects are disparate. CIS
offers modest temporal overviews of clients' cases. Representing information
strands as timelines on the interface would provide better overviews. Keywords: client information system; child protection; temporality; work tasks | |||
| Unsupervised Parameter Selection for Gesture Recognition with Vector Quantization and Hidden Markov Models | | BIBAK | Full-Text | 170-177 | |
| Przemyslaw Glomb; Michal Romaszewski; Arkadiusz Sochan; Sebastian Opozda | |||
| This article presents an investigation of a heuristic approach for
unsupervised parameter selection for gesture recognition system based on Vector
Quantization (VQ) and Hidden Markov Model (HMM). The two stage algorithm which
uses histograms of distance measurements is proposed and tested on a database
of natural gestures recorded with motion capture glove. Presented method allows
unsupervised estimation of parameters of a recognition system, given example
gesture recordings, with savings in computation time and improved performance
in comparison to exhaustive parameter search. Keywords: Gesture recognition; Vector Quantization; Hidden Markov Model; automatic
parameter selection | |||
| Number Entry Interfaces and Their Effects on Error Detection | | BIBAK | Full-Text | 178-185 | |
| Patrick Oladimeji; Harold W. Thimbleby; Anna Louise Cox | |||
| A significant amount of interaction involves number entry. The purpose of
any number entry interface is to accurately select or set a numeric value.
There are two main styles of number entry interfaces found on medical devices:
serial interfaces like the ubiquitous 12-key numeric keypad, and incremental
interfaces that use a knob or a pair of keys to increase or decrease numbers.
We report an experiment that investigates the effect of interface design on
error detection in number entry. The initial findings show that the incremental
interface produces more accurate inputs than the serial interface, and the
magnitude of errors suggests that the incremental interface could reduce the
death rate relative to the numeric keypad. Keywords: number entry; data entry; error detection | |||
| An Exploration of the Utilization of Electroencephalography and Neural Nets to Control Robots | | BIBAK | Full-Text | 186-194 | |
| Dan Szafir; Robert Signorile | |||
| It has long been known that as neurons fire within the brain they produce
measurable electrical activity. Electroencephalography (EEG) is the measurement
and recording of these electrical signals using sensors arrayed across the
scalp. The idea of Brain-Computer interfaces (BCIs), which allow the control of
devices using brain signals, naturally present themselves to many extremely
useful applications including prosthetic devices, restoring or aiding in
communication and hearing, military applications, video gaming and virtual
reality, and robotic control, and have the possibility of significantly
improving the quality of life of many disabled individuals. The purpose of this
research is to examine an off the shelf EEG system, the Emotiv EPOC©
System, as a cost-effective gateway to non-invasive portable EEG measurements
and to build a BCI to control a robot, the Parallax Scribbler®. We built
middleware to interpret the outputs from the Emotiv and map them into commands
for the Scribbler robot. Keywords: Human-Robot Interaction; Computer Human Interface; Control Systems; Neural
networks | |||
| Social Translucence as a Theoretical Framework for Sustainable HCI | | BIBA | Full-Text | 195-203 | |
| Mary Barreto; Evangelos Karapanos; Nuno Jardim Nunes | |||
| Motivating sustainable behaviors is increasingly becoming an important topic in the HCI community. While a substantial body of work has focused on the role of peer-pressure through social networks, we argue that the community has largely overlooked the importance of strong social ties and specifically those of family members. We propose the theory of Social Translucence as a theoretical framework for understanding how eco-feedback interfaces can integrate with and support existing communication practices within families. We report on our ethnographic inquiry involving a day reconstruction study followed by in-depth interviewing with 12 families, which took place during a six-month deployment of an eco-feedback interface. Through our study we attempt to inquire into how eco-feedback interfaces: a) raise mutual awareness of family members' consumption behaviors, and b) induce feelings of accountability on individuals regarding their consumption behaviors. | |||
| A Revised Mobile KLM for Interaction with Multiple NFC-Tags | | BIBAK | Full-Text | 204-221 | |
| Paul Holleis; Maximilian Scherr; Gregor Broll | |||
| The Keystroke-Level Model (KLM) is a model for predicting the execution time
of routine tasks. Initially, it had been devised for standard keyboard-desktop
settings but an extension of this model for interactions with mobile phones has
been described by Holleis et al. [10]. We propose a considerable update of this
KLM focusing on NFC-based applications and interactions which are continuously
gaining interest. Insufficiencies within the previous model regarding operators
for Pointing, Mental Acts, and System Response Time are treated. We present the
results of several studies conducted in order to update the values of these
operators. A specific focus is put on the differences between static (NFC tags
behind a printed poster or object) and dynamic interfaces (tagged displays or
projections). Finally, we validate our results by modeling two applications
with the former and the proposed model. The latter performed consistently
better when compared with measurements from real user interaction data. Keywords: Keystroke-level model (KLM); mobile device interaction; Near Field
Communication (NFC); static / dynamic multi-tag interaction | |||
| The Entropy of a Rapid Aimed Movement: Fitts' Index of Difficulty versus Shannon's Entropy | | BIBAK | Full-Text | 222-239 | |
| R. William Soukoreff; Jian Zhao; Xiangshi Ren | |||
| A thought experiment is proposed that reveals a difference between Fitts'
index of difficulty and Shannon's entropy, in the quantification of the
information content of a series of rapid aimed movements. This implies that the
contemporary Shannon formulation of the index of difficulty is similar to, but
not identical to, entropy. Preliminary work is reported toward developing a
model that resolves the problem. Starting from first principles (information
theory), a formulation for the entropy of a Fitts' law style rapid aimed
movement is derived, that is similar in form to the traditional formulation.
Empirical data from Fitts' 1954 paper are analysed, demonstrating that the new
model fits empirical data as well as the current standard approach. The novel
formulation is promising because it accurately describes human movement data,
while also being derived from first principles (using information theory), thus
providing insight into the underlying cause of Fitts' law. Keywords: Fitts' law; Human Performance Modelling; Entropy | |||
| The Difference Matters: Benchmarking Visual Performance of a Cognitive Pilot Model | | BIBAK | Full-Text | 240-247 | |
| Florian Frische; Andreas Lüdtke | |||
| In this paper we introduce an approach to objectively validate visual
performance of a cognitive pilot model using benchmarks of human performance. A
study with 16 human airline pilots and two competing models has been conducted
in order to validate visual performance of the models applying these
benchmarks. The study shows that human performance benchmarks can support
analysts with a powerful and easy to use method for validation of human
performance models. The benchmark is part of a larger-scale method, which will
be developed in order to evaluate human factors issues of future HCI-concepts
in early stages of system design. Keywords: Human Performance Modelling; Validation; Analysis; Goodness-of-Fit Measures | |||
| Visual Search in Radial Menus | | BIBAK | Full-Text | 248-255 | |
| Krystian Samp; Stefan Decker | |||
| Menu research has focused predominantly on linear menus (e.g., cascading
menus). Little is known about user behavior with radial menus, which have been
around for some time. The paper investigates the order in which users find
items in radial menus. We analyze data collected in a controlled experiment and
define serial position for items laid out in a circular fashion. For the first
level (ring), the serial positions start at 12 o'clock position and alternate
between both sides of the ring. For subsequent levels, the serial positions
follow distance from a parent item. The defined search pattern yields strong
fit and has substantial effect on search performance. We discuss the results in
the context of radial menu design. Keywords: Visual search; search patterns; radial menus; pie menus | |||
| Analytic Trails: Supporting Provenance, Collaboration, and Reuse for Visual Data Analysis by Business Users | | BIBAK | Full-Text | 256-273 | |
| Jie Lu; Zhen Wen; Shimei Pan; Jennifer C. Lai | |||
| In this paper, we discuss the use of analytic trails to support the needs of
business users when conducting visual data analysis, focusing particularly on
the aspects of analytic provenance, asynchronous collaboration, and reuse of
analyses. We present a prototype implementation of analytic trail technology as
part of Smarter Decisions (a web-based visual analytic tool, with the goal of
helping business users derive insights from structured and unstructured data.
To understand the value and shortcomings of trails in supporting visual
analytic tasks in business environments, we performed a user study with 21
participants. While the majority of participants found trails to be useful for
capturing and understanding the provenance of an analysis, they viewed trails
as more valuable for personal use rather than for communicating the analytic
process to other people as part of a collaboration. Study results also indicate
that rich search mechanisms for easily finding relevant trails (or portions of
a trail) is critical to the successful adaptation and reuse of existing saved
trails. Keywords: Information visualization; Visual data analysis; Analytic provenance;
Asynchronous collaboration; Analysis reuse | |||
| Exploration Views: Understanding Dashboard Creation and Customization for Visualization Novices | | BIBAK | Full-Text | 274-291 | |
| Micheline Elias; Anastasia Bezerianos | |||
| With the increase of visualization platforms targeting novices, researchers
are now focusing on gathering insights regarding novice user practices. We
describe the design and evaluation of Exploration Views (EV), a system that
allows novice visualization users to easily build and customize Business
Intelligence information dashboards. EV provides an intuitive environment for
dynamically creating, rearranging, searching and exploring multiple visual data
representations from diverse data-sources. These aspects aid users to better
retrieve, experiment and familiarize themselves with their data. We evaluated
EV with both novice and expert dashboard designers and report here (i) how
novice users interact with the system, (ii) differences in how novice and
expert users react to a dashboard systems that targets both, and (iii) provide
new design guidelines for practitioners building dashboard applications, on the
needs of novice visualization users. Keywords: synchronized views; interface customization; novice users; visual queries;
business intelligence dashboards | |||
| Patient Development at a Glance: An Evaluation of a Medical Data Visualization | | BIBAK | Full-Text | 292-299 | |
| Margit Pohl; Sylvia Wiltner; Alexander Rind; Wolfgang Aigner; Silvia Miksch; Thomas Turic; Felix Drexler | |||
| This paper describes the results of an evaluation study of a prototype for
the visualization of time-oriented medical data. Subjects were nine physicians.
The prototype combines well-known visual representation techniques and
extensive interaction techniques. The aim of the study was to assess the
system's usability and whether the prototype solved relevant problems of
physicians in hospitals. It was found that one of the great advantages of the
system was that it allowed physicians to see the development of the patients at
one glance. It was also shown that users clearly preferred an easy to learn and
understand design and familiar visualizations. Keywords: interaction techniques; user study; time-orientated data; visual
exploration; medical data | |||
| Evaluation of HaloDot: Visualization of Relevance of Off-Screen Objects with over Cluttering Prevention on Mobile Devices | | BIBAK | Full-Text | 300-308 | |
| Tiago Gonçalves; Ana Paula Afonso; Maria Beatriz Carmo; Paulo Pombinho de Matos | |||
| The complexity of presenting and exploring large amounts of graphical data,
on mobile devices, increases due to their small screen size. To mitigate this
problem several approaches have been proposed to give clues about objects that
are located off-screen. In this paper we present a user study comparing the
Halo off-screen visualization technique with HaloDot, our approach that aims to
improve direction awareness, as well as, relevance of off-screen objects, and
to avoid cluttering of Halos. The study shows that searching and pointing
relevant Points of Interest (PoI) can be achieved faster than with Halo and
that the proposed aggregation method is useful. Keywords: Visualization; Mobile Devices; Off-Screen Objects; Relevance | |||
| Using Card Sorts for Understanding Website Information Architectures: Technological, Methodological and Cultural Issues | | BIBAK | Full-Text | 309-322 | |
| Helen Petrie; Christopher Power; Paul A. Cairns; Cagla Ozen Seneler | |||
| The card sort technique has many uses in HCI research and practice. Card
sorts have traditionally been conducted with physical cards but now programs
are available for this task. It is unclear if results from an online version of
this technique are as reliable as the "oncard" version. This paper presents a
study comparing oncard and online versions of the card sort technique for card
set reflecting the information architecture (IA) of two website domains (museum
and news sites). No differences were found between the two versions. However,
the online version took significantly longer for participants than the oncard
version, particularly for non-native English speakers. The card sort technique
was also able to reveal cultural differences between mental models of British,
Chinese and Indian participants of the IAs of both museum and news websites and
showed that all participants have mental models that differ substantially from
the typical IAs of websites in these domains. Keywords: card sort; online card sort program; evaluation methodology; information
architecture; website design; museum websites; news websites; cultural
differences | |||
| The Treatment of Temporal Data in Web-Based Reservation Systems: An Inspection-Based Evaluation | | BIBAK | Full-Text | 323-339 | |
| Gerhard Knolmayer; Lukas E. Helfenstein; Viola Sini | |||
| Web-based reservation systems realize a broad variety of different and often
inadequate ways of handling temporal data in their user interfaces. We compiled
possible procedures for treating temporal data in reservation systems in a
Morphological Box, ending up with 49 treatment options for 15 features. We
initiated an usability inspection by 15 usability experts, asking for
evaluation of the user-friendliness of these options and the relevance of their
differences. After discussing the results we use them to develop an evaluation
model. We draw profile lines to compare existing systems, weight the scores of
the options by relevance factors of the features, and compute aggregate
usability indicators to rank the systems. In our analysis of 60 airlines, Delta
Air Lines and American Airlines reach the best results. We also show that
companies that belong to the same group differ remarkably in the usability of
their reservation systems. Keywords: Temporal Data; Morphological Analysis; Reservation Systems; Usability;
Usability Indicators; Usability Inspection | |||
| A Tool Support for Web Applications Adaptation Using Navigation History | | BIBA | Full-Text | 340-348 | |
| Sergio Firmenich; Marco Winckler; Gustavo Rossi | |||
| Currently the Web is a platform for performing complex tasks which involve dealing with different Web applications. However users still have to face these tasks in a handcrafted way. In this paper we present a novel approach that combines concern-sensitive adaptation and navigation history to improve the user experience while performing a task. We have developed some simple though powerful tools for applying this approach to some typical tasks such as trip planning and house rental. We illustrate the paper with a simple though realistic case study and compare our work with others in the same field. | |||
| Web Usability Probe: A Tool for Supporting Remote Usability Evaluation of Web Sites | | BIBAK | Full-Text | 349-357 | |
| Tonio Carta; Fabio Paternò; Vagner Figuerêdo de Santana | |||
| Usability evaluation of Web sites is still a difficult and time-consuming
task, often performed manually. This paper presents a tool that supports remote
usability evaluation of Web sites. The tool considers client-side data on user
interactions and JavaScript events. In addition, it allows the definition of
custom events, giving evaluators the flexibility to add specific events to be
detected and considered in the evaluation. The tool supports evaluation of any
Web site by exploiting a proxy-based architecture and enables the evaluator to
perform a comparison between actual user behavior and an optimal sequence of
actions. Keywords: Tools for Usability Evaluation; Remote evaluation; Log analysis | |||
| A Demo of a Dynamic Facial UI for Digital Artists | | BIBAK | Full-Text | 358-359 | |
| Pedro Bastos; Xenxo Alvarez; Verónica Orvalho | |||
| Character facial animation is difficult because the face of a character
assumes many complex expressions. To achieve convincing visual results for
animation, 3D digital artists need to prepare their characters with
sophisticated control structures. One of the most important techniques to
achieve good facial animation is to use facial control interfaces, also called
facial user interfaces, or facial UI's. But facial UI's are usually dull and
often confusing, with limited user interaction and no flexibility. We developed
a concept and a working prototype of a dynamic facial UI inside the Blender [1]
open-source software to allow their large community of digital artists to
better control and organize the facial animation of a character. Our
interactive system is running stable in the latest version of Blender and we
started to build a full-face dynamic UI to show its interactive potential in a
character's face. Keywords: Accessibility and Usability; Novel User Interfaces and Interaction
Techniques; Adaptive Interfaces; Dynamic Interfaces; Facial Interfaces; Facial
Rigging and Animation; Digital Artists | |||
| A Set of Customizable Games Supporting Therapy of Children with Cerebral Palsy | | BIBAK | Full-Text | 360-361 | |
| Beant Dhillon; Areti Goulati; Ioannis Politis; Agata Raczewska; Panos Markopoulos | |||
| This research explores the potential of tangible tabletop technology for
motor skills training of children with Cerebral Palsy. Therapists have
emphasized the importance of customization of therapy programs to the needs of
each patient. Five customizable games for the TagTiles tangible interactive
gaming board are presented. These games have been developed based on feedback
from 11 therapists from two clinics in the Netherlands, 9 children with
Cerebral Palsy as well as 14 healthy children. The design process and the
potential of this solution are briefly outlined. Keywords: Cerebral Palsy; Motor Skills; Rehabilitation; TagTiles; Therapeutic Games;
Design | |||
| Mobile Total Conversation -- Communication for All, Everywhere | | BIBAK | Full-Text | 362-363 | |
| Erik Zetterström | |||
| This paper describes a demonstration of an open source Total Conversation
client for the Android mobile phone platform. It also explains the rationale
for Total Conversation and gives a brief overview of the open standards on
which Total Conversation is based. Keywords: Total Conversation; mobile; Deaf; Sign language; Video conference; Android;
disabilities | |||
| Storytelling Meets the Social Web: An HTML5 Cross-Platform Application for Older Adults | | BIBAK | Full-Text | 364-365 | |
| Tiago Boldt Sousa; Pedro Tenreiro; Paula Alexandra Silva; Eduarda Mendes Rodrigues | |||
| This demonstration presents a storytelling application specifically designed
for older adults to share stories and thoughts. Studies claim that older adults
commonly have difficulties in engaging with on-line social networks [1], but
increased social inclusion and sense of well-being has been observed in those
who engage [2]. While following a user-centered design approach, we have
developed an HTML5 device-independent and intuitive social web application
which addresses older adults' specific needs and age-related impairments,
allowing them to connect to their friends and family through storytelling. Keywords: Storytelling; Online Social Networks; User-Centered Design; Older Adults;
HTML5 | |||
| Tablexcel: A Multi-user, Multi-touch Interactive Tabletop Interface for Microsoft Excel Spreadsheets | | BIBAK | Full-Text | 366-369 | |
| Guillaume Besacier | |||
| In this paper, we present Tablexcel, a tabletop interface to Microsoft
Excel. Single-user, desktop-based computer applications are pervasive in our
daily lives and work. An application like Microsoft Excel, a widely deployed
spreadsheet application, is used by a large number of businesses and users.
Often, several users will collaborate on the creation of a spreadsheet, for
example exchanging Excel files by e-mail. A multi-user, multi-touch interactive
tabletop could create better working conditions, but Excel is not compatible
with tabletop interfaces. Tablexcel use the scripting capabilities of Excel to
extract live data from Excel files, and display them in a tabletop-appropriate
way. Multiple users can interact with the Tablexcel interface using tabletop
interactions, like gestures or rotating windows. Tablexcel manage the
collaborative aspect of the interaction and send the resulting modifications to
the original Excel application, which update the formulas, graphs, macros, etc. Keywords: Interactive tabletop; legacy application; spreadsheet; scripting | |||
| Assessing Short-Term Human-Robot Interaction in Public Space | | BIBAK | Full-Text | 370-373 | |
| Jakub Zlotowski | |||
| This thesis discusses an evaluation approach for assessing social acceptance
of short-term HRI in public space with special emphasis on robots seeking
information from pedestrians. Keywords: Human-Robot Interaction; Evaluation Methodology; Measures and Metrics;
Social Acceptance | |||
| Barefooted Usability Evaluation: Addressing the Mindset, Resources and Competences | | BIBAK | Full-Text | 374-377 | |
| Anders Bruun | |||
| Lack of usability specialists, high resource requirements and developer
mindsets are three considerable barriers for introducing usability engineering
into software companies. This Ph.D. project explores the effect of letting
software developers and end users apply usability engineering methods instead
of a specialist, a solution which may reduce the barriers. Keywords: Usability evaluation; Training; Software Developers; End Users | |||
| Collaborative Human-Machine Communication: User-Centered Design of In-Vehicle Speech Dialog Systems | | BIBA | Full-Text | 378-381 | |
| Linn Hackenberg | |||
| Research-area: User-centered Design, speech dialog systems, in-vehicle HMI
Description of the research topic: Evaluation of Speech Dialog Systems that make use of collaborative strategies from human conversations by providing continuous and appropriate feedback whilst showing dynamic interaction-structures. | |||
| Development of a Methodology for Evaluating the Quality in Use of Web 2.0 Applications | | BIBAK | Full-Text | 382-385 | |
| Tihomir Orehovacki | |||
| Quality in use is comprised of two seemingly different though interlocking
concepts: usability and user experience. Consequently, complementary evaluation
of pragmatic and hedonic attributes could significantly affect the acceptance
of software applications. However, in the context of Web 2.0 applications this
topic has still not attracted enough attention from the HCI community.
Therefore we present a research aimed at developing a methodology that would
facilitate the analysis and comparison of evaluated Web 2.0 applications. Keywords: Web 2.0; Quality in Use; Usability; User Experience; Subjective and
Objective Measures; Evaluation Methodology | |||
| Distortion Techniques for Sketching Interaction | | BIBAK | Full-Text | 386-389 | |
| Paul Schmieder | |||
| Using sketching as the application domain, this research compares current
distortion techniques for enlarging content. The goal is to develop a
distortion lens which allows for a natural and uncomplicated drawing and
writing experience on an electronic device. Keywords: Distortion techniques to enlarge interaction spaces for ink | |||
| Evaluation of Information Classification on Websites and Impact of Culture: A Cross Country Comparison of Information Classification | | BIBA | Full-Text | 390-393 | |
| Ather Nawaz | |||
| The structure of information classification has an important role in the usability of websites. A majority of cross cultural studies have emphasized on localized elements of interface design and termed them as cultural markers However, not many studies have pointed out on how the classification of information on the websites can be similar or different, especially for those communities who have recently joined the global community of the Internet. This research aims to investigate the information classification of users in different countries and compares it with information classification of a website. The study will evaluate how different demographical properties impacts on the information structure of websites. The study will also evaluate to what extent users' performance and productivity changes, when the information classification of website matches with the end users mental model. | |||
| Exploring New Ways of Utilizing Automated Clustering and Machine Learning Techniques in Information Visualization | | BIBA | Full-Text | 394-397 | |
| Johann Schrammel | |||
| Research Area: Information visualization, human-computer interaction.
Research Topic. The main research topic of the thesis is to explore the possibilities of automated clustering and machine learning techniques for developing new approaches in information visualization. Research Problem. The main goal of information visualization is to present data to the users in a way that optimizes intelligibility of the data and support the detection of relevant patterns in the data, where the application context defines what qualifies as 'relevant'. Many different approaches typically tailored to a specific problem have been developed within the past years. At the same time the application of mathematical methods for data analysis and identification of patterns has substantially increased, and is typically referred to as data mining. Different visualization techniques are used in data mining, however the systematic and dynamic integration of data mining techniques with visualization approaches is only in its beginning. | |||
| Exploring Serendipity's Precipitating Conditions | | BIBAK | Full-Text | 398-401 | |
| Lori McCay-Peet | |||
| Serendipity is generally characterized as a sagacious, unsought discovery.
Innovations and advances in science and engineering such as penicillin and
Teflon as a result of interactions with tangible engineered and natural
phenomena are often labeled serendipitous. Serendipity also results from more
conceptual interactions with information, knowledge, and ideas. But how does
serendipity emerge when the discovery is predominantly conceptual? What
conditions in the digital environment would help facilitate less tangible but
similarly unexpected and fortunate interactions for knowledge workers? The
objective of my research is to approach the study of serendipity as a process
involving precipitating conditions, interacting internal and external factors
that either hinder or facilitate serendipity, to understand how to best
facilitate serendipity in a digital, information-rich environment. This
research will contribute to an emerging field of study -- support for
serendipity in information systems -- that is striving to make our experiences
in digital environments richer and more meaningful. Keywords: Serendipity; precipitating conditions; information systems | |||
| Human-Computer Interaction and Human Mental Workload: Assessing Cognitive Engagement in the World Wide Web | | BIBAK | Full-Text | 402-405 | |
| Luca Longo | |||
| Assessing the cognitive engagement of a user while seeking and consuming
information over the World Wide Web is a key challenge for studying the quality
of interactions. Indicators of cognitive engagement are useful for enhancing
usability of interfaces, designing adaptable systems but also for analysing
user behaviour and performance. For this purpose, we aim to adopt the
multifaceted concept of Human Mental Workload, mainly applied in psychology and
cognitive sciences, to study individual performance and user engagement in the
context of Web. We aim to design a framework in which mental workload can be
measured, analysed and explained. This will lead to analysis of individual and
mass behaviour, guidelines and recommendation for interaction design, usability
of front-end web applications and proposal of adaptive systems. Keywords: Human-Computer Interaction; Human Mental Workload; User Engagement;
Artificial Intelligence; Web-mining; Human Factors | |||
| Human-Computer Interaction for Security Research: The Case of EU E-Banking Systems | | BIBA | Full-Text | 406-409 | |
| Caroline Moeckel | |||
| Brief Description. This short paper highlights the interaction between
security and usability in e-banking security and presents objectives and
difficulties for studies in this field.
Research Area: Human-Computer Interaction for Security (E-Banking) | |||
| Information Architecture Automatization for the Semantic Web | | BIBAK | Full-Text | 410-413 | |
| Josep Maria Brunetti; Roberto García | |||
| Our proposal is to develop generic Information Architecture components to
facilitate publishing and browsing semantic data in the web, improving its
usability and accessibility. Keywords: Semantic Web; Linked Data; Information Architecture; Usability;
Accessibility; Navigation; Metadata | |||
| Microinteractions to Augment Manual Tasks | | BIBAK | Full-Text | 414-417 | |
| Katrin Wolf | |||
| This paper summarizes the first nine months of progress on my Ph.D. project.
The research focus of the project is on investigating microinteractions. a
sub-topic of HCI and gesture research. The project will develop a framework for
applications that use microgestures to support everyday tasks through invisible
and context-aware appearing interface layers underneath object-grasping hands.
In an expert study that has been accepted as a full paper at INTERACT 2011, I
explore the motor limitations and opportunities of microgestures while grasping
objects and valued manual dual-task scenarios by walking through three tasks
that involve grasping objects. The outcome of the study is a generic
microgesture set for different grasp types and a collection of parameters that
have a relevant effect on the choice of the grasping tasks. A further user
study in progress is investigating the effect of grasped objects, such as
handheld devices, on the feasibility of performing microgestures. Users are
asked to perform finger-tip and drags on the front and/or back of a handheld
device. The device is two-sided and touch-sensitive, it is made by stacking 2
pads together in a sandwich-like prototype. This allows tracking users' finger
gestures through a camera as well as through front and touch screens. The
outcome of the two mentioned studies will describe a design space for
out-of-a-grasp microgestures. At the INTERACT doctoral consortium I aim to
present this design space and discuss how this can serve as a basis for
developing a framework of out-of-grasp microinteractions that are subtasks of
grasping tasks. The microinteractions will be developed to support the grasp
tasks with regard to their perceived ergonomic and hedonic qualities. Keywords: Microinteraction; gestures; dual-task; multitask; interaction style | |||
| OPEN-HEREDEUX: OPEN HEuristic REsource for Designing and Evaluating User eXperience | | BIBAK | Full-Text | 418-421 | |
| Llúcia Masip; Marta Oliva; Toni Granollers | |||
| The need of enhancing design and evaluation of user experience exists. We
propose a resource which helps to semi automate the design and evaluation of
user experience. Keywords: User experience; evaluation resources; heuristic evaluation | |||
| Sketching Language: User-Centered Design of a Wizard of Oz Prototyping Framework | | BIBA | Full-Text | 422-425 | |
| Stephan Schlögl | |||
| Research Area: Wizard of Oz prototyping with modern Language Technology
Components
Research Topic: This research aims at understanding the challenges involved in running Wizard of OZ experiments and searches for an optimal software interface supporting the actions of the wizard. | |||
| Time Affordances and Physical Mobility in the Context of Ubiquitous Technologies | | BIBAK | Full-Text | 426-429 | |
| Larissa Pschetz | |||
| This research aims to use design demonstrators to speculatively explore the
relation between perceived time affordances and physical mobility in the
context of ubiquitous technologies. Keywords: user experience based approaches; speculative design | |||
| Usability Evaluation in Software Development Practice | | BIBA | Full-Text | 430-433 | |
| Marta Kristín Lárusdóttir | |||
| Brief description of the topic: Usability evaluation is explored by
comparing the effectiveness of using different evaluation methods and by
studying how usability evaluation is conducted by practitioners.
Research area. Usability, evaluation, agile development, Scrum, practice | |||
| Website Customization: Exploring a Tag-Based Approach in the Australian Banking Context | | BIBA | Full-Text | 434-437 | |
| Rajinesh Ravendran | |||
| Description: Website customization is important to better fulfill the needs
and wants of individual customers. Tags assigned to web resources are suitable
to facilitate website customization.
Area: Website customization, online banking, tags | |||
| Acceptance and Speed of Animations in Business Software | | BIBA | Full-Text | 438-441 | |
| Lisa Mattes; Martin Schrepp; Theo Held; Patrick Fischer | |||
| Well-designed animations can improve the usability of graphical user interfaces for business software. It is crucial in this area that the user considers animations to be helpful and that they do not decrease perceived work efficiency. Thus, both the acceptance of animations and the selection of an appropriate animation speed are of high importance. We investigate those aspects in three explorative studies. Results show that animated interactions are considered to be useful by a considerable majority of participants. The observed settings for the animation speed show that quite fast animations are generally preferred. We demonstrate that for some of these animations the observed settings for animation speed can be explained by cognitive modeling. | |||
| Developing Mobile Remote Collaboration Systems for Industrial Use: Some Design Challenges | | BIBAK | Full-Text | 442-445 | |
| Leila Alem; Weidong Huang | |||
| Many real-world collaboration scenarios involve a helper remotely guiding a
worker performing a task requiring the manipulation of physical
objects/devices. Systems currently available for remote guiding have
limitations for industrial use, particularly in terms of supporting the mobile
aspect of work. To meet these needs and as part of our work for the mining
industry, we have developed two systems. These systems use a wearable computer
and a wearable display to support the mobile aspect of the remote
collaboration. In this paper, we review existing work in remote guiding and
state their limitations in relation to industrial needs. We then present two
mobile remote collaboration systems that we have designed and developed to
support the maintenance of mining equipments. Designing for real world use is
challenging, systems need to be easy to use and be able to operate in various
environmental conditions. Systems also need to support the mobility aspect of
work and support different roles of the collaborators. Keywords: Remote collaboration; mobile collaboration; remote gestures; augmented
reality; usability | |||
| Experiences of Online Co-creation with End Users of Cloud Services | | BIBAK | Full-Text | 446-449 | |
| Kaarina Karppinen; Kaisa Koskela; Camilla Magnusson; Ville Nore | |||
| This paper describes an online co-creation study done via an online
co-creation platform Owela as well as shares industrial experiences and lessons
learnt about the study. The Owela study was conducted in order to provide a
deeper understanding of users' perceptions of cloud services and their
security. By utilising the online co-creation platform it was possible to get
quick and easy contact to geographically distributed cloud service users. For
the company Owela offered an efficient way to apply online user participation
while for the end users Owela enabled convenient participation in various
co-creation activities regardless of time and place. As an end result of the
study the voice of the cloud service users was turned into several new business
ideas. Keywords: Online co-creation; Owela; Cloud services; End users | |||
| Interactive Installations: Tales from the Trenches | | BIBAK | Full-Text | 450-453 | |
| Pedro Campos; Miguel Campos; Joaquim A. Jorge | |||
| Breakthrough innovation can be interpreted as research translated into
products that the market accepts. The process of market translation of several
products developed by WowSystems, a Portuguese company specialized in novel
interaction paradigms, is explained in this paper as a case study shedding some
light into how innovation centers can better promote innovation, in the form of
well-succeeded products. We describe two paradigmatic "tales from the trenches"
and conclude with some guidelines that were outlined on the basis of more than
three years delivering fifty interactive installations. Keywords: Interactive Installations; Guidelines; Case Study; User Interfaces | |||
| A Conceptual Framework for Modeling Awareness Mechanisms in Collaborative Systems | | BIBAK | Full-Text | 454-457 | |
| Fernando Gallego; Ana I. Molina; Jesús Gallardo; Crescencio Bravo | |||
| Awareness is defined as the perception of the activities being carried out
by members of a team in a given context. The use of awareness support
techniques reduces the effort needed to realize communicative and collaborative
tasks. Therefore, this leads to an increase in group work productivity. In this
article we propose a conceptual framework which improves upon the process of
building interactive collaborative systems as proposed by CIAM (a
methodological framework for designing interactive applications for group work)
by taking the dimension of awareness into consideration. Keywords: Awareness; Meta-modeling; Groupware | |||
| A Longitudinal Pilot Study to Evaluate Non-visual Icons in a Mobile Exertion Application | | BIBA | Full-Text | 458-461 | |
| Huimin Qian; Ravi Kuber; Andrew Sears | |||
| This paper describes an evaluation of a mobile exertion application, developed to promote physical activity among adult users. To extend previous work, we aimed to identify changes in walking behavior over time, and to determine the efficacy of non-visual cues presented via the phone. Data was gathered using three methods: automated logging, participant-maintained diaries and interviews. Findings revealed that participants were able to respond most effectively to multimodal icons to modify their pace over a two week period. However, their preferences were noted to change depending on the situational context. The study has also highlighted the complexities associated with data collection techniques for mobile evaluations. | |||
| A Remote Multi-touch Experience to Support Collaboration between Remote Museum Visitors | | BIBAK | Full-Text | 462-465 | |
| Ernesto Arroyo; Valeria Righi; Roger Tarrago; Josep Blat | |||
| This paper presents a collaborative experience designed to support learning
in two remotely located museums sharing a common exhibition. A remote
collaborative multi-touch experience offers an additional channel for museum
visitors to explore the exhibition and increase the sense of connectedness and
awareness between the two spaces. The experience flow includes stages offering
opportunities for exploration, negotiation and cooperation. The paper describes
the design and implementation of a system that allows simultaneous
collaborative interaction and communication through two multi-touch surfaces
augmented with videoconferencing. The system allows museum visitors to
communicate with remote participants and with their peers. Finally, the paper
discusses preliminary observations of end-users, and cultural organizations
using the prototype. This work provides a use case for social interactive
experiences that could draw museum visitors to further explore an exhibition
and share their views and interpretation with others. Keywords: Computer supported collaborative learning; multi-user interaction; informal
learning; serious games; remote awareness; interactive surfaces | |||
| A Systematic Evaluation of Mobile Applications for Diabetes Management | | BIBAK | Full-Text | 466-469 | |
| C. Martin; Derek Flood; D. Sutton; A. Aldea; Rachel Harrison; M. Waite | |||
| This short paper contains a summary of work that is currently in progress
towards the development of an intelligent, personalised tool for diabetes
management. A preliminary part of the development process has consisted of a
systematic evaluation of existing applications for mobile phones. Keywords: Efficiency; effectiveness; keystroke level modelling; heuristics | |||
| An Integrated Approach to Develop Interactive Software | | BIBAK | Full-Text | 470-474 | |
| Begoña Losada; Maite Urretavizcaya; Isabel Fernández de Castro | |||
| In this poster we present InterMod, an approach that combines Agile Methods,
Model-Driven Developments and User-Centered Design, which are widely accepted
in the development of interactive software. The planning and project organizing
are based on User Objectives (user desires). The project is organised as a
series of iterations and the work is distributed in different workgroups
according to some developmental and integration activities. The requirements
are incrementally collected and validated with models based on user-centered
design. To speed up this validation, we put forward the SE-HCI model, which
enriches a human-computer interaction model with the semantics of the
application and some basic characteristics of an abstract prototype. Keywords: User-Centered Design; Agile methods; Model-Driven Development; Software
Engineering | |||
| Analyzing the Level of Presence While Navigating in a Virtual Environment during an fMRI Scan | | BIBAK | Full-Text | 475-478 | |
| Miriam Clemente; Alejandro Rodríguez; Beatriz Rey; Aina Rodríguez; Rosa María Baños; Cristina Botella; Mariano Alcañiz Raya; César Ávila | |||
| We have conducted an fMRI research using virtual reality to study the level
of presence that subjects experience during the navigation through a virtual
environment, in comparison with the presence felt during a video or a
photograph viewing task. The fMRI results have not been analyzed yet, but
responses to presence questionnaires have been analyzed. Presence levels are
similar to those obtained while monitoring with other brain imaging techniques.
The highest values are obtained for navigation tasks followed by video and
photographs tasks. Keywords: fMRI; presence; virtual reality; navigation; SUS questionnaire | |||
| Applying the Affinto Ontology to Develop a Text-Based Emotional Conversation System | | BIBAK | Full-Text | 479-482 | |
| Idoia Cearreta; Nestor Garay | |||
| With the recent spread of computing systems the need to enhance interactions
between users and systems is evident. Conversation systems have a key role to
play in achieving this. However, further efforts are needed to enhance
conversation systems that use text to interact with users. This paper presents
a text conversation system that includes user emotion recognition and
generation, with the aim of achieving a more natural communication. The Affinto
ontology is used to perform these tasks. Keywords: Conversational System; Affective Computing; Ontology | |||
| Augmented Mirror: Interactive Augmented Reality System Based on Kinect | | BIBAK | Full-Text | 483-486 | |
| Lucía Vera; Jesús Gimeno; Inmaculada Coma; Marcos Fernández | |||
| In this paper we present a virtual character controlled by an actor in real
time, who talks with an audience through an augmented mirror. The application,
which integrates video images, the avatar and other virtual objects within an
Augmented Reality system, has been implemented using a mixture of technologies:
two kinect systems for motion capture, depth map and real images, a gyroscope
to detect head movements, and control algorithms to manage avatar emotions. Keywords: Augmented Reality; Motion Capture; Virtual Characters | |||
| Calls for Interaction: The More the Better? User Experience of 3D Carousel and Additional Interaction Techniques | | BIBAK | Full-Text | 487-490 | |
| S. Shyam Sundar; Saraswathi Bellur; Jeeyun Oh; Haiyan Jia | |||
| We perform a user study to investigate the psychological consequences of
adding interaction techniques to the interface. In a between-subjects
experiment (N = 143), we explore how (i) variations in sheer number of
interaction techniques and (ii) addition of a novel technique, i.e., 3D
carousel, influence the volume of users' actions, their memory, perceptions of
interactivity, as well as their attitudes and behaviors toward a website. Power
usage is examined as a potential moderator. First-cut findings from
self-reports and log data indicate that the 3D carousel feature has a strong
impact on user experience, both positive and negative. It also moderates the
curvilinear effect of adding traditional interaction techniques to the
interface. Keywords: Interaction Techniques; 3D carousel; user experience; user engagement | |||
| Can Persona Facilitate Ideation? A Comparative Study on Effects of Personas in Brainstorming | | BIBAK | Full-Text | 491-494 | |
| Xiantao Chen; Ying Liu; Ning Liu; Xiaojie Wang | |||
| Personas are results from user studies and viewed as a design and a
communication tool in user-centered design processes. There were many studies
addressing how to create good personas but what types of personas and how
personas could help in ideation processes were less discussed in past works. In
this paper, we conducted a comparative study to explore effects of personas on
the ideation process and idea qualities in a brainstorming setting. The results
indicated that personas could enhance the ideation process and design
deliverables on two aspects: personas could help both individual designer and a
group of designers focus on the target user group during the ideation process;
and the delivered ideas or concepts were viewed more relevant to the user
groups and were more comprehensive. Keywords: Comparative study; Persona; Ideation; Brainstorming | |||
| Children with Special Needs: Comparing Tactile and Tangible Interaction | | BIBAK | Full-Text | 495-498 | |
| César Ortea Suárez; Javier Marco; Sandra Baldassarri; Eva Cerezo | |||
| In this paper a comparison of the same computer game with two interaction
styles is achieved: through tactile interaction in a digital board or using
tangible interaction on a tabletop. Tests were carried out with children with
special needs, who have different degrees of disability. The aim of the paper
is to compare usability and accessibility of each interface, as well as the
experiences of children playing with them. Preliminary results indicate the
necessity to provide feedback continuously, both hearing and visual, in order
to facilitate the understanding of each task and its progression. In addition,
the outcome obtained from a questionnaire show a significant preference for the
tangible version of the game. Keywords: Tactile; tangible; digital board; tabletop; special education; game | |||
| Coupling Interaction and Physiological Metrics for Interaction Adaptation | | BIBAK | Full-Text | 499-502 | |
| Luís Duarte; Luís Carriço | |||
| We present an adaptation system whose goal is to provide users with
interaction experiences tailored to their current physiological status and
performance. The system captures emotion, motion and application related
metrics to proactively adjust the available interaction patterns. Interacting
in different environments -- stationary/mobile -- or under different emotional
status -- relaxed/stressed-- can affect performance, engagement and enjoyment.
This contribution describes the initial design steps in the creation of an
interaction adaptation engine. Keywords: Physiological Signals; Adaptation; User Performance | |||
| Dual Flow Interaction: Scene Flow and Data Flow, Dual Interaction in Art Installations | | BIBAK | Full-Text | 503-506 | |
| José Ma Alonso-Calero; Arcadio Reyes-Lecuona; Jesus Marín-Clavijo; Josefa Cano-García | |||
| In an interdisciplinary context with regards to the experience of
interaction in virtual reality art installations, we propose an analysis from
the point of view of exchanges between the user and the art installation, which
is produced by a dual-flow: data flow and scene flow. This dual flow is defined
as a double layer which in parallel has a physical component and an abstract
one, the division is between a physical interaction considered as external and
the virtual as internal. The purpose is to identify and focus the relationship
between materials and components of the interaction experience. Keywords: Art installation; virtual art; interaction; physical interface; virtual
reality; space; scenic; scene flow; participation; spectator-user presence | |||
| Effects of Touch Screen Response Time on Psychological State and Task Performance | | BIBAK | Full-Text | 507-510 | |
| Nozomi Sato; Kentaro Nakajima | |||
| The purpose of this study was to investigate how touch screen response time
affected user's psychological state and task performance. Ten male participants
performed numeric entry task on the touch screen under six different conditions
by crossing speed of touch screen response for pressing buttons and of
switching pages. Results suggested that the touch screen with the faster
response time would be accepted more favorably than that with the slower
response time. However, with regard to the results of task performance,
opposite trend was obtained. Keywords: touch screen response; psychological state; task performance | |||
| Elaborating Analysis Models with Tool Support | | BIBAK | Full-Text | 511-514 | |
| Gregor Buchholz; Peter Forbrig | |||
| Integrating models as essential elements into the software development
process is supported by numerous methods and tools but the creation of such
models still bears a considerable challenge. This paper proposes a structured
modeling of tasks and activities during the requirements analysis in order to
pave the way for the very early utilization of models. A tool implementation
demonstrates the elaboration of models based on scenarios. Keywords: Task Models; Scenario Analysis; Model Based Development | |||
| End-User Support for Information Architecture Analysis in Interactive Web Applications | | BIBAK | Full-Text | 515-518 | |
| Luis A. Rojas; José A. Macías | |||
| Information Architects analyze conceptual models and descriptions concerning
non-functional requirements that will be later on used by Analysts and Software
Engineers to design software artifacts. However, this flow of information is
sometimes difficult to automate due to conceptual knowledge differences in the
information processed by each expert. To facilitate this flow, in this paper we
propose a CASE tool called InterArch. Our tool bridges the gap between both
professionals, and it automatically generates UML diagrams for Analysts from
the conceptual diagrams created by the Information Architect. Keywords: Information Architecture; End-User Development; Analysis and Design of
Interactive Web Systems | |||
| Enriching Evaluation in Video Games | | BIBAK | Full-Text | 519-522 | |
| José Luis González Sánchez; Rosa M. Gil Iranzo; Francisco Luis Gutiérrez Vela | |||
| One of the greatest challenges to the evaluation of UX in video games is to
ascertain if the experience is appropriate for the game. Thus, it is necessary
to know how to measure Playability in order to analyze, optimize and adapt it
to the player's preferences. However, it is also important to remember that the
final satisfaction of the user depends on his or her emotional response, social
and cultural influences and hedonic properties of the interaction process with
a video game. In this paper we present a way to perform a UX evaluation based
on Playability by adding hedonic factors. The aim is to easily and
cost-effectively analyze the UX in an agile video game development process. Keywords: Playability; UX Evaluation; Emotions; Cross-Cultural Factors | |||
| Evaluation of 3D Object Manipulation on Multi-touch Surfaces Using Unconstrained Viewing Angles | | BIBAK | Full-Text | 523-526 | |
| Daniel Mendes; Alfredo Ferreira | |||
| Recently, considerable research has been carried out regarding
three-dimensional object manipulation on multi-touch surfaces. However, most
current solutions were developed having in mind scenarios with a camera
perpendicular to a scene axis, and cannot be easily used to manipulate
three-dimensional objects in unconstrained viewpoints. In this paper, we
present and evaluate a set of object manipulation techniques. As a test bed for
this study, we used an unconstrained virtual LEGO modeling tool, taking
advantage of ongoing work and popularity of LEGO construction among people of
all ages. From this evaluation we improved our understanding on how users
prefer to manipulate 3D objects on multi-touch surfaces. Keywords: Multi-touch interaction; 3D object manipulation; rotation; translation; user
evaluation | |||
| Evaluation of an Accessible Home Control and Telecare System | | BIBAK | Full-Text | 527-530 | |
| Fausto Sainz; Judit Casacuberta; Marta Díaz; Jaisiel Madrid | |||
| The article presents part of the research carried out within a project aimed
at procuring interaction of people with disabilities and elderly with their
environment through the use of information and communication technologies. We
present methodological aspects related to participation models, user
experience, technology acceptance and peer training. Technology was designed to
test the effectiveness of systems and interfaces developed. Evaluation was
conducted in an automation environment with older people as users. Keywords: usability; accessibility; interactive system evaluation; evaluation
methodology; device interaction; domotics | |||
| Experimenting and Improving Perception of 3D Rotation-Based Transitions between 2D Visualizations | | BIBAK | Full-Text | 531-534 | |
| Maxime Cordeil; Christophe Hurter; Stéphane Conversy | |||
| Exploring a multidimensional dataset with visualization requires to
transition between points of view. In order to enable users to understand
transitions, visualization can employ progressive 3D rotations. However,
existing implementations of progressive 3D rotation exhibit some perception
problems with visualization of cluttered scene. In this paper, we present a
first experiment showing how existing 3D rotation is effective for tracking
marks, and that cluttered scenes actually hinder perception of rotation. Then,
we propose to set the axis of rotation on the graphical marks of interest, and
ran a second experiment showing that focus-centered rotation improves
perception of relative arrangement. Keywords: Information Visualization; Visual exploration; Navigation; Transition; 3D
Rotation | |||
| HTML 5 Support for an Accessible User-Video-Interaction on the Web | | BIBAK | Full-Text | 535-539 | |
| Lourdes Moreno; Paloma Martínez; Ana Iglesias; María González | |||
| Multimedia content covers the Web, and we should provide access to all
people. For this reason, it is very important to take into account
accessibility requirements in the player to avoid barriers and to ensure access
to this multimedia content as well as their resources. One of the most frequent
barriers is the technological obstacle: the necessity for the user to install
the required plug-ins in to order to access video. The new standard HTML5
provides a solution to this problem. However, it does not fully support
accessibility requirements of W3C standards, including WCAG and interaction
requirement of UAAG. This paper introduces an overall study of this new
standard in relation to accessibility requirements for the players as well as
an accessible HTML5 Media Player. Keywords: Web accessibility; video HTML 5; user agent; media players | |||
| Improving the Flexibility of Model Transformations in the Model-Based Development of Interactive Systems | | BIBA | Full-Text | 540-543 | |
| Christian Wiehr; Nathalie Aquino; Kai Breiner; Marc Seissler; Gerrit Meixner | |||
| This paper presents an approach that adds flexibility in the varieties of user interfaces that can be generated by processes of model-based user interface development. This approach is used at design time. Ideas from this approach have been extended for use at runtime and have been applied to SmartMote, a universal interaction device for industrial environments. | |||
| In Two Minds about Usability? Rationality and Intuition in Usability Evaluations | | BIBA | Full-Text | 544-547 | |
| Volker Thoma; Elliott P. White | |||
| Usability ratings of a university website by 60 students were analysed together with participant's self-ratings of their cognitive style. The degree of users' "rational" as well as their "intuitive" style correlated with usability evaluation scores. In particular, self-reported rational ability was connected with evaluations of Controllability, intuitive ability was related to Helpfulness scores of the interface. Thinking style significantly affects usability ratings (explaining over 9% of the ratings' variation), which has implications for evaluations across user groups. | |||
| Influence of Web Content Management Systems in Web Content Accessibility | | BIBAK | Full-Text | 548-551 | |
| Juan Miguel López; Afra Pascual; Llúcia Masip; Toni Granollers; Xavier Cardet | |||
| Web Content Management Systems (CMS) are traditionally used in institutions
to allow web content management by people without technical skills. This study
intends to check the influence of the CMS in the accessibility of the contents
they handle. First, an accessibility analysis of six widely used CMS is
performed base don the Authoring Tool Accessibility Guidelines (ATAG). Second,
an accessibility analysis of a series of city council web pages managed by
abovementioned CMS by using Web Content Accessibility Guidelines (WCAG).
Results of the study show that although web pages managed by the CMS with a
better degree of ATAG fulfilment provide better accessibility, there is no
direct correlation between results obtained in both evaluations. Information
about what aspects cause accessibility errors in the CMS and the impact of such
aspects in accessible web content management is also provided. Keywords: Web Content Management Systems; Authoring Tool Accessibility Guidelines; Web
Content Accessibility Guidelines | |||
| Instructional Animations: More Complex to Learn from Than at First Sight? | | BIBAK | Full-Text | 552-555 | |
| Anna Wong; Nadine Marcus; John Sweller | |||
| This paper presents a cognitively guided set of design guidelines for
instructional animations based on a review of the existing literature. The
guidelines are based around a cognitive load theory framework, which assumes
learners' limited working memories must be considered for instructional
animations to be effective. We propose six design guidelines: (1) animations
are more beneficial for learners with higher levels of prior knowledge; (2)
animations are more effective for certain knowledge domains; (3) segment
animations in shorter sections; (4) give learners control; (5) signal or cue
important information; (6) remove details and information from instructional
animations that are not necessary for learning. Keywords: Cognitive load theory; animation; multimedia instructional design | |||
| Integrating Feedback into Wearable Controls | | BIBAK | Full-Text | 556-559 | |
| Cátia Sousa; Ian Oakley | |||
| Wearable computing is a highly specialized application domain requiring the
development of novel interaction technologies. This is due not only to the
distracted and eyes busy scenarios that such systems target, but also due to
the necessity of implementing highly wearable systems that take advantage of
the affordances of cloth and clothing. This paper presents the design and
development of three novel wearable input devices based on commonplace elements
of clothing: zippers, cords strung with beads and fabric patches. These devices
implement different forms of input (respectively, linear continuous, linear
discrete and tagging) and are notable in that they combine input with output in
the form of persistent physical feedback -- each device is designed to
physically and visually resemble the digital information it controls. This
paper argues that this approach is novel in the domain of wearable computing
and has the potential to significantly improve usability. Keywords: Smart textiles; wearable technology; craft materials; sensors | |||
| Intelligent Playgrounds: Measuring and Affecting Social Inclusion in Schools | | BIBAK | Full-Text | 560-563 | |
| Olga Lyra; Evangelos Karapanos; Vassilis Kostakos | |||
| Equal access to education has recently been declared by the United Nations a
basic human right [14]. However, despite the substantial attention given to
inclusive education in recent years, researchers have criticized a lack of
empirical evidence on how exclusion is manifested in student behavior. Recent
development in sensor technology and social network analysis techniques can
provide a new perspective to the impact of educational practices through the
measurement of students' social interactions. In this paper we outline our
research agenda that aims at a) measuring the current stand as well as the
impact of inclusive educational interventions using sensor technology and
sociometric analysis, and b) challenging pupils' perceptions of diversity with
the aim of eliminating discriminatory behaviors in primary schools using
persuasive games. Keywords: Inclusive education; social networks; persuasive games | |||
| It Does Not Fitts My Data! Analysing Large Amounts of Mobile Touch Data | | BIBAK | Full-Text | 564-567 | |
| Niels Henze; Susanne Boll | |||
| Touchscreens are the dominant input device for smartphones and learning
about smartphone users' touch behaviour became even more important. We
developed a game for Android phones to collect a truly large amount of touch
data from diverse devices and players. A part of the game is designed as what
we expected to be a Fitts' law task. By publishing the game in the Android
Market we collected 5,359,650 micro tasks from 63,154 installations of the
game. Using Fitts' law to find a model for these tasks we found a very weak
correlation and an implausible high index of performance across different
devices. Further analysis shows a similar correlation between time and distance
as with Fitts' law but only a very weak correlation with the targets' width. Keywords: Fitts' law; mobile phone; touch screen; app store; large-scale | |||
| Measuring Cognitive Workload with Low-Cost Electroencephalograph | | BIBAK | Full-Text | 568-571 | |
| Avi Knoll; Yang Wang; Fang Chen; Jie Xu; Natalie Ruiz; Julien Epps; Pega Zarjam | |||
| Electroencephalography (EEG) is an important physiological index of
cognitive workload. While previous research has employed high-end EEG devices,
this work investigates the feasibility of measuring cognitive workload with a
low-cost EEG system. In our experiment, EEG signals are recorded from subjects
performing silent reading tasks under different difficulty levels. Experimental
results demonstrate the effectiveness of cognitive workload evaluation even
with low-cost EEG equipment. Keywords: Cognitive workload; electroencephalography (EEG); physiological index | |||
| Model-Based Accessible User Interface Generation in Ubiquitous Environments | | BIBAK | Full-Text | 572-575 | |
| Raúl Miñón; Julio Abascal; Amaia Aizpurua; Idoia Cearreta; Borja Gamecho; Nestor Garay | |||
| This paper presents a system that automatically generates accessible
interfaces tailored to the users' capabilities and needs in order to provide
them with access to ubiquitous computing environments. The aim is to ensure
that people with disabilities are able to use ubiquitous services provided by
intelligent machines, such as ATMs and vending machines. The tailored
interfaces are generated from a formal description specified by a User
Interface Description Language, and based on user and context models
represented by ontologies. Keywords: Adapted user interfaces; accessibility; ubiquitous computing | |||
| Multiuser Augmented Reality System for Indoor Exhibitions | | BIBAK | Full-Text | 576-579 | |
| Jesús Gimeno; Ricardo Olanda; Bibiana Martinez; Fernando M. Sanchez | |||
| Over the last years, museums and galleries are looking for new ways to show
exhibitions to visitors. For that purpose, new technologies like augmented
reality are used. In this paper an augmented reality system for indoor
exhibitions is presented. The system is formed by visualization screens that
mix exhibition environment, visitors included, with multimedia and virtual 3D
objects which visitors can manipulate naturally using a markers system. This
system has been used in the exhibition "Valencia, tierra de comarcas:
Diálogos con el patrimonio", which deals with a trip through the
Valencian cultural heritage. Keywords: Augmented reality; interaction; augmented mirror | |||
| Natural Interaction without Marks | | BIBAK | Full-Text | 580-583 | |
| Carina S. González-González; David Cabrera-Primo; Melvin Gutierrez; Jose Sigut-Saavedra | |||
| In this paper we present a natural interaction system that simulates an
interactive mirror behavior where a subject or object can appreciate in real
time the effects of external agents over themselves and the causes or actions
that trigger these effects. It is a low cost system and easy to use,
personalize and configure, which makes it extensible to different operating
sectors, especially on the education area for interactive demonstrations. The
system does not use marks and realize the detection and projection of effects
in real time. For the system development a technology was invented and
developed that originated the patent request ES200901210. Keywords: HCI; Natural Interaction; Adaptive interfaces; Augmentative reality | |||
| NAVI -- A Proof-of-Concept of a Mobile Navigational Aid for Visually Impaired Based on the Microsoft Kinect | | BIBAK | Full-Text | 584-587 | |
| Michael Zöllner; Stephan Huber; Hans-Christian Jetter; Harald Reiterer | |||
| We present a proof-of-concept of a mobile navigational aid that uses the
Microsoft Kinect and optical marker tracking to help visually impaired people
find their way inside buildings. The system is the result of a student project
and is entirely based on low-cost hard- and software. It provides continuous
vibrotactile feedback on the person's waist, to give an impression of the
environment and to warn about obstacles. Furthermore, optical markers can be
used to tag points of interest within the building to enable synthesized voice
instructions for point-to-point navigation. Keywords: Vibrotactile User Interface; Navigation User Interface | |||
| OntoCompo: A Tool to Enhance Application Composition | | BIBAK | Full-Text | 588-591 | |
| Christian Brel; Anne-Marie Dery-Pinna; Philippe Renevier-Gonin; Michel Riveill | |||
| Mash-ups emerged through the web 2.0 to juxtapose several applications and
use them together. The next step after juxtaposition is the composition of
existing applications to build a new one. A solution of this being born need is
the reuse of parts from formers applications. To perform this composition and
reuse in an easy and comfortable way, we propose a tool based on several
extensions of selection to help the developer during his composition. Keywords: Application Composition; Semantic Annotation; CBSD; UI; task model | |||
| Personal Chart: Health Data Logging Made Easy with a Mobile Device | | BIBAK | Full-Text | 592-595 | |
| Mikko Paldanius; Anu Lehtiö; Minna Karukka; Pertti Huuskonen | |||
| Many devices are still unconnected. We apply mobile imaging to log
measurements from personal health devices. Such devices sometimes offer wired
and wireless links, but they suffer from many problems (setup, breaking
connections, non-mobility). We propose to use instead ubiquitous mobile phone
cameras to capture the measurements and store them for further viewing and
follow-up. In this paper we discuss the principle, the prototype, the user
study and initial conclusions of this approach. Keywords: Healthcare; human factors; optical character recognition | |||
| Psychosocial Indicators via Hand Tremor | | BIBAK | Full-Text | 596-599 | |
| Ted Selker; Patricia Collins; Will Dayton | |||
| We propose hand tremor as a new type of input that can corroborate
psychosocial conditions. An Android application was able to distinguish tremor
variability differences between people with and without diagnosed hand tremor.
Tremor measurements also corroborated self-assessment of sleep quality. Hand
tremor evaluation may be a monitorable, implicit input to systems that respond
to various psychosocial states. We encourage researchers to consider how
interface design changes when using implicit sensors such as tremor sensing. Keywords: psychosocial indicators; novel user interface; hand tremor; implicit input | |||
| Recognizing Emotions from Video in a Continuous 2D Space | | BIBAK | Full-Text | 600-603 | |
| Sergio Ballano; Isabelle Hupont; Eva Cerezo; Sandra Baldassarri | |||
| This paper proposes an effective system for continuous facial affect
recognition from videos. The system operates in a continuous 2D emotional
space, characterized by evaluation and activation factors. It makes use, for
each video frame, of a classification method able to output the exact location
(2D point coordinates) of a still facial image in that space. It also exploits
the Kalman filtering technique to control the 2D point movement along the
affective space over time and to improve the robustness of the method by
predicting its future locations in cases of temporal facial occlusions or
inaccurate tracking. Keywords: Affective computing; facial expression analysis | |||
| Supporting Moodle-Based Lesson through Visual Analysis | | BIBAK | Full-Text | 604-607 | |
| Diego Alonso Gómez Aguilar; Miguel Ángel Conde González; Roberto Therón; Francisco José García Peñalvo | |||
| The effective use of CMS requires that instructors can be provided with
appropriate means of diagnosing problems. The aim of this research is to
support the comprehension of the semantics content evolution within eLearning
environments through uncovering by means of visual representations. Therefore,
we have carried out the meaning of an eLearning database and represented the
more relevant results by depicting them using a visualization based on the tag
cloud visual representation. Additionally, we have validated our proposal
through a case study. Keywords: Visualization; e-learning; timeline; tag cloud; Moodle | |||
| Supporting Transformations across User Interface Descriptions at Various Abstraction Levels | | BIBAK | Full-Text | 608-611 | |
| Mauro Lisai; Fabio Paternò; Carmen Santoro; Lucio Davide Spano | |||
| Model-based approaches for user interfaces exploit various models in order
to represent interactive systems at different levels of abstraction. During the
design and development process, it is useful to have transformations to derive
higher or lower level models. Such transformations should be customizable by
designers to reach the desired results. In this paper we present a tool that
allows designers without deep knowledge of transformation languages in creating
and executing such transformations. Keywords: Model-based Design; Model-to-model transformation | |||
| Texture Recognition: Evaluating Force, Vibrotactile and Real Feedback | | BIBAK | Full-Text | 612-615 | |
| Jonatan Martínez; Arturo S. García; Diego Martínez; José Pascual Molina; Pascual González | |||
| A force-feedback Phantom device, a custom-built vibrotactile dataglove, and
embossed paper sheets are compared to detect different textures. Two types of
patterns are used, one formed by different geometrical shapes, and the other
with different grooves width. Evaluation shows that the vibrotactile dataglove
performs better in the detection of textures where the frequency of tactile
stimuli varies, and it is even useful to detect more complex textures. Keywords: force feedback; vibrotactile; textures; dataglove | |||
| The Application of Preference Mapping in Aesthetic Website Evaluation | | BIBAK | Full-Text | 616-619 | |
| Eleftherios Papachristos; Nikolaos M. Avouris | |||
| The objective of this study was to apply a technique called preference
mapping to the context of aesthetic website evaluation. Preference mapping is a
method in which evaluators and stimuli are simultaneously represented in the
same multidimensional space. User segmentations and drivers of preference can
easily be identified. We argue that this technique is particularly suited for
website design evaluation especially for alternative prototype comparisons. The
application of this method to an actual dataset resulted in a better
understanding of participant preferences that could not be reached through
simple comparison of average ratings. Keywords: Web design; aesthetic evaluation; preference mapping | |||
| The Effect of Religious Identity on User Judgment of Website Quality | | BIBAK | Full-Text | 620-623 | |
| Ons Al-shamaileh; Alistair G. Sutcliffe; Antonella De Angeli | |||
| The paper investigates the effect of users' religious identity on their
judgments of website quality. Websites related to Islamic and Christian
identities were evaluated by Christian and Muslim respondents. Aesthetics,
usability, service quality, pleasurable interaction, content, website identity
and overall judgment were assessed, showing that respondents were more positive
to the website which related to their own belief but the effect was stronger
with the Muslim sample. Interviews were conducted to support the above results
with a non-religious well known branded website added. Respondents provided
consistent evaluations preferring the website matching their beliefs but brand
identity showed to be more important than the religious identity. Keywords: User experience; user judgment; Religion; brand | |||
| Toward a Better Guidance in Wearable Electronic Orientation Aids | | BIBAK | Full-Text | 624-627 | |
| Slim Kammoun; Marc J.-M. Macé; Bernard Oriola; Christophe Jouffrais | |||
| Electronic Orientation Aids (EOA) usually guide visually impaired
pedestrians using turn-by-turn instructions. However, several studies have
demonstrated that mental representations of space seem difficult to build when
turn-by-turn instructions only are provided. This is a crucial point as getting
an accurate spatial representation of the surroundings can make the difference
between successful and unsuccessful navigation. In this paper, we describe
components of a guidance system designed to provide a better service in
wearable electronic orientation aids for the visually impaired. They especially
include non-visual landmarks and points of interest that are used as
environmental features to improve mental spatial representations. Keywords: Visually impaired; Electronic Orientation Aids; navigation; orientation;
mobility; assistive technology; guidance | |||
| Towards a Context Oriented Approach to Ethical Evaluation of Interactive Technologies | | BIBAK | Full-Text | 628-631 | |
| Sandra Burri Gram-Hansen; Henrik Schärfe; Jens Vilhelm Dinesen | |||
| This paper explores and develops the notion of applying the ethical
perspective of Danish philosopher and theologian K.E. Løgstrup, when
designing and developing interactive technologies. The ethical reflections
presented in this paper are currently considered in the development of
Persuasive Learning Designs within the EU funded PLOT project, thus enabling
this paper to support the argumentation with a practical example of integrating
ethical considerations into the different stages of a design process. Keywords: Ethics; Persuasive Design; Løgstrup; PLOT; e-Learning; Learning
Objects | |||
| Towards a Framework of Co-Design Sessions with Children | | BIBAK | Full-Text | 632-635 | |
| Emanuela Mazzone; Janet C. Read; Russell Beale | |||
| In this poster we present a framework of the elements of co-design sessions
with children. The involvement of children in the design process is important
in order to understand their needs but it is often considered a complex
practice. Considering a thorough appreciation of this practice as the basis for
its accurate application, we addressed its complexity in a framework. To do so,
we identified and organised elements that have an impact on co-design sessions
in who, where, when, what and how dimensions. This theoretical framework aims
to support novice practitioners in their decisions when coordinating co-design
sessions. Keywords: Interaction Design; Children; Co-Design; Framework | |||
| Towards a Semantic Modelling Framework in Support of Multimodal User Interface Design | | BIBA | Full-Text | 636-639 | |
| Elena Tsiporkova; Tom Tourwé; Nicolás González-Deleito | |||
| In this paper, we propose a semantic modelling framework to capture the available domain knowledge in the field of multimodal interface design and to support designers in their daily design tasks. | |||
| Towards an Experimental Framework for Measuring Usability of Model-Driven Tools | | BIBAK | Full-Text | 640-643 | |
| José Ignacio Panach; Nelly Condori-Fernández; Arthur I. Baars; Tanja E. J. Vos; Ignacio Romeu; Oscar Pastor | |||
| According to the Model-Driven Development (MDD) paradigm, analysts can
substantially improve the software development process concentrating their
efforts on a conceptual model, which can be transformed into code by means of
transformation rules applied by a model compiler. However, MDD tools are not
widely used in industry. One of the reasons for this poor adoption is the lack
of usability of MDD tools. This paper presents a framework to evaluate the
usability of such tools. The framework will be used as a basis for a family of
experiments to get clear insights into the barriers to usability that prevent
MDD tools from being widely adopted in industry. Keywords: Usability; model-driven development; evaluation framework | |||
| TROCAS: Communication Skills Development in Children with Autism Spectrum Disorders via ICT | | BIBAK | Full-Text | 644-647 | |
| Margarida Lucas da Silva; Carla Simões; Daniel Gonçalves; Tiago João Guerreiro; Hugo Silva; Fernanda Botelho | |||
| Autism spectrum disorders (ASDs) are a triad of disturbances affecting the
areas of communication, social interaction and behavior. In educational
contexts, without appropriate intervention methodologies, these limitations can
be deeply disabling. Our research promotes the communicative competence of
children with ASDs It extends the current state-of-the-art in the field, both
in terms of usability for the educators and functionality for the end-users. We
performed a long-term study, and results suggest that the proposed approach is
effective in promoting the development of new interaction patterns. Keywords: Communicative competence; Autism spectrum disorder; Assistive technologies;
Computer-mediated communication; Multimedia platform | |||
| Usability Assessment of a Multimodal Visual-Haptic Framework for Chemistry Education | | BIBAK | Full-Text | 648-651 | |
| Sara Comai; Davide Mazza | |||
| In this work, we assess the usability of a virtual environment where the
force of interaction between the electrostatic field around the molecule and a
charge associated to the proxy of a haptic device can be felt. Feedbacks to
user are provided in a multimodal visual and haptic way, and auxiliary
information are also rendered. Keywords: Haptics; chemistry education; usability evaluation | |||
| Usability Planner: A Tool to Support the Process of Selecting Usability Methods | | BIBAK | Full-Text | 652-655 | |
| Xavier Ferré; Nigel Bevan | |||
| There is increasing pressure on developers to produce usable systems, which
requires the use of appropriate methods to support user centred design during
development. There is currently no consistent advice on which methods are
appropriate in which circumstances, so the selection of methods relies on
individual experience and expertise. Considerable effort is required to collate
information from various sources and to understand the applicability of each
method in a particular situation. Usability Planner is a tool aimed to support
the selection of the most appropriate methods depending on project and
organizational constraints. Many of the rules employed are derived from ISO
standards, complemented with rules from the authors' experience. Keywords: UCD method selection; development process; usability integration in systems
development; standards | |||
| User Experience Specification through Quality Attributes | | BIBAK | Full-Text | 656-660 | |
| Llúcia Masip; Marta Oliva; Toni Granollers | |||
| The concept of user experience includes different facets which have still
not reached a consensus. On the other hand, the ISO/IEC 25010:2011 standard
shows a structured quality model which permits us to obtain quality systems and
software. The main aim is the specification of user experience based on the
facets which are implicitly considered in the standard. Keywords: User experience; facets; ISO; quality systems and software | |||
| Using Availability Heuristics in Game Design to Introduce Children to Energy Sufficient Behaviours at Home | | BIBA | Full-Text | 661-664 | |
| Nsemeke Ukpong; Privender Saini; Abdullah Al Mahmud | |||
| Parents looking to foster more energy sufficient behaviours in their children struggle to have their child maintain these behaviours unsupervised. Our research indicates that in order for the child to maintain these behaviours, s/he must perceive him/herself as an eco conscious individual. We propose that increasing a child's ability to firstly recognise eco-friendly behaviours and secondly, recollect them, is likely to yield a greater affinity for habitual energy sufficient behaviours. This paper describes a first prototype game, whose interface employs availability heuristics and other persuasive design elements to achieve this goal. | |||
| UsiXML Extension for Awareness Support | | BIBAK | Full-Text | 665-668 | |
| Jose Figueroa Martinez; Francisco Luis Gutiérrez Vela; Víctor López-Jaquero; Pascual González | |||
| Awareness support in MDA technologies is virtually nonexistent. Furthermore,
until recently there was no conceptual model suitable for representing
Awareness support in model based architectures. Here, we introduce an extension
of UsiXML user interface description language to support Awareness as an
information requirement. UsiXML aims to describe multi-context and multimodal
user interfaces. The model-based approach of UsiXML makes it a good candidate
for integrating Awareness Support from the requirements phase to the final user
interfaces. It enables Awareness requirements to be traced from the final user
interfaces to the tasks and domain entities that generate them, allowing
developers to maintain and validate all the Awareness mechanisms provided by
the system. This leads not only to a better quality of system developed, but
also an organized and traceable development of Awareness mechanisms, easier
maintenance and improved user interaction. Keywords: Awareness; model-based user interface development; requirements | |||
| Web Accessibility Requirements for Media Players | | BIBAK | Full-Text | 669-674 | |
| María González; Lourdes Moreno; Paloma Martínez; Ana Iglesias | |||
| Video Content continues to strengthen on the Web, because of that fact, it
is necessary to include video content with suitable accessibility requirements
to be used by all people. User Agent (such as player, browser), also have to
include accessibility requirements. In this paper a set of basic guidelines is
included for professionals who want to embed video players on their Web. Keywords: Web accessibility; user agent; media player; standard; evaluation | |||
| Christian Doppler Laboratory: Contextual Interfaces | | BIBA | Full-Text | 675-676 | |
| David Wilfinger; Alexander Meschtscherjakov; Astrid Weiss; Manfred Tscheligi | |||
| The Christian Doppler Laboratory for Contextual Interfaces is a cooperative research lab dealing with interaction designs of contextual interfaces in the automotive area and the cleanroom of a semiconductor factory. This paper describes the research approach and example activities conducted in the laboratory. | |||
| Interaction Modeling at PROS Research Center | | BIBA | Full-Text | 677-678 | |
| José Ignacio Panach; Nathalie Aquino; Oscar Pastor | |||
| This paper describes how the PROS Research Center deals with interaction in the context of a model-driven approach for the development of information systems. Interaction is specified in a conceptual model together with the structure and behavior of the system. Major achievements and current research challenges of PROS in the field of interaction modeling are presented. | |||
| Overview of the Brazilian Computer Society's Council for Human-Computer Interaction (CEIHC) | | BIBAK | Full-Text | 679-680 | |
| Cristiano Maciel; Elizabeth Furtado; Marco Winckler; Milene Silveira; Raquel Oliveira Prates | |||
| CEIHC is an acronym that stands for Council for Human-Computer Interaction.
This council is composed by members of the Brazilian Computer Society (SBC) and
its main goal is to promote the field of Human-Computer Interaction in Brazil.
In this paper, we detail the missions assigned to the CEIHC and its recent
activities. Moreover, challenges for the development of this field and future
activities are discussed in this paper. Keywords: Human-Computer Interaction; HCI research; HCI education | |||
| Supporting a Multidisciplinary Digital Media Research Community with GRAND Aspirations | | BIBAK | Full-Text | 681-682 | |
| Kellogg S. Booth; Eleni Stroulia | |||
| The challenges of managing a nationwide "network of centres of excellence"
(NCE) are being explored by GRAND, a Canadian NCE comprising over 350
researchers from technical disciplines, social sciences, humanities and the
arts within 34 interwoven projects focusing on all aspects of digital media. A
complex web of relationships with funding agencies, private and public
partners, and researchers is being managed using a purpose-built web-based
platform (the GRAND Forum) that supports communication and collaboration across
communities. The Forum explicitly represents multiple roles of individuals
within the organization through formal and informal user-centred workflows that
reflect both symmetric (peer-to-peer) and asymmetric (hierarchical)
organizational structures. We describe the principles of each. Keywords: Interdisciplinary research collaboration | |||
| The Centre for Internationalization and Usability: Enabling Culture-Centred Design for All | | BIBAK | Full-Text | 683-684 | |
| José L. Abdelnour-Nocera; Andy Smith; John Moore; Cecilia Oyugi; Souleymane Camara; Malte Reßin; Sujan Shresta; Alison Wiles | |||
| The Centre for Internationalisation and Usability within the School of
Computing and Technology at The University of West London aims to enhance
understanding of cultural differences in international software development. A
particular focus is the development and usability of ICT products in a global
market, both in terms of international software development and economic,
community and social development. We host a number of researchers and PhD
students working in topics such as usability evaluation and culture,
socio-technical participatory design, internationalization attitudes of
software engineers, mobile learning and library cognitive design. Keywords: internationalisation; usability; culture; sociotechnical; participatory
design; empirical studies of software engineering | |||
| Critical Design: Is It Just Designers Doing Ethnography or Does It Offer Something More for Interaction Design? | | BIBAK | Full-Text | 685-686 | |
| Michael Smyth; Chris Speed; Martin Brynskov | |||
| The panel will discuss the contribution of Critical Design to the field of
Interaction Design and reflect on the insights that it provides on interaction. Keywords: Critical Design & Interaction Design | |||
| Everyone is a Designer, Even Executives! | | BIBAK | Full-Text | 687-688 | |
| Jannie Lai; Iram Mirza | |||
| This panel includes designers, product managers, and executives from various
industries. The discussion focuses on how designers can collaborate effectively
with product drivers and executives within their organizations to create a
design-driven strategy from concept to implementation. Keywords: Collaboration; collaboration with executives; partners; culture; vision;
design; executives; product managers; designers; hands-on design; CEO;
enterprise software; consumer products; start-ups; cloud computing;
consultants; design influence; design leadership; design-as-a-strategy (DaaS);
design process; best practices; recommendations; compelling design | |||
| HCI for Peace: Promoting Peace and Preventing War through Computing Technology | | BIBAK | Full-Text | 689-690 | |
| Juan Pablo Hourcade; Natasha E. Bullock-Rest; Janet C. Read; Yoram Chisik | |||
| Our aim in this SIG is to discuss the role human-computer interaction can
play in bringing about peace by influencing socio-economic factors that affect
the likelihood of conflict as well personal values involved in making decisions
to support conflict. Keywords: Peace; war; pervasive computing; conflict | |||
| Interaction and Music Technology | | BIBAK | Full-Text | 691-692 | |
| Sidney Fels; Michael J. Lyons | |||
| This SIG intends to investigate the ongoing dialogue between music
technology and the field of human-computer interaction. Our specific aims are
to explore major findings of specialized musical interface research over recent
years and convey these to HCI researchers who may be interested but not yet
active in this area, as well as to consider how to stimulate closer cooperation
between music technology and HCI research communities. Keywords: Music; Technology; Interactive Techniques; HCI | |||
| User Interface eXtensible Markup Language SIG | | BIBAK | Full-Text | 693-695 | |
| Gaëlle Calvary; Olivier de Wasseige; David Faure; Jean Vanderdonckt | |||
| A User Interface Description Language (UIDL) is a formal language used in
Human-Computer Interaction (HCI) in order to describe a particular user
interface independently of any implementation. Considerable research effort has
been devoted to defining various meta-models in order to rigorously define the
semantics of such a UIDL. These meta-models cover different aspects: context of
use (user, platform, environment), task, domain, abstract user interface,
concrete user interface, usability (including accessibility), workflow,
organization, evolution, program, transformation, and mapping. A complete
development method is typically made up of the following elements: models that
capture various aspects of an interactive application (compliant with the
previous meta-models), a language that expresses these models, a development
life cycle, and software that support this method. This Special Interest Group
is aimed at presenting User Interface eXtensible Markup Language (UsiXML), a
particular UIDL that is of interest to a wide audience. Then, the UsiXML End
User Club is introduced so that any person, group, or organization could
observe, test, or contribute to the UsiXML technology. The SIG will present the
potential benefits so that everyone can use it. Keywords: User interface description language (UIDL) | |||
| Activity-Centered Interaction Design: A Model-Driven Approach | | BIBAK | Full-Text | 696-697 | |
| Larry L. Constantine | |||
| Activity theory has had a long history and a growing influence in the design
professions broadly conceived and in interaction design in particular. Leading
authorities, including Donald Norman, Bonnie Nardi, and others, have called for
and argued the advantages of design approaches that focus more on the
activities in which human users engage than on the users themselves. Keywords: activity theory; activity modeling; model-driven design; interaction design | |||
| Analysis, Redesign and Evaluation with Teasing Apart, Piecing Together | | BIBAK | Full-Text | 698-699 | |
| Clare J. Hooper | |||
| This half-day tutorial will teach participants how and when to use Teasing
Apart, Piecing Together (TAPT), a two-phase design method for understanding and
redesigning user experiences in new contexts. TAPT was developed to address a
gap in the field for methods oriented around experiences, particularly with
respect to understanding their social and emotional facets. TAPT has been
successfully used in both industry and academia, and this workshop will draw on
the tutor's experiences in the field. Keywords: TAPT; UX; understanding; analysis; design; evaluation | |||
| Context-Aware Adaptation of User Interfaces | | BIBAK | Full-Text | 700-701 | |
| Vivian Genaro Motti; Jean Vanderdonckt | |||
| Efficient adaptation aims at ensuring that a user interface is adapted to a
user's task according to the context of use, since the end user is carrying out
a task with one or several computing platforms in a physical environment. This
tutorial presents key concepts of adaptation: principles that guide it,
relevant context information and how to consider it, dimensions and abstraction
levels subject to adaptation, as well as, languages, methods and techniques
used in this domain. This tutorial aims at teaching major aspects to be
considered for adaptation of user interfaces in general and concerning the
context of use in particular, including the end user (or several of them, as in
multi-user interfaces), the platform (or several of them, as in multi-device
environments), and the physical environment (or several of them, as in
multi-location systems). Keywords: Multi-dimensional adaptation; Context-aware adaptation; Adaptive
applications; Adaptable applications | |||
| Designing the Search Experience | | BIBAK | Full-Text | 702-703 | |
| Tony Russell-Rose | |||
| This half-day tutorial provides a practical introduction to Human-Centred
Design for information search, access and discovery. We present a concise
overview of the fundamental concepts and principles of human
information-seeking behaviour and show how to apply these in the design of
search user experiences. A key element of the tutorial is the opportunity to
practice these skills in a group exercise. Keywords: search; navigation; information retrieval; information discovery; data
visualization; user experience; user-centred design | |||
| Improving the Content of User Requirements | | BIBAK | Full-Text | 704-705 | |
| Nigel Bevan | |||
| Identifying and defining user requirements is an essential input to good
user centred design, but there is little guidance on content. The workshop will
share and review examples of user requirements provided by the participants, to
generate a contents list that could help practitioners identify and document
the relevant requirements. Keywords: Usability; requirements | |||
| Model-Driven Inquiry: Beyond Ethnography and Contextual Inquiry | | BIBAK | Full-Text | 706-707 | |
| Larry L. Constantine | |||
| Model-driven approaches are of growing influence in interaction design owing
to the promise of yielding more orderly and manageable processes with enhanced
traceability from initial conception and the establishment of requirements
through to design and final realization. Model-driven inquiry is an agile
technique, an accelerated alternative in its own right to contextual inquiry
and other ethnographic approaches for user research, field study, and
requirements gathering that can also be combined with these more conventional
techniques. Keywords: model-driven inquiry; user research; user requirements; contextual inquiry;
ethnography | |||
| Scenario-Based Requirements Engineering Facilitating Interaction Design | | BIBAK | Full-Text | 708-709 | |
| Hermann Kaindl | |||
| When the requirements and the interaction design of a system are separated,
they will most likely not fit together, and the resulting system will be less
than optimal. Even if all the real needs are covered in the requirements and
also implemented, errors may be induced by human-computer interaction through a
bad interaction design and its resulting user interface. Such a system may even
not be used at all. Alternatively, a great user interface of a system with
features that are not required will not be very useful as well.
Therefore, the primary motivation of this tutorial is to improve system development in practice both regarding requirements engineering and interaction design, especially facilitating the latter. We argue for combined requirements engineering and interaction design, primarily based on usage scenarios in the sense of sequences of actions aimed at accomplishing some task goal. However, scenario-based approaches vary especially with regard to their use, e.g., employing abstract use cases or integrating scenarios with functions and goals in a systematic design process. So, the key issue to be addressed is how to combine different approaches, e.g., in scenario-based development, so that the result is an overall useful and useable system. In particular, scenarios are very helpful for purposes of usability as well. Keywords: Interaction design; usage scenarios; requirements engineering; user
interfaces; usability | |||
| Sketching Interactive Systems with Sketchify | | BIBAK | Full-Text | 710-711 | |
| Zeljko Obrenovic | |||
| Sketching is at the heart of design and creativity, an omnipresent element
of any disciplined activity of design. In this tutorial we will summarize many
of the existing studies of sketching, and emphasize its role in supporting
creativity. We will look at how sketching aids in reflection and conversation,
and supports designers' memory and cognition. We will discuss the relation of
sketching to prototyping and engineering, and present Sketchify, a software
tools for sketching beyond paper and pencil. We will cover various techniques
that can be used to extend sketching to other forms than simple creation of a
pencil trace on paper. Keywords: Sketching; design of interactive systems; creativity | |||
| UIs Automatically Optimized for Your Smartphone | | BIBAK | Full-Text | 712-713 | |
| Hermann Kaindl | |||
| Graphical user interfaces (UIs) for PCs will most likely not fit relatively
small screens of devices like today's Smartphones. Providing dedicated UIs for
several devices manually, however, is costly and takes time. Therefore, we have
developed an approach to (semi-)automatic generation of UIs for various
devices. A designer defines classes of dialogues in a device-independent
discourse model. Such a discourse model can be also viewed as specifying
classes of scenarios, i.e., use cases. It refers to a domain model that
specifies the domain-of-discourse of the dialogues between user and
application. From such models, we can generate UIs (semi-)automatically.
Recently, we included in this generation process automatic optimization based
on heuristic search. In effect, this tutorial shows that and how user
interfaces can be automatically optimized for your Smartphone. Keywords: (Semi-)automatic generation of user interfaces; automatic optimization for
small devices; Smartphones | |||
| User Experience Evaluation -- Which Method to Choose? | | BIBAK | Full-Text | 714-715 | |
| Virpi Roto; Arnold P. O. S. Vermeeren; Kaisa Väänänen-Vainio-Mattila; Effie Law | |||
| User experience has many dimensions and therefore, it is tricky to evaluate
it. When the goal of user experience evaluation is to investigate how people
feel about using an interactive system, the traditional usability methods are
hardly applicable. In this tutorial, we introduce a set of 78 user experience
evaluation methods that we have been collecting from the user experience
community 2008-2010. We give both an overview of the different types of methods
and examine a selected set of methods in detail. Keywords: User experience; Evaluation; Assessment; Method | |||
| User Experience Evaluation in Entertainment and Games | | BIBAK | Full-Text | 716-717 | |
| Regina Bernhaupt | |||
| In a nutshell. This tutorial comprehensively covers important user
experience (UX) evaluation methods and opportunities and challenges of UX
evaluation in the area of entertainment and games. The course is an ideal forum
for attendees to gain insight into state-of-the art user experience evaluation
methods, going way-beyond standard usability and user experience evaluation
approaches in area of human-computer interaction. It surveys and assesses the
efforts of user experience evaluation of the gaming and human computer
interaction communities during the last 10 years. Keywords: entertainment; user experience; evaluation methods; beyond usability; game | |||
| 5 th Workshop on Software and Usability Engineering Cross-Pollination: Patterns, Usability and User Experience | | BIBAK | Full-Text | 718-719 | |
| Peter Forbrig; Regina Bernhaupt; Marco Winckler; Janet Wesson | |||
| The workshop focuses on how process models, methods and knowledge from the
area of Human-Computer Interaction can be integrated and adopted to support and
enhance traditional software engineering processes. In its 5th edition this
workshop will investigate the application of usability engineering methods that
are adapted to fit the evaluation of advanced interfaces and how usability and
user experience evaluation methods can be incorporated to support design
decisions and changes in standard software development. This workshop is
organized by the IFIP working group 13.2 "Methodologies for User-Centered
Systems Design". Keywords: Software Engineering; Usability; User Experience; Cross-pollination;
Patterns | |||
| Accessible Design in the Digital World | | BIBA | Full-Text | 720-721 | |
| Gerhard Weber; Helen Petrie; Jenny S. Darzentas | |||
| The workshop provides an opportunity for researchers, practitioners and designers interested in eAccessibility to discuss and debate the possibilities for accessibility and usability in the emerging world of Web 2.0, ubiquitous and pervasive technologies, and multimodal interaction, bridging desktop and mobile applications. | |||
| Building Bridges -- HCI and Visualization | | BIBAK | Full-Text | 722-723 | |
| Achim Ebert; Gitta Domik; Nahum D. Gershon; Gerrit C. van der Veer | |||
| The fields, HCI and visualization, are usually practiced as two separate
disciplines by researchers with different backgrounds and capabilities.
However, these two disciplines, HCI and visualization, could complement each
other and leveraging on the differences and complementary features of the two
research fields could be beneficial for both. In this workshop, we are going to
discuss the different approaches and capabilities of these two disciplines and
layout a road map for a unified approach of research using both. Keywords: HCI; Visualization; Standardization | |||
| Combining Design and Engineering of Interactive Systems through Models and Tools (ComDeisMoto) | | BIBAK | Full-Text | 724-725 | |
| Stefan Sauer; Kai Breiner; Heinrich Hussmann; Gerrit Meixner; Andreas Pleuss; Jan Van den Bergh | |||
| Development of interactive systems and their user interfaces combines
engineering and design, formal and informal development methods from different
domains. Diverse models and tools can be used to support the developers' work.
In model-driven development, software systems are specified systematically
using dedicated models for different aspects of the system. Yet, appropriate
design of user interfaces is as important as functional correctness. This
workshop provides a forum of multi-disciplinary discussion on how to integrate
model-driven development with the often more informal methodologies used in
user-centered design and engineering. Starting point of the discussion are the
tools, models, methods and experiences of the workshop participants. Keywords: User-interface engineering; interaction design; model-driven development;
user-centered design; models | |||
| Data-Centric Interactions on the Web | | BIBAK | Full-Text | 726-727 | |
| Paloma Díaz; Tim Hussein; Steffen Lohmann; Jürgen Ziegler | |||
| The World Wide Web has become a global database in recent years, with an
ever-growing amount of data that is published online every day. Interactions
with this data raise a number of research questions and practical challenges
that are not yet sufficiently investigated. These issues will be addressed by
the International Workshop of Data-Centric Interactions on the Web. It will
serve as a platform for researchers, developers, and designers to foster the
exchange of experiences and to discuss novel research ideas and results
regarding data-centric interactions on the web. Keywords: Web interaction; user interfaces; data-centric systems; semantic web;
visualization; large datasets; interactive systems; data management | |||
| Encouraging Serendipity in Interactive Systems | | BIBA | Full-Text | 728-729 | |
| Stephann Makri; Elaine G. Toms; Lori McCay-Peet; Ann Blandford | |||
| We regularly make serendipitous discoveries in both online and offline contexts -- from stumbling upon a useful website when searching for something completely different to meeting someone with mutual research or business interests in an unlikely place. However, most existing interactive systems do not provide a fertile environment for serendipity to occur. This workshop will identify key requirements and research challenges for designing and evaluating user-centred systems that aim to encourage serendipity. | |||
| Human Work Interaction Design for e-Government and Public Information Systems | | BIBAK | Full-Text | 730-731 | |
| Dinesh Katre; Pedro Campos; Torkil Clemmensen; Rikke Orngreen; Annelise Mark Pejtersen | |||
| Varied backgrounds of users, heterogeneous delivery media and diverse
socio-cultural and organizational contexts pose new challenges of human work
interaction design in the field of e-government and public information systems.
The workshop will consolidate the empirical case studies of how human work
analysis and interaction design has benefited in enhancing the user experience
of e-government and public information systems and a set of effective methods,
techniques and theories for this purpose. Selected research papers from the
workshop will be published in the International Journal of Public Information
Systems (IJPIS), Sweden. Keywords: Interaction design; human work analysis; empirical case studies;
e-government; public information systems | |||
| Improving the Content of User Requirements | | BIBAK | Full-Text | 732-733 | |
| Nigel Bevan | |||
| Identifying and defining user requirements is an essential input to good
user centred design, but there is little guidance on content. The workshop will
share and review examples of user requirements provided by the participants, to
generate a contents list that could help practitioners identify and document
the relevant requirements. Keywords: Usability; requirements | |||
| Mobile Accessibility Workshop | | BIBAK | Full-Text | 734-735 | |
| Daniel Gonçalves; Luís Carriço; Markel Vigo | |||
| In this document we propose the creation of a Mobile Accessibility Workshop
at Interact 2011. Mobile Accessibility is an area that has grown both in
importance and number of researchers in recent years. Bringing them together in
a workshop would be fruitful and lead to synergies and major developments in
the area. Keywords: Mobile Accessibility; mobile computing; accessibility; workshop | |||
| Promoting and Supporting Healthy Living by Design | | BIBA | Full-Text | 736-737 | |
| Gordon D. Baxter; Lisa Dow; Stephen Kimani; Nilufar Baghaei | |||
| Chronic diseases are the main causes of premature deaths, and the number of these deaths keeps growing. People often do not understand, however, that by changing their diet and how much they exercise, they can drastically reduce their risk of being affected by chronic disease. The key to moderating people's behaviour lies in raising awareness of the links between lifestyle and chronic disease and in supporting the adoption and maintenance of a healthy lifestyle. Despite rises in global spending on health care, the pressure on resources is growing as people live longer. With people already using technology for medical information, it is an opportune time to develop technologies that can be used to raise public awareness of the links between lifestyle choices and chronic disease, and facilitate behavioural change. | |||
| Re-framing HCI through Local and Indigenous Perspectives | | BIBAK | Full-Text | 738-739 | |
| José L. Abdelnour-Nocera; Masaaki Kurosu; Torkil Clemmensen; Nicola J. Bidwell; Ravikiran Vatrapu; Heike Winschiers-Theophilus; Vanessa Evers; Rüdiger Heimgärtner; Alvin Yeo | |||
| This one-day workshop aims to present different local and indigenous
perspectives from all over the world in order to lead into an international
dialogue on re-framing concepts and models in HCI/Interaction Design. The
target audience is HCI researchers and practitioners who have experience with
working with culture and HCI. The expected outcome of the workshop is a)
network building among the participants, b) a shortlist of papers that can be
basis for a proposal for a special issue of the UAIS journal, and c) identify
opportunities to develop a funded network or research proposal. Keywords: Indigenous HCI; HCI theory and methodology; localization; globalization;
cultural usability | |||
| Software Support for User Interface Description Language | | BIBAK | Full-Text | 740-741 | |
| Adrien Coyette; David Faure; Juan Manuel González-Calleros; Jean Vanderdonckt | |||
| A User Interface Description Language (UIDL) is a formal language used in
Human-Computer Interaction (HCI) in order to describe a particular user
interface independently of any implementation. Considerable research effort has
been devoted to defining various meta-models in order to define rigorously the
semantics of a UIDL. These meta-models adhere to the principle of separation of
concerns. Any aspect of concern should univocally fall into one of the
following meta-models: context of use (user, platform, environment), task,
domain, abstract user interface, concrete user interface, usability (including
accessibility), workflow, organization, evolution, program, transformation, and
mapping. Not all these meta-models should be used concurrently, but may be
manipulated during different steps of a user interface development method. In
order to support this kind of development method, software is required
throughout the user interface development life cycle in order to create, edit,
check models that are compliant with these meta-models and to produce user
interfaces out of these methods. This workshop is aimed at reviewing the state
of the art of software support for a UIDL in the context of any development
method (e.g., formal method, model-based, model-driven). From this review, a
taxonomy of software support for UIDLs will emerge that will serve for
describing, comparing, and exploring software support for UIDLs. Keywords: Context of use; Model-driven architecture (MDA); Model-driven engineering
(MDE); Service Oriented Architecture (SOA); situation engineering; user
interface description language (UIDL) | |||
| User Experience in Cars | | BIBA | Full-Text | 742-743 | |
| Manfred Tscheligi; Albrecht Schmidt; David Wilfinger; Alexander Meschtscherjakov; Andrew L. Kun | |||
| This workshop will address two emerging fields within the HCI community: user experience (UX) and the automotive context. It will bring HCI experts together to discuss UX factors for the specific characteristics of car interiors and automotive user interfaces. It targets the development of a better view of UX within the whole car (driver, front seat, backseat area) beyond traditional marketing instruments known within the automotive industry. | |||
| User Interaction Techniques for Future Lighting Systems | | BIBAK | Full-Text | 744-745 | |
| Dzmitry Aliakseyeu; Jon Mason; Bernt Meerbeek; Harm van Essen; Serge Offermans; Andrés Lucero | |||
| LED-based lighting systems have introduced radically new possibilities in
the area of artificial lighting. Being physically small the LED can be
positioned or embedded into luminaires, materials and even the very fabric of a
building or environment. Together with new functionality and flexibility comes
complexity; the simple light switch is not anymore sufficient to control our
light. This workshop explores new ways of interacting with light. The goal is
to define directions for new forms of user interaction that will be able to
support the emerging LED-based lighting systems. Keywords: Lighting; User Interaction; LED; Smart lighting | |||
| Values in Design -- Building Bridges between RE, HCI and Ethics | | BIBA | Full-Text | 746-747 | |
| Christian Detweiler; Alina Pommeranz; Jeroen van den Hoven; Helen Nissenbaum | |||
| Designing for values has become increasingly important for technology development. In many technological systems (medical applications, social networks etc.) values (privacy, autonomy, trust etc.) play a role and are sometimes violated. In working with stakeholder requirements or user needs, various design methods in requirements engineering (RE) [3] and human computer interaction (HCI), in specific user-centered (UCD), deal with "soft issues" [4], "social issues", "people issues" or values. At the same time, applied ethics has begun to pay attention to design. We believe that many of the approaches could complement each other in useful ways. The aim of this workshop is to bring together people from different disciplines to share knowledge and insights about how to account for values in technology design, and to work towards integrating approaches, thereby putting value conscious design approaches (e.g. values-in-design [1] or value sensitive design [2]) to practice. | |||