| The Development and Evaluation of an Interactive System for Age Related Musculoskeletal Rehabilitation in the Home | | BIBAK | Full-Text | 1-18 | |
| Mobolaji Ayoade; Stephen Uzor; Lynne Baillie | |||
| This paper describes a series of user studies carried out to investigate the
usability, significance, and acceptance of two visualization tools designed to
improve the quality of, and adherence to home-based exercise programmes for
musculoskeletal rehabilitation. The core functionality of these visualization
tools enabled the users to observe the optimal way to perform their exercises
via a mannequin, and receive feedback on their own movements through the use of
body worn sensors. Before full deployment in the home, two user studies were
carried out in the laboratory, and then two in the home with seniors who had
recently undergone musculoskeletal rehabilitation using a standard care paper
based booklet in the home. Our key findings suggest that by using the
visualization tools the participants were able to overcome the major
limitations of standard care; and that these tools were considered by the users
to be useful in encouraging participation in home exercise. Keywords: Home rehabilitation; inertial motion sensors; older adults; visualizations
and musculoskeletal conditions | |||
| Walking in the Wild -- Using an Always-On Smartphone Application to Increase Physical Activity | | BIBAK | Full-Text | 19-36 | |
| Tim Harries; Parisa Eslambolchilar; Chris Stride; Ruth Rettie; Simon Walton | |||
| This multidisciplinary paper reports on a large-scale field trial, designed
and implemented by a group of social scientists, computer scientists and
statisticians, of a new smartphone-based app for the promotion of walking in
everyday life. The app, bActive, is designed for a more diverse range of users
than the typical active-lifestyle app, since it requires neither additional
equipment nor a great deal of commitment to exercise. As a result, it can raise
awareness of walking and promote walking amongst those with only a casual or
hesitant engagement with the topic. The 6-week randomised controlled trial with
22-40 year-old male participants (N=152) indicates that bActive prompted users
to increase the amount of walking they did by encouraging them to value and
increase walking that is incidental to normal everyday activities. Longitudinal
data analysis showed that use of the app increased walking by an average of 64%
but did not find any evidence to suggest that the inclusion of comparative
social feedback improves the impact of such apps on male participants. Keywords: walking; feedback; norms; app; active-lifestyle; social sharing | |||
| F-Formations in Cooking Together: A Digital Ethnography Using YouTube | | BIBAK | Full-Text | 37-54 | |
| Jeni Paay; Jesper Kjeldskov; Mikael B. Skov; Kenton O'Hara | |||
| Cooking together is an important part of our lives. We cook with others not
only to create a meal, but also to enhance our relationships. But how does this
role of communal cooking translate into modern society where families and
friends are increasingly separated physically and connected primarily online?
Motivated by this question we have embraced research into the design of future
networked cooking spaces. The first step has been to understand how people use
physical space while cooking together. Through a digital ethnography on YouTube
videos, we have analyzed the spatial configurations of people, food and
technology based on Kendon's notions of spacing and orientation. Our main
contribution is the identification of known F-formations as well as new
formations taking place during social cooking. Based on this we suggest that
given the presence of formations in the kitchen different from those found
during activities that are mainly conversational, simply installing traditional
video-conferencing systems in people's kitchens will not suffice in
facilitating the interactions taking place there. Instead, designers need to
rethink the positioning and use of cameras and displays. Keywords: Cooking; F-formation; proxemics; digital ethnography; YouTube | |||
| Practices Surrounding Event Photos | | BIBAK | Full-Text | 55-72 | |
| Dhaval Vyas; Anton Nijholt; Gerrit van der Veer | |||
| Sharing photos through mobile devices has a great potential for creating
shared experiences of social events between co-located as well as remote
participants. In order to design novel event sharing tools, we need to develop
in-depth understanding of current practices surrounding these so called 'event
photos'- photos about and taken during different social events such as weddings
picnics, and music concert visits among others. We studied people's practices
related to event photos through in-depth interviews, guided home visits and
naturalistic observations. Our results show four major themes describing
practices surrounding event photos: 1) representing events, 2) significant
moments, 3) situated activities through photos, and 4) collectivism and roles
of participants. Keywords: Photo-sharing; HCI; Design; Ethnography | |||
| Sharing Experiences over Video: Watching Video Programs together at a Distance | | BIBAK | Full-Text | 73-90 | |
| Anna Macaranas; Gina Venolia; Kori Inkpen; John Tang | |||
| While video communication is becoming quite popular among remote friends and
family, recent usage practices have been extending beyond just talking heads to
remotely sharing an experience by doing an activity together. However, current
video chat tools are aimed at sharing talking heads and need to be reconsidered
to support remotely sharing activities. We explore a specific remote shared
activity -- watching video programs -- through a three-phase study. We surveyed
people's interest in watching video together, studied how people currently
watch together in their homes, and compared different conditions for watching
together in the lab. Our work explored people's current and desired practices,
interactions, and technical implementations. We present our findings in themes
that provide insights for designing systems that better support using
video-mediated communication to share watching videos together over distance.
We found that remotely watching video programs together while connected by
video-mediated communication is engaging, fun, and fosters social bonds between
the participants, and that these results are stronger with increased fidelity
of the communication media. Keywords: Shared experiences; proxy; telepresence; teleconferencing; video
conferencing; video-mediated communication; home | |||
| Exploring Reactions to Widespread Energy Monitoring | | BIBAK | Full-Text | 91-108 | |
| James A. Colley; Benjamin Bedwell; Andy Crabtree; Tom Rodden | |||
| This paper explores the measurement, apportionment and representation of
widespread energy monitoring. We explicate the accountability to users of the
data collected by this type of monitoring when it is presented to them as a
single daylong picture. We developed a technology probe that combines energy
measurement from the home, workplace and the journeys that connect these
spaces. Through deployment of this probe with five users for one month we find
that measurement need not be seamless for it to be accountable; that
apportionment is key to making consumption for communal spaces accountable and
that people can readily make useful inferences about their energy consumption
from daylong pictures formed from widespread monitoring. Finally, we present
four issues raised by the probe -- the nature of real world monitoring, the
dynamic and social nature of apportionment, disclosure of energy data and
alignment of incentives with consumption -- that need to be addressed in future
research. Keywords: Distributed energy monitoring; measurement; apportionment; representation;
technology probe | |||
| HCI for City Farms: Design Challenges and Opportunities | | BIBAK | Full-Text | 109-116 | |
| Peter Lyle; Jaz Hee-jeong Choi; Marcus Foth | |||
| Urban agriculture plays an important role in many facets of food security,
health and sustainability. The city farm is one such manifestation of urban
agriculture: it functions as a location centric social hub that supplies food,
education, and opportunities for strengthening the diverse sociocultural
fabrics of the local community. This paper presents the case of Northey Street
City Farm in Brisbane, Australia as an opportunity space for design. The paper
identifies four areas that present key challenges and opportunities for HCI
design that support social sustainability of the city farm: A preference for
face-to-face contact leads to inconsistencies in shared knowledge; a dependence
on volunteers and very limited resources necessitates easily accessible
interventions; other local urban agricultural activity needing greater
visibility; and the vulnerability of the physical location to natural
phenomenon, in this instance flooding, present a design challenge and a need to
consider disaster management. Keywords: Urban Agriculture; City Farm; Design; Sustainability; Urban Informatics | |||
| Towards Engaged Consumption: New Sources of Inspiration for Eco-feedback Design | | BIBAK | Full-Text | 117-124 | |
| Stephen Snow; Margot Brereton | |||
| Eco-feedback interventions are capable of producing reductions in household
energy consumption. Yet less is known about exactly how this reduction is
achieved, how to maximise user engagement, or how to effectively translate
engagement into energy saving. This paper discusses design opportunities for
eco-feedback systems through observations of domestic energy use in both
Western and rural developing world contexts. Drawing on case studies from these
two contexts including 21 empirical interviews, we present an alternative
framework for human-resource interaction, highlighting design opportunities for
a transition towards more engaged and sustainable energy consumption among
users. Keywords: Eco-feedback; resource use; electricity; engaged consumption | |||
| Sustainability at Home: An Exploratory Study on Monitoring Needs and Energy Management Actions of Solar Power Producers | | BIBAK | Full-Text | 125-132 | |
| Dounia Lahoual; Myriam Fréjus | |||
| This exploratory study focused on the energy consumption practices of
customer-producers (prosumers) in relation to their needs in monitoring energy
production. Our analysis of both production monitoring activities and domestic
activities in real situations revealed the motivations of these producers and
demonstrated that the actions of energy management were not dependent on the
status of customer-producer. The actions of energy management arose from
individual and collective constructions, as well as the appropriation of
electrical appliances and attractive pricing offers. These results suggest that
the issue of offering incentives for energy management would benefit from
greater attention to questions of appropriation, pricing, and technical
devices. Keywords: Sustainability; energy management; photovoltaic production; domestic
activity; prosumers; consumption/production feedback | |||
| WattsBurning on My Mailbox: A Tangible Art Inspired Eco-feedback Visualization for Sharing Energy Consumption | | BIBAK | Full-Text | 133-140 | |
| Filipe Quintal; Mary Barreto; Nuno Nunes; Valentina Nisi; Lucas Pereira | |||
| This paper describes a novel art-inspired tangible eco-feedback system. The
concept emerged from a workshop with researchers, designers and artists looking
at innovative ways to provide more effective eco-feedback that engages users
emotionally. The tangible aspect of the system is composed of a set of magnets
that users can stick on their physical mailbox outside of their apartment
building according to their average energy consumption. The magnets are a total
of seven pieces, one for each day of the week. Each piece has a variation of
three colors, from green (low consumption) to burning red (high consumption).
The magnets are to be displayed in a sequence that represents a typical
panorama of local nature. In this paper we report the design and the study we
conducted to gauge preliminary results on the system usage and potential.
Interviews with participants revealed that none of them felt uncomfortable
having their consumption displayed outside. When children were involved in the
process they "took control" of the task and pressured their families to perform
better. Keywords: Sustainability; Aesthetics; Art driven Eco-feedback; User Interfaces;
Prototyping | |||
| Dynamic Spatial Positioning: Physical Collaboration around Interactive Table by Children in India | | BIBAK | Full-Text | 141-158 | |
| Izdihar Jamil; Kenton O'Hara; Mark Perry; Abhijit Karnik; Mark T. Marshall; Swathi Jha; Sanjay Gupta; Sriram Subramanian | |||
| We present a study of how children demonstrate physicality during
collaboration around interactive tables at school. Our results show that
children tend to dynamically position themselves around the tabletop area to
effect particular social outcomes. These movements around the tabletop allow
them to enact coordination strategies in their social interactions with each
other to manage their learning and task-based activities. Our analysis
indicates the importance of understanding physical strategies and behaviours
when designing and deploying interactive tables in classrooms. We discuss how
the design of tabletops in school can embrace the extensibility of this
technology, providing access for children to shape their own collaboration
strategies during learning. Keywords: Interaction techniques; tabletop; spatial formation; dynamic spatial
position; collaborative learning; children and India | |||
| Dynamic Tangible User Interface Palettes | | BIBAK | Full-Text | 159-176 | |
| Martin Spindler; Victor Cheung; Raimund Dachselt | |||
| Graphics editors often suffer from a large number of tool palettes that
compete with valuable document space. To address this problem and to bring back
physical affordances similar to a painter's palette, we propose to augment a
digital tabletop with spatially tracked handheld displays. These displays are
dynamically updated depending on their spatial location. We introduce the
concept of spatial Work Zones that take up distinct 3D regions above the table
surface and serve as physical containers for digital content that is organized
as stacks of horizontal layers. Spatial Work Zones are represented either by
physical objects or on-screen on the tabletop. Associated layers can be
explored fluently by entering a spatial Work Zone with a handheld display. This
provides quick access and seamless changes between tools and parts of the
document that are instantly functional, i.e., ready to be used by a digital
pen. We discuss several use cases illustrating our techniques and setting them
into context with previous systems. Early user feedback indicates that
combining dynamic GUI functionality with the physicality of spatially tracked
handheld displays is promising and can be generalized beyond graphics editing. Keywords: Tangible user interface palettes; spatial Work Zones; tabletop displays;
dynamic pen heads; spatial management | |||
| TIDE: Lightweight Device Composition for Enhancing Tabletop Environments with Smartphone Applications | | BIBAK | Full-Text | 177-194 | |
| Léo Sicard; Aurélien Tabard; Juan David Hincapié-Ramos; Jakob E. Bardram | |||
| Interactive surfaces like tabletop computers provide large touch-enabled
displays, support novel forms of interaction and collaboration, and extend
computation to new environments. However, being a novel platform, the existing
application pool is limited and applications existing for other platforms have
to be re-developed. At the same time, smartphones are pervasive computers that
users carry around and with a large pool of applications. This paper presents
TIDE, a lightweight device composition middleware to bring existing smartphone
applications onto the tabletop. Through TIDE, applications running on the
smartphone are displayed on the tabletop computer, and users can interact with
them through the tabletop's interactive surface. TIDE contributes to the areas
of device composition and tabletops by providing an OS-level middleware that is
transparent to the smartphone applications, maintaining privacy by limiting
content transfer between devices, and enhancing the usefulness of tabletops
with already existing smartphone applications and software developers. We
present the design and implementation of TIDE, the study of different
interaction techniques to manipulate TIDE's interactive content, and an
analysis of different research directions. Initial user feedback shows that
TIDE is easy to use, learnable, and convenient for collaborative activities and
private environments. Keywords: Distributed User Interfaces; Multiple Display Environments; Tabletops;
Smartphones; Device Composition | |||
| Evaluating the Effect of Phrase Set in Hindi Text Entry | | BIBAK | Full-Text | 195-202 | |
| Mohit Jain; Khushboo Tekchandani; Khai N. Truong | |||
| Recently, many different Indic text entry mechanisms have been proposed and
evaluated. Whereas the use of a common phrase set across text-entry research
may help to produce generalizable results across studies, previous Indic Text
entry evaluations have used a variety of different text entry phrases. In this
paper, we develop and evaluate three different types of Hindi phrase sets that
have been previously used in the literature -- Hindi films, a grade VII
textbook and a translated version of MacKenzie and Soukoreff's phrases -- to
study effects of their characteristics on performance. No statistical
difference was found in novice user performance due to the different phrase
sets. However, based on participant feedback, we report that consideration
should be taken with regards to phrase length, frequency, understandability,
and memorability in the design and selection of text-entry phrases. Keywords: Hindi; Text Input; Phrase Set | |||
| Frequent Words Improve Readability and Short Words Improve Understandability for People with Dyslexia | | BIBAK | Full-Text | 203-219 | |
| Luz Rello; Ricardo Baeza-Yates; Laura Dempere-Marco; Horacio Saggion | |||
| Around 10% of the population has dyslexia, a reading disability that
negatively affects a person's ability to read and comprehend texts. Previous
work has studied how to optimize the text layout, but adapting the text content
has not received that much attention. In this paper, we present an eye-tracking
study that investigates if people with dyslexia would benefit from content
simplification. In an experiment with 46 people, 23 with dyslexia and 23 as a
control group, we compare texts where words were substituted by shorter/longer
and more/less frequent synonyms. Using more frequent words caused the
participants with dyslexia to read significantly faster, while the use of
shorter words caused them to understand the text better. Amongst the control
group, no significant effects were found. These results provide evidence that
people with dyslexia may benefit from interactive tools that perform lexical
simplification. Keywords: Textual accessibility; dyslexia; eye-tracking; lexical simplification;
readability; understandability; word frequency; word length | |||
| TicQR: Flexible, Lightweight Linking of Paper and Digital Content Using Mobile Phones | | BIBAK | Full-Text | 220-228 | |
| Jennifer Pearson; Simon Robinson; George Buchanan; Matt Jones | |||
| In this paper we introduce TicQR -- a photo-based checkbox-enabled interface
which bridges the physical and digital document domains, allowing automatic
download or processing of useful data from paper documents. There is a long
demonstrated need for people to be able to connect between printed material and
digital information and services. By using a combination of image recognition
and QR codes we are able to detect user marks on paper documents via a single
photograph taken with a standard smart phone. This information can then be used
to access the equivalent digital content, save contacts or URLs, or even order
goods directly from local retailers. Keywords: Paper documents; tick boxes; QR Codes | |||
| One Half or 50%? An Eye-Tracking Study of Number Representation Readability | | BIBAK | Full-Text | 229-245 | |
| Luz Rello; Susana Bautista; Ricardo Baeza-Yates; Pablo Gervás; Raquel Hervás; Horacio Saggion | |||
| Are numbers expressed as digits easier to read and understand than written
with letters? What about fractions and percentages? Exact or rounded values? We
present an eye-tracking study that attempts to answer these questions for
Spanish, using fixation and reading time to measure readability as well as
comprehension questions to score understandability. We find that digits are
faster to read but do not help comprehension. Fractions help understandability
while percentages help readability. No significant results were found
concerning the influence of rounding. Our experiments were performed by 72
persons, half of them with dyslexia. To the best of our knowledge, this is the
first study that addresses the cognitive load of number representation in any
language, even more for people with dyslexia. Keywords: textual accessibility; dyslexia; user testing; eye-tracking; readability;
comprehension; number representation | |||
| Studying a Head Tracking Technique for First-Person-Shooter Games in a Home Setting | | BIBAK | Full-Text | 246-263 | |
| Torben Sko; Henry Gardner; Michael Martin | |||
| This paper examines webcam-enabled head tracking for games in a home
setting. A new head interaction technique was developed based upon prior
laboratory-based research, with a focus on making it robust to the variable
conditions of a home setting. Our technique was integrated into a test-bed game
and 550 hours of gameplay data was collected from 2500 users, many of whom also
provided formal feedback. The head tracking performed creditably and players
reported that the experience was more immersive. Head tracking failed to
enhance competitive playing performance, perhaps owing to familiarization
effects. Nevertheless, the data revealed evidence of learning amongst users,
suggesting that performance would improve with continued use. Key lessons that
emerged in the home setting in contrast to the earlier laboratory study were a
demonstrated need for clear guidance and feedback during system set-up, and
greater caution regarding its deployment, having discovered a small population
of users who became nauseous. Keywords: head tracking; gestural interaction; online studies; games | |||
| Tracking Eyes in Service Prototyping | | BIBAK | Full-Text | 264-271 | |
| Monchu Chen; Veraneka Lim | |||
| A mobile eye tracker was used to collect viewing behavior in a mixed reality
immersive Cave Automatic Virtual Environment (CAVE) environment to evaluate a
design concept of a tourist information office. The synthetic office consists
of physical artifacts and virtual contents projected onto three walls of a
room-sized cube. A Think Aloud study was conducted with both a goal-oriented
condition and a free-browsing condition while subjects wearing the eye-tracker.
Multiple Augmented Reality markers were used to reconstruct gaze positions in
the coordinate system of the real environment. Gaze points were later
aggregated to create heat maps, which were used as textures for a computer 3D
model replication of the synthetic tourist office. The interactive
visualization of the 3D heat map showcases different viewing patterns for
different conditions. The insights suggest the combination of eye-tracking and
mixed reality environment to be a valuable tool for prototyping service design
of similar kinds. Keywords: Eye-Tracking; Service Design; Experience Prototyping; Heat Map | |||
| Did We Miss Something? Correspondence Analysis of Usability Data | | BIBAK | Full-Text | 272-279 | |
| Stanislaw Zabramski; Wolfgang Stuerzlinger | |||
| We have applied a multivariate exploratory technique called Correspondence
Analysis (CA) to create and analyze a model of the dataset of experiment
results. The dataset originates from a comparative usability study of tracing
with the use of mouse, pen, and touch input and contains both categorical and
continuous data -- i.e. results of questionnaires and task measurements. CA
allowed to visually and numerically assess the main variables in the dataset
and how they interact with each other. In our study, pen input had the best
measured performance and was preferred by the users. Touch input was the least
accurate of all input methods tested but it was preferred by users over mouse
especially in the conditions lacking of visual feedback of drawing. CA helped
to detect that secondary effect even though it cannot be explained by the
performance results alone. The importance of the influence of user's previous
experience is also noted. We conclude that CA helped to identify all major
phenomena known from previous studies but also was sensitive to minor and
secondary effects, what makes it a well suited method to quickly evaluate
usability data. Keywords: shape; freehand; tracing; drawing; mouse; pen; stylus; touch; evaluation;
comparison; error; measurement; subjective | |||
| Social Overlays: Collectively Making Websites More Usable | | BIBAK | Full-Text | 280-297 | |
| Tao Dong; Mark S. Ackerman; Mark W. Newman; Gaurav Paruthi | |||
| Many small organizations lack the expertise and resources to conduct
usability evaluations of their websites. Social Overlays, presented here, is a
new system that allows a community of users to collectively improve their
website.
Social Overlays enables end-users to identify and repair common user interface problems through creating "overlays" on web pages as part of their regular use, thereby improving usability while reducing the need for professional services. In short, Social Overlays harnesses the diversity of experience and ideas within a community to "crowd source" usability. To evaluate Social Overlays, we examined whether a group of community members without any usability training could use Social Overlays to identify and repair UI problems on their medium-sized community's website. We found that they could. Community users were able to uncover a large number of UI problems and formulate reasonable solutions to the problems they identified. In addition, we compared Social Overlays to two standard ways of assessing website usability: expert inspection and usability testing. We found that Social Overlays users identified more problems, and their reported problems differed in useful ways from those found by the experts and the usability testing team. Keywords: Usability; community; peer production; social computing | |||
| Usability Evaluation in a Digitally Emerging Country: A Survey Study | | BIBAK | Full-Text | 298-305 | |
| Fulvio Lizano; Maria Marta Sandoval; Anders Bruun; Jan Stage | |||
| Several emerging countries experience increasing software development
activities. With the purpose of provide useful feedback on possible courses of
action for increasing application of usability evaluation in such countries,
this paper explores the status of usability evaluation in a digitally emerging
country. Our aim is to identifying common characteristics or behavioral
patterns that could be compared with digitally advanced countries. We used an
online survey answered by 26 software development organizations, which gave a
snapshot of the application of usability evaluation in these organizations. We
found many similarities with advanced countries, several completely new
obstacles more connected with software development matters and a relatively
positive improvement in the lack of "usability culture". These findings suggest
good conditions to improve conduction of usability evaluations in digitally
emerging countries. Keywords: Usability evaluation; advantages; obstacles; digitally emerging countries | |||
| Understanding Diversity -- The Impact of Personality on Technology Acceptance | | BIBAK | Full-Text | 306-313 | |
| Kay Behrenbruch; Matthias Söllner; Jan Marco Leimeister; Ludger Schmidt | |||
| Technology is becoming increasingly automated, aiming to ease the life of
its users. However, besides the advantages of this trend, users are also faced
with increasing risks, e.g., regarding their privacy. Examples are seamless
online payments that come with the requirement to provide sensitive, e.g.,
credit card information, or social networks trying to elicit private
information for its users. Research on technology acceptance identified two
important factors for the individual decision to accept such kinds of risk:
trust and personality traits. In this paper we present a model that integrates
research findings for personality traits and for trust in the context of
technology acceptance. We show that specific personality traits have a distinct
direct or moderating effect. We, e.g., found that two personality traits
moderate the relationship between perceived ease of use and intention to use.
This moderation could explain the inconsistent findings on this relationship in
prior research. Keywords: Technology acceptance; personality traits; trust | |||
| A Vocabulary to Access Users' Cultural Perspectives in Human-Computer Interaction | | BIBAK | Full-Text | 314-322 | |
| Catia Maria Dias Ferreira; Luciana Cardoso de Castro Salgado; Clarisse Sieckenius de Souza | |||
| This paper presents research carried out to explore the implications of
giving users a specific vocabulary to express their perceptions and opinions
about opportunities to make contact with cultural diversity in human-computer
interaction. This two-step study is part of a broader research project that
aims at investigating users' perceptions and reactions when interacting with
cross-cultural systems. Our current findings point at the expressive power of
the proposed vocabulary and the promising outcomes of using it in the
interaction design cycle of cross-cultural systems. Keywords: Cross-cultural evaluation; Culture; Cultural Viewpoint Metaphors | |||
| Characteristics of Elderly User Behavior on Mobile Multi-touch Devices | | BIBAK | Full-Text | 323-341 | |
| Susumu Harada; Daisuke Sato; Hironobu Takagi; Chieko Asakawa | |||
| Smartphones and tablet devices have been rapidly proliferating, and
multi-touch interaction, powerful processors and rich array of sensors make
these devices an attractive service platform for older users. While there is an
increasing number of work investigating the issues that elderly users
experience through their interaction with mobile devices, most have focused
either on evaluation of low-level interaction characteristics or on qualitative
survey. Therefore, we conducted a user study with 21 elderly participants to
analyze the needs and issues faced by this user group under naturalistic usage
scenarios. Specifically, we interviewed each participant about their
experiences, had them perform various practical tasks using our custom testing
application, and analyzed the operation logs using our custom visualizations.
Based on our results, we summarize the types of issues observed, present design
considerations for the applications studied, and future research directions. Keywords: Mobile; Multi-touch; Smartphones; Tablet; Aging; Elderly | |||
| From Persona to Techsona | | BIBAK | Full-Text | 342-349 | |
| Susanne Bødker; Clemens Nylandsted Klokmose | |||
| In this paper we introduce the notion of techsona, as a possible counterpart
design instrument to personas. We use a case study to illustrate a design
process where techsonas help pinpoint technological ideas and alternatives and
analyze these systematically. While a persona captures "imagine a user...", a
scenario "imagine a situation..." the techsona gives the missing piece of
"imagine a technology..." We show how a recently developed activity theoretical
model can serve both as a framing for techsonas and as an analytical interface
between personas and techsonas. The paper discusses the potentials and problems
of the techsona and concludes that the techsona truly helps with a missing
piece in persona and scenario-based design. Keywords: Persona; Techsona; Activity Theory | |||
| Going Global with Personas | | BIBAK | Full-Text | 350-357 | |
| Lene Nielsen; Kira Storgaard Nielsen; Jan Stage; Jane Billestrup | |||
| The persona method is widely used and commonly described both in scientific
literature and in case-based blogs. Most often the descriptions point to a
local context with local user groups and it is difficult to find writings on
use of the method in an international context and in globally distributed
teams. This paper reports from a qualitative study conducted in 2012/13 within
13 Danish companies and points to how design teams apply several different
strategies when end-users are distributed worldwide. Moreover it shows how the
designers value the strength of the method to provide common grounds for the
team, especially for team distributed across countries. Keywords: personas; scenarios; cross culture; international; design | |||
| On Users' Preference on Localized vs. Latin-Based CAPTCHA Challenges | | BIBAK | Full-Text | 358-365 | |
| Christos Fidas; Artemios G. Voyiatzis | |||
| A Completely Automated Public Turing test to tell Computers and Humans Apart
(CAPTCHA) is a widely used security mechanism for constructing a
high-confidence proof that the entity interacting with a remote service is
actually a human being. Stimulated by the facts that: a) nowadays CAPTCHA
challenges are solely based on the Latin alphabet, b) currently Internet
population consists in its majority of non-native-English speakers and c)
numerous web sites consist of exclusively localized content, we conducted an
empirical study aiming to examine the effect of various factors on users'
preference in solving localized vs. Latin-based text CAPTCHA challenges. The
study embraced a between-subject design using a self-developed localized
CAPTCHA mechanism, capable of producing text challenges based on the
participants' native alphabet. A total of 384 non-native English speakers
participated in the frame of the reported study which followed an ecological
valid experimental design. Analysis of interaction results provides interesting
insights which can be taken into consideration for designing more usable
CAPTCHA mechanisms. Keywords: CAPTCHA; Usability; Security; Native Language (non-Latin) systems; localized
CAPTCHA | |||
| Designing for the Functionality South African Internet Banking Websites Should Provide to Address the Needs of Generation-Y Users | | BIBAK | Full-Text | 366-383 | |
| Sebabatso Mtimkulu; Judy van Biljon; Tobias van Dyk | |||
| Despite the widespread adoption of Internet banking there are no validated
guidelines on the functionality the younger, techno-savvy Generation-Y customer
segment (18-35 year age bracket) expect from Internet banking websites. This
research investigated the functionality the Generation-Y customer segment
require from South-African Internet banking websites. The User Centred Design
(UCD) philosophy with a mixed method research design was utilised. Generation-Y
technological characteristics and preferences abstracted from the literature
were aligned with functionality trends of future Internet banking websites to
formulate an initial list of Generation-Y aligned Internet banking
functionality guidelines. These were evaluated during interviews with
representative Generation-Y customers and also used in the heuristic evaluation
of the Internet banking platforms of five South African banks. The findings
were integrated towards synthesizing functionality guidelines. A visual
representation of these functionality guidelines was constructed as a wireframe
prototype for evaluation by Generation-Y users. The main contribution of the
study is the validated list of Internet banking functionality guidelines for
Generation-Y banking customers. Keywords: Functionality; Internet banking; Generation-Y; User Experience | |||
| "Nobody Other Than Me Knows What I Want": Customizing a Sports Watch | | BIBAK | Full-Text | 384-402 | |
| Piia Nurkka | |||
| In order for companies to effectively use customization as a design
strategy, there should be understanding on what users would like to customize
and why. This study explores the use of customization features of sports watch
in order to assess the extent of customization, and to identify reasons for
customization in this context. Survey data from 100 users of a sports watch
were analyzed to understand how they use the different customization features:
general preferences, functionality and appearance. The findings show that
although the users vary in the use of customization, they state similar reasons
for customization: control, ease-of-use, increased effectiveness, and better
fit to personal preferences. The motivation to customize in this context is for
the most part related to autonomy: to the sense of control the user has by
having the tool to adapt the product according to own preferences, wants and
needs. Keywords: customization; sports watch; satisfaction; user experience | |||
| Online Requirements and Portal Design for Female University Science and Technology Students in Kenya | | BIBAK | Full-Text | 403-410 | |
| Stephen Kimani; Eunice Njeri; John Njue | |||
| In science and technology (S&T) career progression, women drop out at
virtually every step until extremely few are found in positions of influence
and recognition. Although this is a global problem, it is even more critical in
Africa. The number of female university S&T students in Africa has remained
low for the past about three decades. There is thus a dire need to
encourage/support such students especially in African countries, including
Kenya. Online portals have the potential to motivate/support Kenyan female
university S&T students. It is however critical to understand the
characteristics and requirements of these students. While there exists
literature on the differences between online female users and male users, women
in S&T in African countries (including Kenya) face rather unique
challenges. This paper reports a study that indicates the characteristics and
online requirements of Kenyan female university S&T students, and then
describes a corresponding online portal design. Keywords: Online user requirements; user interface design; online portals; science and
technology; female students | |||
| Finger on the Pulse: The Value of the Activity Stream in the Enterprise | | BIBAK | Full-Text | 411-428 | |
| Ido Guy; Tal Steier; Maya Barnea; Inbal Ronen; Tal Daniel | |||
| The activity stream, which syndicates user activities across social media,
has been gaining popularity on the web. With social media infiltrating the
enterprise and higher portions of the workforce becoming accustomed to
consuming information through activity streams, it also has the potential to
play a key role in shaping the workplace. This work provides a first
comprehensive study of an enterprise activity stream. We analyze different
characteristics of the stream, its usage through a faceted search-based
application, and the way users search it compared to traditional enterprise
search. We also discuss various use cases of the stream, both from an
individual employee's perspective and from an organizational perspective,
exposing the potential value and role of the activity stream in the enterprise
of the future. Keywords: Activity streams; collaboration; cscw; enterprise; enterprise search;
real-time search; social analytics; social business; social media; social
search; social software; social streams; web 2.0 | |||
| Relationship-Based Business Process Crowdsourcing? | | BIBAK | Full-Text | 429-446 | |
| Jacki O'Neill; David Martin | |||
| New technologies do not always benefit the worker, especially when harnessed
by organisations seeking ever cheaper labour. Crowdsourcing is a
technology-enabled way of working which offers the potential to bring work to
far flung communities. However, it is something of a double-edged sword and
there are many socio-technical and ethical challenges. In the micro-task market
crowdsourcing platforms tend to be designed largely for the advantage of the
organisation requesting work, rather than the worker. This paper contributes to
research calling to redress this balance [2, 6]. It describes the findings of
an ethnographic study of an outsourced business process -- healthcare form
digitization -- as performed by workers in-office (India) and @Home (USA). It
reveals the complexities of the relationships between worker and organisation
and argues that designing some aspects of these relationships into
crowdsourcing platforms and applications is as beneficial for the organisation
as it is for the worker. Keywords: Crowdsourcing; ethnography; business process outsourcing; relationship-based
crowdsourcing | |||
| User Experience and Learning Experience in Online HCI Courses | | BIBAK | Full-Text | 447-454 | |
| Saila Ovaska | |||
| Several Massive Open Online Courses (MOOCs) have become available also in
the field of Human-Computer Interaction (HCI), in addition to other fields of
study. How do they operate, and what do they teach? We compare two HCI MOOCs
with a locally composed small scale online HCI course that was built and
launched in 2012, and discuss issues in pedagogy, user experience and learner
experience in online HCI education. Keywords: HCI Education; online education; MOOC; User Experience | |||
| Audvert: Using Spatial Audio to Gain a Sense of Place | | BIBAK | Full-Text | 455-462 | |
| Liam Betsworth; Nitendra Rajput; Saurabh Srivastava; Matt Jones | |||
| We introduce Audvert -- a system that facilitates serendipitous discovery
and navigation through spatial audio; used to navigate and discover points of
interest in large, unfamiliar indoor environments. Our main aim was to create a
lightweight spatial audio display that can convey a sense of a place without
complex point and select interactions. We conducted a preliminary study
comparing two audio types to see which best suited sound localization and a
study of Audvert used in a real world scenario. Our findings suggest that long
continuous audio performs better than short intermittent audio for sound
localisation. We also discover a change in behaviour when using the system,
with a large percentage of users wanting to visit newly discovered shops after
using the system. We discuss the findings and draw research conclusions. Keywords: Non-visual Navigation; Wayfinding; Auditory Display | |||
| Rhythms of the Domestic Soundscape: Ethnomethodological Soundwalks for Phatic Technology Design | | BIBAK | Full-Text | 463-470 | |
| Hanif Baharin; Sean Rintel; Stephen Viller | |||
| The importance of the domestic soundscape as a context for technological
interventions has received little attention in HCI research. In this paper, we
discuss how an ethnomethodological soundwalk method facilitated design
principles for a phatic technology probe for seniors living alone. Taking
soundscape concepts as a starting point, we suggest that the soundwalk works
much like a breaching experiment, changing the participant's role in engaging
with their soundscape from reactive automatic agent to proactive reflective
agent. This enables participants to reveal their own systematic orderliness
when accounting for everyday sounds. We find that sounds are accounted for in
terms of people placed in narratives. As such, we argue that phatic
technologies use new sounds and rhythms to augment the domestic soundscape to
take advantage of people's abilities to create social narratives from limited
cues. Keywords: Domestic soundscape; soundscape study; ethnomethodology; breaching
experiment | |||
| "Roger that!" -- The Value of Adding Social Feedback in Audio-Mediated Communications | | BIBAK | Full-Text | 471-488 | |
| Rahul Rajan; Joey Hsiao; Deven Lahoti; Ted Selker | |||
| Losing track of who is in a conversation, and what is being said, is always
a problem especially on audio-only conference calls. This paper investigates
how domain-independent social feedback can support such interactions, and
improve communication, through the use of audio cues. In particular, we show
how an agent can improve people's ability to accurately identify and
distinguish between speakers, reassure users about the presence of other
collaborators on the line, and announce events like entry & exit with
minimum impact on users cognitive ability. Keywords: Audio-mediated; Conference calls; Considerate; Social feedback | |||
| Supporting Voice Content Sharing among Underprivileged People in Urban India | | BIBAK | Full-Text | 489-506 | |
| Christian Remy; Sheetal K. Agarwal; Arun Kumar; Saurabh Srivastava | |||
| Recent advances in voice-based telecom information systems enable
underprivileged and low-literacy users to access and offer online services
without expensive devices or specialized technical knowledge. We propose SRLs
(speech resource locators), a mechanism that facilitates the creation, access,
and sharing of online voice content. To test the interaction with SRLs, we
developed a proof-of-concept application that allows for simple sharing of
voice content. We subsequently created a smartphone application for the same
service that provided a graphical user interface to the online voice
application. Our findings show that literate underprivileged people were able
to share online voice content on feature phones and smart phones whereas in
low-literacy people were unable to access shared content over feature phones
but able to do so on smart phones. We conclude by highlighting opportunities
and challenges for the design of voice-based applications that support
information sharing. Keywords: HCI4D; Information Sharing; ICTD; User-Centered Design; Interactive Voice
Systems; Smartphones; India | |||
| Adding Vibrotactile Feedback to Large Interactive Surfaces | | BIBAK | Full-Text | 507-514 | |
| Julian Seifert; Markus Packeiser; Enrico Rukzio | |||
| Interactive surfaces and multi-touch tables are increasingly available
outside academic contexts, and are entering, for instance, work or educational
contexts. A large variety of applications exists for a multitude of tasks. For
interacting with these applications, existing interaction concepts are often
directly mapped to the multi-touch surface, which is often limited by physical
constraints. For instance, to enter text on an interactive surface, most often
a virtual keyboard is used. However, users cannot feel when, for instance, they
have accidentally pressed two keys at the same time. Research on mobile devices
has identified vibrotactile feedback as an effective means to support users
when interacting with touch screens. In this work, we present results of an
experiment in which we investigated whether typical tasks (e.g., typing text,
drag-and-drop of items) on interactive multi-touch surfaces can be supported by
providing vibrotactile feedback directly on the surface. We compared direct
feedback with distal feedback provided on the user's body, as well as their
combination. Surprisingly, our results show that all compared variants of
vibrotactile feedback had no significant positive effect on the task
performance. Yet participants rated tactile feedback significantly higher
regarding interaction support and subjective speed compared to no provided
feedback. Keywords: Interactive surfaces; vibrotactile feedback; touch-based interaction; multi
touch | |||
| Analysis and Visualization of Interactions with Mobile Web Applications | | BIBAK | Full-Text | 515-522 | |
| Paolo Burzacca; Fabio Paternò | |||
| We present a novel solution for intelligent analysis and visualization of
user interactions with Web applications through mobile devices in order to help
identify usability issues. The proposed tool is also able to support comparison
of optimal use with actual user interactions. We also report on an example
application of our tool to the evaluation of a real mobile Web site. Keywords: Tools for Remote Evaluation; Web Applications; Mobile HCI | |||
| Beats Down: Using Heart Rate for Game Interaction in Mobile Settings | | BIBAK | Full-Text | 523-530 | |
| Claudia Stockhausen; Justine Smyzek; Detlef Krömker | |||
| Mobile devices allow integration of different sensors, offering new
possibilities for interaction. Integrating heart rate into a mobile game offers
several possibilities for enhancing gameplay. In our work we implemented a game
prototype on a mobile device with different game modes. Increasing and
decreasing heart rate is used for game interaction. The mobile scenario allows
involving the environment to influence the heart rate. We conducted a first
user experience study for evaluation of the integrated interaction methods in
mobile scenarios and conclude with our future work. Keywords: Physiological Interaction; Mobile Games; Game Interaction | |||
| Cultural Congruence and Rating Scale Biases in Homepages | | BIBAK | Full-Text | 531-538 | |
| Gitte Lindgaard; Cathy Dudek; Gerry Chan | |||
| We reanalyzed data from three studies to explore first-impression cultural
congruency effects and potential rating scale biases among Canadian and
Taiwanese/Chinese participants judging visual appeal of homepages. The
objective was to identify variables likely to affect such judgments for future
studies in a new research program. Some support was found for both issues and
pointers for refinements of future studies were identified. Keywords: visual appeal; cultural congruence; first impression | |||
| Diverse Ecologies -- Interdisciplinary Development for Cultural Education | | BIBAK | Full-Text | 539-546 | |
| Michael Heidt; Kalja Kanellopoulos; Linda Pfeiffer; Paul Rosenthal | |||
| We present a case study outlining development efforts towards an interface
ecology to be deployed in museums. We argue that the problem at hand calls for
a highly interdisciplinary design process. Furthermore, system design in the
domain of cultural education poses a unique set of challenges. At the same time
few existing design methodologies are suitable for addressing this special
environment of system design. We outline a set of tentative methodological
elements aimed at informing adequate interdisciplinary development processes.
The discussion is embedded into a critique of existing methodologies while
being orientated towards inviting critique itself. The guiding insight steering
our methodological developments is that fundamental differences between project
participants and other stakeholders should be construed as assets. Rather than
trying to integrate them or covering them up, the dynamic friction between
differing viewpoints can be rendered productive by means of poietic practices. Keywords: interdisciplinarity; museum informatics; design for cultural experience | |||
| Evaluation of PhonAge: An Adapted Smartphone Interface for Elderly People | | BIBAK | Full-Text | 547-554 | |
| Farah Arab; Yasir Malik; Bessam Abdulrazak | |||
| Smartphones can play a significant role in maintaining decent Quality of
Life for elderly people. Key factor to Smartphones usage success among elderly
people depends on the accessibility of phone interface. In this paper, we
present preliminary evaluation results of our PhonAge, an accessible and
adaptable interface for Smartphones that is customized to the elderly profile.
The results of the evaluation show adequacy of the interface to elderly needs.
The evaluation feedbacks also helped in improving PhonAge interface design. Keywords: Smartphone; Mobile Phone Interface; Accessibility; Evaluation; Aging | |||
| Experimentally Manipulating Positive User Experience Based on the Fulfilment of User Needs | | BIBAK | Full-Text | 555-562 | |
| Andreas Sonnleitner; Marvin Pawlowski; Timm Kässer; Matthias Peissner | |||
| In this work, we prepared three variations of a prototype to experimentally
manipulate parameters helping to improve User Experience (UX) of technological
products. Based on a model considering the fulfilment of user needs (Fig. 1),
two variations of a neutrally designed tool were developed to address two
selected needs (popularity, competition) by slightly changing functionalities
or design elements. The manipulation of UX is validated with real-time and
retrospective subjective evaluation of UX, and objective data of user
behaviour. Participants rated significantly higher positive UX and showed more
active behaviour for designs of the prototype addressing the user needs
competition and popularity compared to the neutral design. These findings show
the importance of considering elements of UX in the early development process
of technological products. Keywords: User Experience; UX; User Needs; User-Driven Innovation | |||
| Floffy: Designing an Outdoor Robot for Children | | BIBAK | Full-Text | 563-570 | |
| Omar Mubin; Luke Vink; Pieter Oosterwijk; Abdullah Al Mahmud; Suleman Shahid | |||
| In our research we utilized the domain of entertainment robotics to educate
children on the principles of environmental awareness by playful means
outdoors. Our research revolved around the iterative design of Floffy: the
environmental robot, which was essentially a playful toy robot that would
respond positively to interaction that was beneficial for the environment and
the child's own well being and negatively to interaction or behaviour that was
detrimental to the surroundings. We conducted an explorative, informal
evaluation of Floffy with two small groups of children and they rated their
experience with it positively. Our results show that there is potential in
utilizing entertainment robots to educate children on serious and critical
issues such as saving our environment and being sustainable. Keywords: Child-robot interaction; Arduino; Environment | |||
| Human-Spreadsheet Interaction | | BIBAK | Full-Text | 571-578 | |
| Andrea Kohlhase | |||
| Spreadsheets have become very popular tools for analyzing and visualizing
data from business and science. To better understand human-spreadsheet
interaction, we explore readers' information models, but in contrast to most
studies we focus on spreadsheet readers rather than spreadsheet authors. We
conducted a study using the repertory grid technique and analyzed the result
with the help of a Generalized Procrustes Analysis yielding a deeper
understanding of human's information model of spreadsheets. Based on this we
envision new human-spreadsheet interactions to increase the readibility and
thus, usability of spreadsheets. Keywords: Spreadsheets; repertory grid; information model of spreadsheets;
human-spreadsheet interaction; information objects | |||
| Improving Students Learning Programming Skills with ProGames -- Programming through Games System | | BIBAK | Full-Text | 579-586 | |
| Raquel Hijón-Neira; Ángel Velázquez-Iturbide; Celeste Pizarro-Romero; Luís Carriço | |||
| We present a system for learning programming skills, ProGames, through a
leveled set of visually-attractive and interactive programming exercises in
Greenfoot, categorized by students likes to offer them solutions to problems
they really enjoy or like most. The system has been evaluated during the course
2012-13 in 3 Computer Science Degrees and our results show very positive
acceptance by the students. Keywords: Programming teaching; Interactions Analysis; e-Learning; Moodle; Greenfoot;
Visualization | |||
| Long-Term Experiences with an Iterative Design of a QR-Code-Based Payment System for Beverages | | BIBAK | Full-Text | 587-594 | |
| Max-Emanuel Maurer; Alexander De Luca; Alina Hang; Doris Hausen; Fabian Hennecke; Sebastian Loehmann; Henri Palleis; Hendrik Richter; Simon Stusak; Aurélien Tabard; Sarah Tausch; Emanuel von Zezschwitz; Franziska Schwamb; Heinrich Hussmann; Andreas Butz | |||
| We report on the design and long-term use of a digital tracking system for
the consumption and payment tracing of beverages, called "Barkeeper". It is
based on tags wearing QR-codes and its design was not primarily guided by
efficiency, but rather everyday use during the last three years in our lab. In
this trusted environment, we collected extensive usage data, making this a
serious long-term field deployment of UbiComp technology. We present the
system, its iterative design evolution, the users' views on it and insights
gained by daily usage. We argue that QR-code interaction, when implemented in a
very pragmatic way, can be not only a cheap but also a very powerful
interaction technique. Based on our experience we propose a set of general
rules, which make QR-code-based interaction practical and often superior to
other interaction techniques. Keywords: visual markers; QR-codes; ubicomp; payment system | |||
| Moment Machine: Opportunities and Challenges of Posting Situated Snapshots onto Networked Public Displays | | BIBAK | Full-Text | 595-602 | |
| Nemanja Memarovic; Ava Fatah gen Schieck; Efstathia Kostopoulou; Moritz Behrens; Martin Traunmueller | |||
| Large public displays are becoming a ubiquitous resource in the urban
environment. Interconnected over the Internet these hitherto isolated "ad
displays" could become a novel and powerful communication medium -- networked
public displays. One example for such a novel type of communication is their
use as community tools. Scattered across the urban landscape and equipped with
additional sensors, such as cameras, they provide the opportunity for local
community members to take images of themselves and leave their "mark" in the
setting, e.g., on their way to school, work, or meeting with friends. In order
to understand the potential of posting situated snapshots on networked public
displays in the context of place-based communities we designed and developed
the Moment Machine -- a networked public display application that allows
one-click photo capture. In this paper we report on identified opportunities
and challenges emerging from 6 user trials in the wild at 2 locations. Keywords: networked public displays; urban screens; situated snapshots; community
interaction; public space; urban computing; urban informatics | |||
| Overview Scrollbar: A Scrollbar Showing an Entire Document as an Overview | | BIBAK | Full-Text | 603-610 | |
| Ko Mizoguchi; Daisuke Sakamoto; Takeo Igarashi | |||
| A scrollbar is the most basic function of a graphical user interface. It is
usually displayed on one side of an application window when a displayed
document is larger than the window. However, the scrollbar is mostly presented
as a simple bar without much information, and there is still plenty of room for
improvement. In this paper, we propose an overview scrollbar that displays an
overview of the entire document on it and implemented four types of overview
scrollbars that use different compression methods to render the overviews. We
conducted a user study to investigate how people use these scrollbars and
measured the performance of them. Our results suggest that overview scrollbars
are more usable than is a traditional scrollbar when people search targets that
are recognizable in overview. Keywords: user interface; scrollbar; document navigation | |||
| Participatory Design for Cultural Representation: A Cultural Transparency Perspective | | BIBAK | Full-Text | 611-618 | |
| Amalia G. Sabiescu; Nemanja Memarovic | |||
| Participatory design approaches are being increasingly employed for
designing digital artefacts and information systems with and for local
communities. These cases require a reconceptualization of PD processes to
account for widened knowledge gaps between designers and community members, and
new patterns of community-defined design goals. In this paper we provide a
perspective on the design process that will help designers to better plan their
involvement in participatory projects with local communities. Our analytical
stance resides on an interpretation of Étienne Wenger's theory of
cultural transparency. Participatory design is analysed as an iterative process
of decoding and encoding that involves users/local people and designers having
as outcome understanding (through decoding) and representations (through
encoding). Cultural transparency, achieved when the two agents advanced
sufficient understanding on the other's practices, is the landmark for
effective design. The paper argues for the importance of working towards
attainment of cultural transparency in community-based projects, in particular
when the goal is to create culturally representative artefacts. Examples of
activities and suggestions for advancing cultural transparency in these
contexts are provided. Keywords: participatory design; cultural transparency; cross-cultural design; local
communities; cultural representation | |||
| Reducing Driver Task Load and Promoting Sociability through an Affective Intelligent Driving Agent (AIDA) | | BIBAK | Full-Text | 619-626 | |
| Kenton Williams; Cynthia Breazeal | |||
| This work outlines the development of an Affective Intelligent Driving Agent
(AIDA), a social robot that sits in a vehicle's dashboard and behaves as a
friendly assistant. This highly expressive robot uses an Android smartphone as
its face, which serves as the main computational unit for the system. AIDA
determines what information may be relevant to the driver, delivers it at the
most appropriate time, and resolves which expressions should be used when doing
so. An evaluation was performed in which participants completed mock driving
tasks with the aid of 1) a smartphone with apps, 2) AIDA as a static,
expressive agent, or 3) AIDA as a mobile robot. Results showed that the AIDA
robot helped reduce user task load and promoted more sociability with users
better than the smartphone or AIDA as a static agent. Keywords: Affective HCI; Human-robot interaction; Novel user interfaces and
interaction techniques | |||
| Semantic Modelling in Support of Adaptive Multimodal Interface Design | | BIBAK | Full-Text | 627-634 | |
| Elena Tsiporkova; Anna Hristoskova; Tom Tourwé; Tom Stevens | |||
| The design of multimodal interfaces requires intelligent data interpretation
in order to guarantee seamless adaptation to the user's needs and context. HMI
(human-machine interaction) design accommodates varying forms of interaction
patterns, depending on what is most appropriate for a particular user at a
particular time. These design patterns are a powerful means of documenting
reusable design know-how. The semantic modelling framework in this paper
captures the available domain knowledge in the field of multimodal interface
design and supports adaptive HMIs. A collection of multimodal design patterns
is constructed from a diversity of real-world applications and organized into a
meaningful repository. This enables a uniform and unambiguous description
easing their identification, comprehensibility and applicability. Keywords: Human-machine interface; Multimodal Design Patterns; Adaptive Interfaces;
Pro-active Interaction; Data Modelling; Context-awareness | |||
| Supporting Improved Maternity Care by Midwives: Design Opportunities and Lessons Learned | | BIBAK | Full-Text | 635-642 | |
| Abdullah Al Mahmud; David V. Keyson | |||
| In this paper we describe a study about the role of Information Technology
(IT) on the quality of maternity care in the midwifery centres in the
Netherlands. We conducted an interview study with midwives in the Netherlands.
The objective was to understand the current situation, challenges and design
opportunities that could help to provided improved healthcare. The results of
the interview study show that the current prenatal care system suffer from some
challenges such as proper IT support, lack of IT training for the midwives,
lack of integrity between different software systems used in the midwifery
centres and hospitals and attitude of the pregnant mothers. Based on our
findings we provide some recommendations and design implications to support
improved care provided by the midwives. Keywords: Prenatal care; midwives; Information Technology (IT); maternal health;
Human-Computer Interaction (HCI) | |||
| Technology Enhanced PBL in HCI Education: A Case Study | | BIBAK | Full-Text | 643-650 | |
| Christina Vasiliou; Andri Ioannou; Panayiotis Zaphiris | |||
| Problem Based Learning (PBL) is an instructional method in which the base
for learning is a real-world problem. A typical PBL setting is comprised of
students working together on an authentic problem, using simple tools such as
whiteboards and stationery. Online tools and multimedia technologies have also
been used to support PBL activities. There is however no empirical work on the
blended use of both physical and digital tools. This paper presents a case
study in which we employed PBL pedagogy for the teaching of a post-graduate
course in Human Computer Interaction (HCI). The activities were situated in a
multimodal information space, rich in digital and physical elements including
personal computers, projectors with downwards projection, tablets, iPods,
digital pen readers, stationery and a Facebook group for each team. We
administrated questionnaires assessing students' motivational beliefs and
overall satisfaction with the learning experience. Our results show that
students' overall satisfaction was highly rated, while the information space
contributed to students' engagement and collaboration. Keywords: Problem based learning; HCI education; Multi-modal interfaces | |||
| The 'Relay Ideation' Technique: Moving from Problem Understanding to Problem Solving in the Design Process | | BIBAK | Full-Text | 651-658 | |
| Karin Slegers; Pieter Duysburgh; An Jacobs | |||
| When describing the design process in product innovation, many authors
identify phases that can be described as 'problem analysis' and 'generating
ideas'. Several techniques are available to support design teams in each of
these phases, but it remains a challenge to move from understanding a problem
to coming up with ideas for concepts that might solve the problem. In addition,
some of these techniques have counterproductive social side effects, which in
fact may impede creativity in a design team. In this paper we describe a new
technique for product idea generation called the 'relay ideation' technique.
This technique was developed to help design teams move from understanding a
problem to thinking creatively and concretely about the problem in order to
generate concepts for innovative products or services. The technique is
illustrated with a case study about IT applications for hearing-impaired
children. Keywords: Ideation; techniques; conceptualization; design team | |||
| The Effect of Stress on Cognitive Load Measurement | | BIBAK | Full-Text | 659-666 | |
| Dan Conway; Ian Dick; Zhidong Li; Yang Wang; Fang Chen | |||
| Human physiological signals have been widely used to non-invasively measure
cognitive load (CL) during task execution. A major challenge for CL detection
is the presence of stress, which may affect physiological measurements in ways
that confound reliable detection of CL. In this experiment we investigated the
effect of stress on cognitive load measurement using galvanic skin response
(GSR) as a physiological index of CL. The experiment utilized feelings of lack
of control, task failure and social-evaluation to induce stress. Mean GSR
values were shown to be significantly different between CL levels in the
'no-stress' condition, but not when including the 'stress' condition. On the
other hand, features extracted from GSR signals based on peak detection
exhibited consistent behaviour under both conditions, demonstrating the
usefulness of the features as cognitive load index even when a person's stress
level is fluctuating. Keywords: Cognitive load; galvanic skin response (GSR); stress | |||
| The PEW Framework for Worth Mapping | | BIBAK | Full-Text | 667-674 | |
| Fatoumata Camara; Gaëlle Calvary; Rachel Demumieux | |||
| In Human Computer Interaction, it is more and more clear that usability is
not enough. In order to take into account the other criteria that may be
relevant for design, G. Cockton introduced the notion of "worth" and the Worth
Centered Design (WCD) framework for its operationalization. The WCD framework
structures the development process and provides designers with a set of tools,
including Worth Maps (WMs).
Worth maps connect systems attributes to human ones, and as such represent a promising tool. However, they remain understudied and under-experimented. This paper presents the results of our experience with WMs. More precisely, it proposes the PEW (Perceived and Expected Worth) framework for worth mapping, reports findings from a study conducted with 5 experts regarding many aspects of WMs, and discusses future directions for research. Keywords: Interactive systems design; worth; Worth Maps (WMs) | |||
| The Profile of Law Clerks Using Judiciary Informatics in Turkey | | BIBAK | Full-Text | 675-680 | |
| Zerrin Sungur; Özlem Alpu; Özlem Oktal; Berna Yazici | |||
| The automation of judicial services got it's start in 1998 in Turkey. In
order to increase performance and productivity of these services many
regulations have been made in parallel with the innovations and improvements
realized in the sector of information technologies. There are many internal
users using the judiciary informatics such as chief judges, judges, attorneys
general, solicitors, prison officers and law clerks. The aim of this study is
to analyze the profile of the law clerks using judiciary informatics in Turkey
and evaluate their uses of judiciary informatics in terms of the dimensions of
performance and effort expectancy, attitude toward using technology, security
and risk and anxiety. Web based questionnaire, which was prepared as a
five-point Likert type scale including 4898 law clerks, was analyzed through
factor analysis. The empirical research was carried out between July and August
2012 in Turkey. Keywords: law clerks; e-government; judiciary informatics; Turkey | |||
| Towards a Communication System for People with Athetoid Cerebral Palsy | | BIBAK | Full-Text | 681-688 | |
| Yohan Guerrier; Christophe Kolski; Franck Poirier | |||
| Communication is an important act in the development and empowerment of
human beings. Through language, humans communicate their needs, desires,
moods... Unfortunately, many physical and mental disabilities deprive some
people of such communication means. Nowadays various Augmentative and
Alternative Communication (AAC) systems exist in order to help people with
disabilities. Virtual keyboards are the most common AAC systems for physical
disabilities. Concerning mental disability, there are tools based on
pictograms. This paper is divided into two parts. First, we put forward a
critical review of various AAC systems with a focus on users with athetoid
cerebral palsy. Second, the paper presents work in progress concerning a
communication system for such users. Keywords: Communication; mobility; cerebral palsy (CP); slurred speech; communication
aid; COMMOB | |||
| Towards Supporting the Existing Workplace Practices of a Community of Brazilian Healthcare Professionals | | BIBAK | Full-Text | 689-696 | |
| Roberto Calderon; Sidney Fels; Junia Anacleto | |||
| With the increasing affordability of computers, displays and
telecommunications, the scenario of introducing digital Information and
Communication Technologies (ICT) into communities with little or no previous
exposure to computing has become common place. Understanding how ICT affects
the functioning of such communities is important for determining design and
introduction strategies that can minimize the disruption of well established
practices in said scenarios. We designed and introduced a ticketing system
within a community of Brazilian healthcare professionals that have little or no
previous exposure to computing. Visualizing individual people led to tasks
directed towards particular individuals. Visualizing people interactions
promoted open-ended and communal tasks. We observed that professionals
circumvented the original design of the system to introduce unimplemented
functionalities and support their well-established social-based information
management practices. Keywords: Visualization; Situated Displays; Healthcare; Collaboration; Social Capital | |||
| Traveller: An Interactive Cultural Training System Controlled by User-Defined Body Gestures | | BIBAK | Full-Text | 697-704 | |
| Felix Kistler; Elisabeth André; Samuel Mascarenhas; André Silva; Ana Paiva; Nick Degens; Gert Jan Hofstede; Eva Krumhuber; Arvid Kappas; Ruth Aylett | |||
| In this paper, we describe a cultural training system based on an
interactive storytelling approach and a culturally-adaptive agent architecture,
for which a user-defined gesture set was created. 251 full body gestures by 22
users were analyzed to find intuitive gestures for the in-game actions in our
system. After the analysis we integrated the gestures in our application using
our framework for full body gesture recognition. We further integrated a second
interaction type which applies a graphical interface controlled with freehand
swiping gestures. Keywords: User Defined Gestures; Kinect; Full Body Tracking; Depth Sensor;
Interaction; Interactive Storytelling; Cultural Training | |||
| Usability Guidelines for Mobile Devices: Length of Hyperlinks | | BIBAK | Full-Text | 705-712 | |
| Eva Garcia-Lopez; Antonio Garcia-Cabot; Luis de-Marcos; Jose-Ramon Hilera | |||
| The use of mobile devices is increasing in recent years, and their
characteristics are different from those of computers (keyboard and screen
size, interaction method, etc.), so it is important to specifically study the
usability of these devices. This paper presents an experiment carried out with
users to find the correct length (from the point of view of usability) of
hyperlinks in mobile devices. A real mobile device has been used for the
experiment, as well as more than 20 users. The experiment compared three
different lengths of hyperlinks and it concluded that users prefer hyperlinks
as short as possible and they are identified better when the text is not
justified. Keywords: Hyperlinks; usability; guidelines; mobile devices | |||
| User-Centered Design between Cultures: Designing for and with Immigrants | | BIBAK | Full-Text | 713-720 | |
| Jan Bobeth; Stephanie Schreitter; Susanne Schmehl; Stephanie Deutsch; Manfred Tscheligi | |||
| Immigrants represent a substantial part of European society. After
emigration, they can suffer from fundamental changes in their socio-economic
environment. Therefore, supportive ICT services (e.g. for language learning or
job search) have high potential to ease inclusion, especially for newly arrived
immigrants with low education. Within an international research project we
involve Turkish and Arabic immigrants in a user-centered design (UCD) process
with the goal to develop supportive ICT services for smartphones. In this
paper, we present our methodological experiences and discuss benefits and
drawbacks of methods. Based thereupon, we formulate concrete implications for
successful UCD with immigrants, e.g. collaborating with nongovernmental
organizations (NGOs) or benefiting from reflections of long term-immigrants. Keywords: User-Centered Design; Immigrants; Diversity; Method | |||
| Using Graphical Representations to Support the Calculation of Infusion Parameters | | BIBAK | Full-Text | 721-728 | |
| Sandy J. J. Gould; Anna L. Cox; Duncan P. Brumby | |||
| A variety of medical procedures require arithmetic calculations to be
performed. These calculations can be complex and induce errors that can have
serious consequences on the ward. In this paper, we consider whether a
graphical representation might make these calculations easier. The results of a
laboratory experiment are reported in which participants were asked to solve a
number of infusion parameter problems that were represented either graphically
or textually. Results show that participants were faster but no more accurate
in solving graphical problems than they were textual problems. We discuss the
need for situated work to be conducted that builds on these initial findings to
determine whether the advantages of graphical representations transfer to
actual workplace settings. Keywords: Graphical reasoning; infusion pumps; re-representation; calculation | |||
| Visual Conversational Interfaces to Empower Low-Literacy Users | | BIBAK | Full-Text | 729-736 | |
| Sheetal K. Agarwal; Jyoti Grover; Arun Kumar; Monia Puri; Meghna Singh; Christian Remy | |||
| Mobile phones have come a long way from being plain voice calling devices to
becoming multipurpose handy tools powered by ever increasing new applications
available on-the-go. For many, the mobile phone of today has become the
essential device one does not leave home without. However, for a large
percentage of human population mobile phone apps are not of much use as they
are not literate or IT savvy enough to be able to benefit from them. Recent
advances in voice-based telecom information systems enable underprivileged and
low-literacy users to access and offer online services without requiring
expensive devices or specialized technical knowledge. However, voice
applications are limited in their capability due to their time consuming
nature. In this paper, we demonstrate an interaction modality that combines the
power of voice communication with graphical interfaces in smartphones to break
the barrier of illiteracy. Keywords: Diversity; HCI4D; Information Sharing; ICTD; User-Centered Design;
Interactive Voice Systems; Smartphones; India | |||
| Visual Indication while Sharing Items from a Private 3D Portal Room UI to Public Virtual Environments | | BIBAK | Full-Text | 737-744 | |
| Minna Pakanen; Leena Arhippainen; Jukka H. Vatjus-Anttila; Olli-Pekka Pakanen | |||
| In this paper, we describe the user experience evaluation results of a 3D
Portal Room UI for sharing 3D objects from private space to remote public
virtual environments. The user evaluation with 30 participants was conducted
with a functional prototype and additional high quality images that were
printed on paper sheets. The evaluation indicated that participants liked this
way of sharing objects and found it also useful. However, it also raised some
privacy concerns, especially if the target virtual environment was perceived as
public. Evaluation elicited that the visual indication while sharing objects is
important; therefore, designers of 3D virtual environments should prefer a
distinguishable glow around the shared object and portal. Keywords: Portals; 3D user interface; virtual environment; user interaction; visual
indication; user experience | |||
| Web Design for Science Museum towards Engaging User Experience | | BIBAK | Full-Text | 745-754 | |
| Mohd Syaheezam Asyraq Yamin; Eswati Azni Jaafar | |||
| Nowadays, exhibition experience is no longer defined by physical visits.
Increasing a person's knowledge about a subject tends to increase their
interest in it, thus improve attendance and support for the exhibition. This
research analyses and conduct comparison studies regarding website elements
featured in 30 science museums around the world. Consequently, this produces an
overview of one effective model for Website design; a user-centered process
that includes techniques for need assessment, methodology, goal/task analysis,
user interface design, and finally pre/post prototyping. Keywords: User Experience; Usability; Web Design; Science Museum | |||
| Lessons Learned from Designing Non-traditional Interfaces for Educational Applications in South Africa | | BIBAK | Full-Text | 755-763 | |
| Michael Wolf | |||
| As a specialised design consultancy for interactive learning environments
and tools, Formula D interactive has gained valuable project experience in
designing nontraditional interfaces for digital educational content and tools
in the culturally diverse context of South Africa. The aim of this paper is to
share the company's experience in the field using prominent examples of their
recent work, related research and user testing in order to discuss the merit of
large-scale interactive surfaces, gesture-based and tangible interfaces in
culturally diverse contexts. The company's work includes interactive displays
for science centres and museums as well as digital learning tools for classroom
environments. Keywords: Non-traditional interfaces; interaction design; tangible interaction;
gesture-based interaction; Locomotion interfaces; interactive surfaces;
multitouch; interactive learning environments; HCI examples | |||
| The Bigger Picture: The Use of Mobile Photos in Shopping | | BIBAK | Full-Text | 764-771 | |
| Maryam Tohidi; Andrew Warr | |||
| Mobile phones are becoming, if not already, an integral part of our lives.
They have a wide range of applications, such as communication, gaming and
commerce. Shopping in particular is a rapidly growing domain. Today, shoppers
use their phones to make more informed shopping decisions by researching
products and merchants, save money using price comparison, mobile coupons and
daily deal apps, even purchase products directly on a mobile device. While
mobile commerce and shopping apps are in the spotlight, one area that has
received little attention is the role of the native capabilities of a mobile
phone, such as the mobile camera, in the shopping process. This paper
demonstrates the key role mobile photos play in the shopping process,
documenting use cases, practices and pain points, and informing opportunity
areas for mobile shopping applications and services. Keywords: Mobile; Phones; Cameras; Shopping; Photos | |||