| Motivations in personalisation behaviour | | BIBAK | Full-Text | 1-16 | |
| Antti Oulasvirta; Jan Blom | |||
| A number of emerging technologies including mobile phones and services,
on-line shopping and portals, and games and communities are designed to provide
users with control over appearance and functioning. Understanding why users
personalise could help design personalisation features so that they promote the
acceptance and adoption of information and communication technology (ICT). This
paper examines the psychological underpinnings of users' willingness to expend
effort to personalise ICT. The important role of the basic need of
self-determination [Deci, E.L., Ryan, R.M., 2000. The "what" and "why" of goal
pursuits: Human needs and the self-determination of behaviour. Psychological
Inquiry 11, 227-268] is argued for. Personalisation features can align the
psychological resources with the user's action and therefore enhance
performance and enjoyment of use. First, they can promote autonomy and the
sense of being an origin and therefore transform technology to 'my technology.'
Second, personalisation features can support competence by increasing the
effectiveness of user's actions. At its best, personalisation becomes rewarding
activity in itself regardless of the achieved effects, for example when
personalisable features participate in flow experiences. Third, through its
appearance functions, technology can support the basic need of relatedness
through expression of emotion and identity, ego-involvement, and territory
marking. Several positive effects can be identified: engagement, performance,
persistence, identity, social acceptance, and social status. The paper
concludes by discussing implications to design. Keywords: Personalisation; Motivation; User needs; Motivational psychology;
Information and communication technology; eCommerce; Human-computer
interaction; Interface design; Adaptation | |||
| EmoPlayer: A media player for video clips with affective annotations | | BIBAK | Full-Text | 17-28 | |
| Ling Chen; Gen-Cai Chen; Cheng-Zhe Xu; Jack March; Steve Benford | |||
| The development of multimedia annotation technique provides the possibility
to redesign the interfaces of widely used media players, and EmoPlayer is such
a media player that can be used to play video clips with affective annotations.
A user can select a character in a video clip and view the distribution of
his/her emotions along the video timeline through a colour bar based interface.
Two experiments were conducted to evaluate the efficiency of affective
annotation. The results of these experiments indicate that affective annotation
is effective in both improving the speed of locating a specific scene within a
video clip and helping comprehend a video clip in a limited viewing time
period. Based on the analysis of recorded operations of participants, the
strategies employed by participants and the factors that might influence the
utilization of affective annotation are also highlighted. Keywords: Affective computing; Multimedia annotation; Media player; User interface | |||
| Customization of Web applications through an intelligent environment exploiting logical interface descriptions | | BIBAK | Full-Text | 29-47 | |
| José A. Macías; Fabio Paternò | |||
| Customization of Web-based applications is often considered a designer skill
rather than an end-user need. However, there is an ongoing shift to
end-user-centred technology, and even users with poor or no skill in Web-based
languages may feel the need to customize Web applications according to their
preferences. Although Web authoring environments have an increasing number of
features, the challenge of providing end-users with the ability to easily
customize entire Web applications still remains unsolved. In this paper, we
propose an intelligent approach to customizing Web-based applications.
Customizations rules are automatically inferred by the system from changes that
users supply as examples. They remain as long-term knowledge that can be
applied to support future interactions, thus minimizing the amount of authoring
that end-users need to do for this purpose. In order to better understand the
implications of the user's modifications, they are analysed using the logical
descriptions of the corresponding Web pages. Keywords: Human-computer interaction; End-User Development; Intelligent user
interfaces; Programming by Example; Model-Based User Interfaces; Web-based
nomadic applications | |||
| Tracing impact in a usability improvement process | | BIBAK | Full-Text | 48-63 | |
| Tobias Uldall-Espersen; Erik Frøkjær; Kasper Hornbæk | |||
| Analyzing usability improvement processes as they take place in real-life
organizations is necessary to understand the practice of usability work. This
paper describes a case study where the usability of an information system is
improved and a relationship between the improvements and the evaluation efforts
is established. Results show that evaluation techniques complemented each other
by suggesting different kinds of usability improvement. Among the techniques
applied, a combination of questionnaires and Metaphors of Human Thinking (MOT)
showed the largest mean impact and MOT produced the largest number of impacts.
Logging of real-life use of the system over 6 months indicated six aspects of
improved usability, where significant differences among evaluation techniques
were found. Concerning five of the six aspects Think Aloud evaluations and the
above-mentioned combination of questionnaire and MOT performed equally well,
and better than MOT. Based on the evaluations 40 redesign proposals were
developed and 30 of these were implemented. Four of the implemented redesigns
where considered especially important. These evolved with inspiration from
multiple evaluations and were informed by stakeholders with different kinds of
expertise. Our results suggest that practitioners should not rely on isolated
evaluations. Instead complementing techniques should be combined, and people
with different expertise should be involved. Keywords: Usability engineering; Case study; Usability improvement process; Metaphors
of human thinking; Think loud; Questionnaire | |||
| Pedagogy and usability in interactive algorithm visualizations: Designing and evaluating CIspace | | BIBAK | Full-Text | 64-96 | |
| Saleema Amershi; Giuseppe Carenini; Cristina Conati; Alan K. Mackworth; David Poole | |||
| Interactive algorithm visualizations (AVs) are powerful tools for teaching
and learning concepts that are difficult to describe with static media alone.
However, while countless AVs exist, their widespread adoption by the academic
community has not occurred due to usability problems and mixed results of
pedagogical effectiveness reported in the AV and education literature. This
paper presents our experiences designing and evaluating CIspace, a set of
interactive AVs for demonstrating fundamental Artificial Intelligence
algorithms. In particular, we first review related work on AVs and theories of
learning. Then, from this literature, we extract and compile a taxonomy of
goals for designing interactive AVs that address key pedagogical and usability
limitations of existing AVs. We advocate that differentiating between goals and
design features that implement these goals will help designers of AVs make more
informed choices, especially considering the abundance of often conflicting and
inconsistent design recommendations in the AV literature. We also describe and
present the results of a range of evaluations that we have conducted on CIspace
that include semi-formal usability studies, usability surveys from actual
students using CIspace as a course resource, and formal user studies designed
to assess the pedagogical effectiveness of CIspace in terms of both knowledge
gain and user preference. Our main results show that (i) studying with our
interactive AVs is at least as effective at increasing student knowledge as
studying with carefully designed paper-based materials; (ii) students like
using our interactive AVs more than studying with the paper-based materials;
(iii) students use both our interactive AVs and paper-based materials in
practice although they are divided when forced to choose between them; (iv)
students find our interactive AVs generally easy to use and useful. From these
results, we conclude that while interactive AVs may not be universally
preferred by students, it is beneficial to offer a variety of learning media to
students to accommodate individual learning preferences. We hope that our
experiences will be informative for other developers of interactive AVs, and
encourage educators to exploit these potentially powerful resources in
classrooms and other learning environments. Keywords: Interactive algorithm visualization; Pedagogy; Design; Evaluation; Human
factors; Artificial intelligence | |||
| Animated demonstrations and training wheels interfaces in a complex learning environment | | BIBAK | Full-Text | 97-111 | |
| Christian Spannagel; Raimund Girwidz; Herbert Löthe; Andreas Zendler; Ulrik Schroeder | |||
| Learning how to use a new software program can be a difficult and demanding
task, especially for novices. There are several types of support for users
exploring a software package. Animated demonstrations show how experts use an
application, and training wheels interfaces offer a secure environment for
exploration. To support different types of learners, external help should be
adapted according to learner characteristics. The study presented in this
article investigates effects of different support types in combination with the
computer self-efficacy of learners. Young students (8th graders) were supported
with text manuals, animated demonstrations, or animated demonstrations combined
with a training wheels interface. In this context, they had to solve problems
in physics and mathematics with a spreadsheet program. Results showed that
animated demonstrations outperformed text manuals in many cases. Training
wheels interfaces seemed to have disadvantages compared to unmodified user
interfaces. In addition, motivational aspects have been investigated. Subjects
with high computer self-efficacy scores were more motivated than their
counterparts. Statistics (analysis of variance) revealed no interaction effects
between the treatment and computer self-efficacy. Keywords: Animated demonstration; Training wheels interface; Computer self-efficacy | |||
| A language-driven approach for the design of interactive applications | | BIBAK | Full-Text | 112-127 | |
| José-Luis Sierra; Baltasar Fernández-Manjón; Alfredo Fernández-Valmayor | |||
| In this paper we propose a language-driven approach for the high-level
design of interactive applications architected according to the
model-view-controller pattern. The approach is especially well-suited for
applications that incorporate contents with sophisticated structures, and whose
interactive behavior is driven by these structures. In our approach we
characterize the structure of the contents stored in the applications' models
with suitable domain-specific languages. Then we characterize the interactive
behavior of these applications by assigning suitable operational semantics to
these languages. The resulting designs are amenable to support rapid
prototyping, exploration and early discovery of application features,
systematic implementation using standard web-based technologies, and rational
collaboration processes between domain experts and developers during production
and maintenance. We exemplify the approach in the e-learning domain with a
system for the production of Socratic tutors. Keywords: Language-driven development; Domain-specific language;
Model-view-controller; e-Learning; Document-oriented approach | |||
| Projected Cognition -- extending Distributed Cognition for the study of human interaction with computers | | BIBAK | Full-Text | 128-140 | |
| William H. Edmondson; Russell Beale | |||
| In this paper, we introduce the notion of Projected Cognition as an
extension to Distributed Cognition. Distributed Cognition is a conceptual
framework which can be useful in studying human interactions with artefacts;
the idea is that of cognition not bounded by the cranium but instead perfusing
artefacts in ways that are recoverable. We argue that this analysis has not
been fully understood in relation to the behaviour of humans with artefacts in
that the intentionality in behaviour has been ignored. We argue that we need to
view the human as sometimes projecting their intention in behaviour onto the
artefacts they use, and suggest that this conception permits greater clarity in
the study of user behaviour with artefacts such as computers. We illustrate the
development with case studies of two users of complex configurations of
computers as well as examples drawn from the published literature. We conclude
with consideration of some design implications and discussion of related
domains in HCI where Projected Cognition could be influential. Keywords: Distributed Cognition; Observational study; Multiple computers; Virtual
desktops; Projected Cognition; Computer supported cooperative working | |||
| A socio-cognitive analysis of online design discussions in an Open Source Software community | | BIBAK | Full-Text | 141-165 | |
| Flore Barcellini; Françoise Détienne; Jean-Marie Burkhardt; Warren Sack | |||
| This paper is an analysis of online discussions in an Open Source Software
(OSS) design community, the Python project. Developers of Python are
geographically distributed and work online asynchronously. The objective of our
study is to understand and to model the dynamics of the OSS design process that
takes place in mailing list exchanges. We develop a method to study distant and
asynchronous collaborative design activity based on an analysis of quoting
practices. We analyze and visualize three aspects of the online dynamics:
social, thematic temporal, and design. We show that roles emerge during
discussions according to the involvement and the position of the participants
in the discussions and how they influence participation in the design
discussions. In our analysis of the thematic temporal dynamics of discussion,
we examine how themes of discussion emerge, diverge, and are refined over time.
To understand the design dynamics, we perform a content analysis of messages
exchanged between developers to reveal how the online discussions reflect the
"work flow" of the project: it provides us with a picture of the collaborative
design process in the OSS community. These combined results clarify how
knowledge and artefacts are elaborated in this epistemic, exploration-oriented,
OSS community. Finally, we outline the need to automate of our method to extend
our results. The proposed automation could have implications for both
researchers and participants in OSS communities. Keywords: Open Source Software community; Distributed and asynchronous design; Online
discussions; Quoting; Role | |||
| Simple pen interaction performance of young and older adults using handheld computers | | BIBAK | Full-Text | 166-183 | |
| Juan Pablo Hourcade; Theresa R. Berkel | |||
| Several experiments have documented how older adults have greater difficulty
using input devices than young adults. None of these experiments, however, have
provided information on the challenges faced by older adults when using pens to
interact with handheld computers. To address this need, we conducted a study
comparing the performance of twenty 18-22 year olds, twenty 50-64 year olds,
and twenty 65-84 year olds conducting selection and steering tasks. We found
that for the most part, older adults were able to complete tasks accurately and
efficiently. An exception occurred with the low accuracy rates achieved by
65-84 year old participants when tapping on targets of the same size as the
standard radio buttons on the PocketPC. An alternative selection technique we
refer to as "touch" enabled 65-84 year olds to select targets significantly
more accurately. If tapping to select, making standard-sized targets 50% larger
provided 65-84 year olds with similar advantages to switching to "touch"
interactions. Keywords: Handheld computers; PDAs; Stylus; Point; Steering; Older adults | |||
| Collaborative use of individual search histories | | BIBAK | Full-Text | 184-198 | |
| Anita Komlodi; Wayne G. Lutters | |||
| Interaction history tools record interactions between users and systems,
allowing users to annotate, edit, and replay their activities. Search history
tools, a class of interaction history recorders, preserve search, browse, and
other information-seeking steps. These tools include web browser histories and
history lists in online full-text databases. Although search history tools were
developed to support individuals in their information seeking, individuals
often share their histories with one another collaboratively. This paper
examines such sharing behaviors in two field studies of knowledge workers who
routinely shared their individual search histories with their colleagues. While
this practice is widespread, it is not supported by the design of contemporary
interaction history tools. The results of the field research highlight core
dimensions of this activity and inform considerations for the next generation
of collaboration-sensitive interaction history tools. Keywords: Search histories; Interaction histories; Awareness; Coordination; HCI; CSCW | |||
| Building up usability-engineering capability by improving access to automated usability evaluation | | BIBAK | Full-Text | 199-211 | |
| Chris Stary; Peter Eberle | |||
| For the automated evaluation of interactive software systems a variety of
techniques exists. Different backgrounds, various concepts for representation
and processing make it difficult for developers (and users) to identify the
proper technique for automated evaluation with respect to acknowledged
usability principles, such as the suitability for the task. In order to
facilitate the selection and application of automated usability-evaluation
techniques, we introduce a template for structured documentation and
reflection. Enriching traditional schemes it addresses the relationship between
usability principles and parameters used for processing. We consider the
relation of usability principles to processing schemes to be of major
importance, since it not only facilitates the communication between users and
designers, but also reveals ways how qualitative attributes can be mapped on to
operational structures. If we could utilize that information for design, e.g.,
for automatically checking specifications or prototypes, interactive-system
development could be improved significantly. The proposed template stems from
our work in the EU COST action 294 MAUSE (www.cost294.org) targeting towards
quality assessment of usability-evaluation methods. Keywords: Usability; Evaluation; Design; Automated usability evaluation; Usability
engineering | |||
| Explaining B2C e-commerce acceptance: An integrative model based on the framework by Gatignon and Robertson | | BIBAK | Full-Text | 212-224 | |
| Angel Herrero Crespo; Ignacio A. Rodríguez Del Bosque Rodríguez | |||
| This study attempts to analyze e-commerce adoption, proposing a global model
that integrates the most relevant approaches in the literature. Gatignon and
Robertson's Adoption Model is taken as a reference framework because of its
overall nature and its agreement with the main theories used to explain
e-commerce acceptance. Thus, the model proposed to explain e-commerce adoption
by consumers includes the simultaneous influence of attitudes, social norms,
perceived risk, personal innovativeness in the field of new technologies and
attributes perceived in the technology. The results obtained show that
attitudes toward the system and Subjective Norm are the main determinants of
the intention to shop on the Net. On the contrary, perceived risk has no
significant effect on adoption process, while the influence of personal
innovativeness is only relevant in the first purchase on the Internet. Keywords: E-commerce; Adoption intention; Attitude; Subjective norm; Perceived risk;
Personal innovativeness | |||
| Psychological responses to simulated displays of mismatched emotional expressions | | BIBA | Full-Text | 225-239 | |
| Chris Creed; Russell Beale | |||
| Embodied agents are often designed with the ability to simulate human emotion. This paper investigates the psychological impact of simulated emotional expressions on computer users with a particular emphasis on how mismatched facial and audio expressions are perceived (e.g. a happy face with a concerned voice). In a within-subjects repeated measures experiment (N = 68), mismatched animations were perceived as more engaging, warm, concerned and happy when a happy or warm face was in the animation (as opposed to a neutral or concerned face) and when a happy or warm voice was in the animation (as opposed to a neutral or concerned voice). The results appear to follow cognitive dissonance theory as subjects attempted to make mismatched expressions consistent on both the visual and audio dimensions of animations, resulting in confused perceptions of the emotional expressions. Design implications for affective embodied agents are discussed and future research areas identified. | |||
| West meets East: Adapting Activity Theory for HCI & CSCW applications? | | BIBAK | Full-Text | 240-246 | |
| Dan Diaper; Gitte Lindgaard | |||
| This is the introduction to a set of seven commentary papers. Activity
Theory, with its roots in Soviet Communist society, is introduced and the
relevant, critical concept of a three level hierarchy of human activity is
summarised, along with a key proposal that for Western HCI and CSCW
applications the utility of this hierarchy would be improved by the
introduction of a new, intermediate level, called either 'working spheres' or
'engagements'. A thumbnail sketch of each commentary paper is then provided.
Analysis of these papers reveals a set of five 'convergences', ideas and
conclusions that occur in at least two of the papers. This introduction
concludes that while the problems of migrating and adapting Activity Theory to
Western HCI and CSCW applications are here made visible, very similar issues
arise when attempts are made using linguistically and culturally closer
theories, methods and practices. Keywords: Activity Theory; Human-computer interaction; Computer supported cooperative
work; Cross-cultural migration | |||
| 57 Varieties of Activity Theory | | BIBAK | Full-Text | 247-250 | |
| Yvonne Rogers | |||
| A commentary of González's adaptation of Activity Theory for HCI is
presented. It critiques his proposal for a new level of analysis that is called
working spheres/engagements. While considered insightful it questions whether
his new framework will be used by other researchers. Keywords: Activity Theory | |||
| "Working sphere/engagement" and the concept of task in activity theory | | BIBAK | Full-Text | 251-255 | |
| Gregory Z. Bedny; Steven Robert Harris | |||
| The purpose of this commentary article is to present critical analysis of
the term 'engagement' which some scientists attempt to introduce to the
activity theory.
Presented commentary demonstrates that the term 'engagement' is redundant because activity theory utilizes the concept of task instead of engagement. In activity theory the task is considered as logically organised system of cognitive and behavioural actions oriented toward a particular goal of task. The task always involves goal achievement that assumes motivational components. Keywords: Activity theory; Engagement; Task; Actions; Goal of action; Goal of task;
Motives and motivation | |||
| Enriching activity theory without shortcuts | | BIBAK | Full-Text | 256-259 | |
| Yrjö Engeström | |||
| Attempts to identify an intermediate unit between collective activity and
individual action within activity theory are useful and necessary. While
several possible conceptualizations have been put forward, engagement is a
relevant candidate for naming such a unit. However, the elaboration of such a
unit opens up difficult theoretical questions which should not be overlooked.
To avoid shortcuts in this endeavor, I discuss four challenges, namely (1)
outcomes, not just purposes as the driving force of engagements, (2) dimensions
and types of engagements, (3) the linear-temporal and socio-spatial aspects of
engagements, and (4) the importance of contradictions, alienation and expansion
in the analysis of engagements. Keywords: Activity theory; Action; Engagement; Contradiction | |||
| Reactionary reactions to altering activity theory | | BIBAK | Full-Text | 260-266 | |
| Dan Diaper | |||
| The proposal of [González, V., 2006. The nature of managing multiple
activities in the workplace. Doctoral dissertation in Information and Computer
Science, University of California, Irvine], that an intermediate level of
analysis is desirable when applying traditional activity theory in practical
human-computer interaction and computer supported cooperative work
applications, is examined with respect to its teleological and methodological
adequacy. The specification of his new level and its relationship to its
adjacent lower level one is analysed. First, it is suggested that if one new
level can be added to an activity theory analysis, then there seems no reason
not to add more levels if required in a project. Second, it is disputed that
teleological entities, goals, can be aggregated to higher level ones, purposes.
Third, the utility of activity theory's traditional emphasis on individual and
collective consciousness is questioned. Fourth, some of the example data
provided is analysed with respect to the claims concerning its support for the
new level of analysis. Fifth, the distinction between analysts' versus
stakeholders' models of a system of interest is discussed. Keywords: Activity theory; General systems analysis; Human-computer interaction;
Computer supported cooperative work; Software engineering; Task analysis;
Consciousness; Teleology | |||
| Missing links in the rhetoric of Activity Theory | | BIBAK | Full-Text | 267-271 | |
| Clarisse Sieckenius de Souza | |||
| This commentary on Victor González's proposal to introduce the notion
of working spheres/engagements in the traditional activity hierarchy adopts a
semiotic perspective. It suggests that the benefit of the proposed introduction
is rhetorical rather than strictly conceptual. Thus, the commentary focuses on
the importance of distinguishing between models (or descriptions) of activities
and of "discourse about" activities. It also illustrates some kinds of
questions that might be asked and answered by virtue of such a distinction. Keywords: Activity Theory; Semiotic approaches to HCI; Sign mediation | |||
| Understanding work units and activities -- A perspective from general psychology | | BIB | Full-Text | 272-278 | |
| Annette Aboulafia | |||
| Working spheres or engagements: Implications for designing? | | BIBAK | Full-Text | 279-286 | |
| Gilbert Cockton | |||
| At the CHI 2006 conference, one of the most talked about papers was
Implications for Design [Dourish, P., 2006. Implications for design. In:
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp.
541-550], which discussed how ethnographic contributions to HCI should be
evaluated. It provided a timely context for considering González
[González, V., 2006. The Nature of Managing Multiple Activities in the
Workplace. Doctoral dissertation in Information and Computer Science,
University of California, Irvine] doctoral dissertation on working spheres or
engagements. This commentary thus gives equal attention to both, since
Dourish's position is critical to giving González's a "fair hearing" as
an ethnographic contribution for Human-Computer Interaction (HCI). However, to
fully explore the implications for designing of working spheres/engagements, we
must also adopt an understanding of contemporary design processes which is far
richer than design teams being given insights, ideas and recommendations from
ethnographers, usability evaluators and other 'independent' experts. The
primary goal in these processes is to understand user value, business value,
and value for non-commercial sponsors. Understanding activities is a secondary
concern. Keywords: Designing; Working spheres; Total iteration potential; Value-centred design
and evaluation; Activity theory; Implications for design | |||
| Special issue on the abuse and misuse of social agents | | BIB | Full-Text | 287-291 | |
| Sheryl Brahnam; Antonella De Angeli | |||
| When sex, drugs, and violence enter the classroom: Conversations between adolescents and a female pedagogical agent | | BIBAK | Full-Text | 292-301 | |
| George Veletsianos; Cassandra Scharber; Aaron Doering | |||
| In this article, we investigate the discourse between a female
conversational pedagogical agent and 59 adolescents in the context of a social
studies lesson. We note that previous pedagogical agent research has focused on
the positive effects of agents, while failing to take into account the
intricacies of learner-agent discourse, and subsequently missing the abuse
suffered by pedagogical agents at users' fingertips. Our analysis indicates
that learners readily misuse and abuse pedagogical agents while placing them in
a subordinate and inferior role. We conclude by making recommendations on agent
design and future research. Keywords: Pedagogical agents; Conversational agents; Agent abuse; Agent misuse;
Computer-mediated discourse analysis; Social studies | |||
| I hate you! Disinhibition with virtual partners | | BIBAK | Full-Text | 302-310 | |
| Antonella De Angeli; Sheryl Brahnam | |||
| This paper presents a descriptive lexical analysis of spontaneous
conversations between users and the 2005 Loebner prize winning chatterbot,
Jabberwacky. The study was motivated in part by the suspicion that evidence in
support of the Media Equation, especially in the field of conversational
agents, was supported by incomplete data; too often omitted in its purview is
the occurrence of unsavoury user responses. Our study shows that conversations
with Jabberwacky often bring about the expression of negative verbal
disinhibition. We discovered that 10% of the total stems in the corpus
reflected abusive language, and approximately 11% of the sample addressed
hard-core sex. Users were often rude and violated the conversation maxims of
manner, quantity, and relevance. Also particularly pronounced in the
conversations was a persistent need of the user to define the speakers'
identities (human vs. machine). Users were also curious to understand and test
the cognitive capabilities of the chatterbot. Our analysis indicates that the
Media Equation may need qualifying, that users treat computers that talk, less
as they do people and more as they might treat something not quite an object
yet not quite human. Keywords: Chatterbots; Disinhibition; Verbal abuse; Sex-talk; Media equation; Social
agents | |||
| "She is just stupid" -- Analyzing user-agent interactions in emotional game situations | | BIBAK | Full-Text | 311-325 | |
| Matthias Rehm | |||
| A multiplayer dice game was realized which is played by two users and one
embodied conversational agent. During the game, the players have to lie to each
other to win the game and the longer the game commences the more probable it is
that someone is lying, which creates highly emotional situations. We ran a
number of evaluation studies with the system. The specific setting allows us to
compare user-user interactions directly with user-agent interactions in the
same game. So far, the users' gaze behavior and the users' verbal behavior
towards one another and towards the agent have been analyzed. Gaze and verbal
behavior towards the agent partly resembles patterns found in the literature
for human-human interactions, partly the behavior deviates from these
observations and could be interpreted as rude or impolite like continuous
staring, insulting, or talking about the agent. For most of these seemingly
abusive behaviors, a more thorough analysis reveals that they are either
acceptable or present some interesting insights for improving the interaction
design between users and embodied conversational agents. Keywords: Embodied conversational agents; Social interaction; Multiuser interaction | |||
| Sometimes it's hard to be a robot: A call for action on the ethics of abusing artificial agents | | BIBAK | Full-Text | 326-333 | |
| Blay Whitby | |||
| This is a call for informed debate on the ethical issues raised by the
forthcoming widespread use of robots, particularly in domestic settings.
Research shows that humans can sometimes become very abusive towards computers
and robots particularly when they are seen as human-like and this raises
important ethical issues.
The designers of robotic systems need to take an ethical stance on at least three specific questions. Firstly is it acceptable to treat artefacts -- particularly human-like artefacts -- in ways that we would consider it morally unacceptable to treat humans? Second, if so, just how much sexual or violent 'abuse' of an artificial agent should we allow before we censure the behaviour of the abuser? Thirdly is it ethical for designers to attempt to 'design out' abusive behaviour by users? Conclusions on these and related issues should be used to modify professional codes as a matter of urgency. Keywords: Robot ethics; Abusive interaction; Ethical design | |||
| Response to "Sometimes it's hard to be a robot: A call for action on the ethics of abusing artificial agents" | | BIB | Full-Text | 334-337 | |
| Alan Dix | |||
| Robot ethics? Not yet: A reflection on Whitby's "Sometimes it's hard to be a robot" | | BIBAK | Full-Text | 338-341 | |
| Harold Thimbleby | |||
| Science fiction stories seductively portray robots as human. In present
reality (early 21st century) robots are machines, even though they can do many
things far better than humans (fly, swim, play chess to name a few). Any ethics
for or of robots is therefore a seductive mix of fiction and reality. The key
issue for rational discourse is to provide a rigorous framework for reasoning
about the issues, including identifying flaws in the framework. We find such
meta-reasoning in discussion about robot ethics to be ready for improvement.
This paper takes its inspiration from B. Whitby, "Sometimes it's hard to be a robot: A call for action on the ethics of abusing artificial agents," Interacting with Computers, this issue, 2008. Keywords: Robot ethics; Meta-ethics | |||
| Humour, Relationship Maintenance and Personality Matching in automated dialogue: A controlled study | | BIBAK | Full-Text | 342-353 | |
| Marco De Boni; Alannah Richardson; Robert Hurling | |||
| We built an automated dialogue system whose style of interaction can be
varied along the three dimensions of Humour, Relationship Maintenance and
Personality Matching. We then ran a longitudinal experiment which investigated
manipulations of these three dimensions. We explored the interaction of these
separate dimensions on user perception of the system using a controlled study
design. We showed a strong positive effect for the use of Humour and
Relationship Maintenance, while the use of Personality Matching raised a number
of questions which need further investigation. Keywords: Humour; Relationship Maintenance; Personality Matching; Automated dialogue | |||
| Did you feel something? Distracter tasks and the recognition of vibrotactile cues | | BIBAK | Full-Text | 354-363 | |
| Ian Oakley; Junseok Park | |||
| Research on vibrotactile displays for mobile devices has developed and
evaluated complex multi-dimensional tactile stimuli with promising results.
However, the possibility that user distraction, an inevitable component of
mobile interaction, may mask (or obscure) vibrotactile perception has not been
thoroughly considered. This omission is addressed here with three studies
comparing recognition performance on nine tactile icons between control and
distracter conditions. The icons were two dimensional (three body sites against
three roughness values) and displayed to the wrist. The distracter tasks were
everyday activities: Transcription, mouse-based Data-entry and Walking. The
results indicated performance significantly dropped in the distracter condition
(by between 5% and 20%) in all studies. Variations in the results suggest
different tasks may exert different masking effects. This work indicates that
distraction should be considered in the design of vibrotactile cues and that
the results reported in lab based studies are unlikely to represent real world
performance. Keywords: Wearable computing; Mobile; Haptic interface; Tactile icons; Tactons | |||
| Using multiple data sources to get closer insights into user cost and task performance | | BIBAK | Full-Text | 364-374 | |
| Tao Lin; Atsumi Imamiya; Xiaoyang Mao | |||
| This pilot study explores the use of combining multiple data sources
(subjective, physical, physiological, and eye tracking) in understanding user
cost and behavior. Specifically, we show the efficacy of such objective
measurements as heart rate variability (HRV), and pupillary response in
evaluating user cost in game environments, along with subjective techniques,
and investigate eye and hand behavior at various levels of user cost. In
addition, a method for evaluating task performance at the micro-level is
developed by combining eye and hand data. Four findings indicate the great
potential value of combining multiple data sources to evaluate interaction:
first, spectral analysis of HRV in the low frequency band shows significant
sensitivity to changes in user cost, modulated by game difficulty -- the result
is consistent with subjective ratings, but pupillary response fails to accord
with user cost in this game environment; second, eye saccades seem to be more
sensitive to user cost changes than eye fixation number and duration, or
scanpath length; third, a composite index based on eye and hand movements is
developed, and it shows more sensitivity to user cost changes than a single eye
or hand measurement; finally, timeline analysis of the ratio of eye fixations
to mouse clicks demonstrates task performance changes and learning effects over
time. We conclude that combining multiple data sources has a valuable role in
human-computer interaction (HCI) evaluation and design. Keywords: Usability evaluation; User cost; Task performance; Multiple data sources | |||
| Software development methods and usability: Perspectives from a survey in the software industry in Norway | | BIBAK | Full-Text | 375-385 | |
| Bendik Bygstad; Gheorghita Ghinea; Eivind Brevik | |||
| This paper investigates the relationship between software development
methodologies and usability. The point of departure is the assumption that two
important disciplines in software development, one of software development
methods (SDMs) and one of usability work, are not integrated in industrial
software projects.
Building on previous research we investigate two questions; (1) Will software companies generally acknowledge the importance of usability, but not prioritise it in industrial projects? and (2) To what degree are software development methods and usability perceived by practitioners as being integrated? To this end a survey in the Norwegian IT industry was conducted. From a sample of 259 companies we received responses from 78 companies. In response to our first research question, our findings show that although there is a positive bias towards usability, the importance of usability testing is perceived to be much less than that of usability requirements. Given the strong time and cost pressures associated with the software industry, we believe that these results highlight that there is a gap between intention and reality. Regarding our second research question our survey revealed that companies perceive usability and software development methods to be integrated. This is in contrast to earlier research, which, somewhat pessimistically, has argued for the existence of two different cultures, one of software development and one of usability. The findings give hope for the future, in particular because the general use of system development methods are pragmatic and adaptable. Keywords: Software development methods; Usability; Software industry; Survey | |||
| Non-visual game design and training in gameplay skill acquisition -- A puzzle game case study | | BIBAK | Full-Text | 386-405 | |
| Tatiana V. Evreinova; Grigori Evreinov; Roope Raisamo | |||
| This paper reports the results of a study on the design and evaluation of
the game and techniques which allow puzzles to be played in the absence of
visual feedback. We have demonstrated that a camera-mouse can be used
successfully for blind navigation and target location acquisition within a game
field. To gradually teach the players the sequential learning method was
applied. Blind exploration of the gamespace was augmented with sticky labels
and overview sound cues, verbal and non-verbal, which can significantly reduce
the cognitive load and facilitate mental matching and integration. The
full-sticky labels technique does not require fine motor skills and allows a
user to gain control over the game with a minimum level of skills. With the
vertical sticky labels technique training was focused on the development of
accurate head movements only on a horizontal plane. With practice, the players
can use the non-sticky labels technique. After 240 trials (3-4 h), the
cumulative experience of the blindfolded players was increased 22.5-27 times
compared to the initial 10 trials. Keywords: Non-visual puzzle game; Sonification; Overview sound cues; Sticky labels;
Sequential learning; Skills training | |||
| User errors on scanning keyboards: Empirical study, model and design principles | | BIBAK | Full-Text | 406-418 | |
| Samit Bhattacharya; Debasis Samanta; Anupam Basu | |||
| Scanning keyboards are used as augmentative communication aids by persons
with severe speech and motion impairments. Literature reports two approaches
for the design of scanning keyboards; design based on the experience and
intuition of designers and user model based design methods. None of these
approaches, however, considers user errors in the design process, potentially
limiting the practical usefulness of the designs. We have performed experiments
in order to study user errors on scanning keyboards. We have found that two
types of errors affect performance of scanning keyboard users significantly,
namely (a) timing error that occurs when a user fails to select a key at the
appropriate time and (b) selection error that occurs when the user selects a
wrong key. These errors have been found to increase users' text entry time by
as high as 65% and 35%, respectively. Based on empirical observations, we have
developed a state transition model of user behavior during user-keyboard
interaction. The model comprises of four states, each of which represents the
physical and cognitive state of the user at particular instant of the
interaction. The transitions are caused by users' physical, cognitive and
perceptual activities. We have found that the errors could be explained as
caused due to the problems in making the transitions properly. In addition to
explaining errors, the model has helped us to predict distribution of error
probabilities with respect to the distance between keys. We have used the model
predicted error distributions to develop principles for scanning keyboard
design that aim to reduce user errors. The principles state that the frequently
used key pairs should be placed apart by a minimum distance, which has been
obtained from the error distributions, in order to reduce errors. The method
and results of the study, the user model and the design principles are
presented in this paper. Keywords: Augmentative communication; Soft keyboards; Scanning input methods; Focus
distance; Timing errors; Selection errors | |||
| Modelling user experience with web sites: Usability, hedonic value, beauty and goodness | | BIBAK | Full-Text | 419-432 | |
| Paul van Schaik; Jonathan Ling | |||
| Recent research into user experience has identified the need for a
theoretical model to build cumulative knowledge in research addressing how the
overall quality or 'goodness' of an interactive product is formed. An
experiment tested and extended Hassenzahl's model of aesthetic experience. The
study used a 2 x 2 x (2) experimental design with three factors: principles of
screen design, principles for organizing information on a web page and
experience of using a web site. Dependent variables included hedonic
perceptions and evaluations of a web site as well as measures of task
performance, navigation behaviour and mental effort. Measures, except Beauty,
were sensitive to manipulation of web design. Beauty was influenced by hedonic
attributes (identification and stimulation), but Goodness by both hedonic and
pragmatic (user-perceived usability) attributes as well as task performance and
mental effort. Hedonic quality was more stable with experience of web-site use
than pragmatic quality and Beauty was more stable than Goodness. Keywords: User experience; Aesthetics; Hedonic quality; Usability; Web site; Modelling | |||
| Understanding purchasing behaviors in a virtual economy: Consumer behavior involving virtual currency in Web 2.0 communities | | BIBAK | Full-Text | 433-446 | |
| Dong Hee Shin | |||
| This study analyzes consumer purchasing behavior in Web 2.0, expanding the
technology acceptance model (TAM), focusing on which variables influence the
intention to transact with virtual currency. Individuals' responses to
questions about attitude and intention to transact in Web 2.0 were collected
and analyzed with various factors modified from the TAM. The results of the
proposed model show that subjective norm is a key behavioral antecedent to
using virtual currency. In the extended model, the moderating effects of
subjective norm on the relations among the variables were found to be
significant. The new set of variables is virtual environment-specific, acting
as factors enhancing attitudes and behavioral intentions in Web 2.0
transactions. Keywords: Technology acceptance model; Virtual currency; Structural equation modeling;
Web2.0 | |||
| Being-with: A study of familiarity | | BIBAK | Full-Text | 447-454 | |
| Phil Turner | |||
| How people learn to use an interactive device has always been an important
field of research in human-computer interaction (HCI). The theoretical bases of
which have ranged from the traditional cognitive perspectives through situated
learning to collectivist -- social perspectives. Each of these has treated
learning to use interactive devices in a typical dualistic manner with a clear
distinction between "man and machine". However, in addition to simply using
interactive technologies we also co-exist with them, a relationship which might
be called being-with. For many of us, interactive technology has always been
there (we are born into a world replete with it) and we have a deep familiarity
with it. Familiarity, according to Heidegger, is non-dualistic; it is a fact of
our existence, of our worldliness; it is one of the primary ways in which we
relate to the world, and offers an alternate basis for thinking about how we
learn to use technology. An empirical study of familiarity is presented
involving a group of seniors learning to use a personal computer and the
services it provides. The analysis of the resultant substantial body of
interview and discussion group data lead to the conclusion that to become
familiar with technology is to integrate it into one's everyday life -- an
everyday life which is correspondingly reconfigured. Specifically, learning to
use these technologies is better seen as changing the practices of everyday
life to accommodate them. This dimension of being-with potentially has
significant consequences for very many aspects of HCI. So, in addition to
designing for ease of use; designing for experience perhaps we should now add
designing for being-with. Keywords: Being-with; Familiarity; Learning; Qualitative analysis; Heidegger; Borgmann | |||
| The role of stereopsis in virtual anatomical learning | | BIBAK | Full-Text | 455-460 | |
| Jan-Maarten Luursema; Willem B. Verwey; Piet A. M. Kommers; Jan-Henk Annema | |||
| The use of virtual learning environments in the medical field is on the
rise. An earlier experiment [Luursema, J.-M., Verwey, W.B., Kommers, P.A.M.,
Geelkerken, R.H., Vos, H.J., 2006. Optimizing conditions for computer-assisted
anatomical learning. Interacting with Computers, 18, 1123-1138.] found that a
combination of computer-implemented stereopsis (visual depth through seeing
with both eyes) and dynamic exploration (being able to continuously change
one's viewpoint with respect to the objects studied in real-time) is beneficial
to anatomical learning, especially for subjects of low visuo-spatial ability
(the ability to form, retrieve and manipulate mental representations of a
visuo-spatial nature). The present experiment investigated the contribution of
computer-implemented stereopsis alone to anatomical learning. Two groups with a
similar distribution of visuo-spatial ability were formed; one group studied a
3D computer model of the human abdominal anatomy in a stereoptic condition, the
other group studied the same anatomy in a biocular condition (both eyes exposed
to the same image). Although visuo-spatial ability was the most important
variable predicting anatomical learning, computer implemented stereopsis
provided a significant benefit for one of the post-tasks assessing this
learning. Keywords: Visuo-spatial ability; Stereopsis; Anatomical learning; Virtual learning
environments | |||
| A model of user adoption of interface agents for email notification | | BIBAK | Full-Text | 461-472 | |
| Alexander Serenko | |||
| This study presents and empirically validates a model that describes user
adoption behavior towards email notification interface agents from the end-user
perspective. In addition to the original Technology Acceptance Model (TAM)
constructs, the model included perceived enjoyment, computer playfulness, and
personal innovativeness in the domain of IT. Data were collected from 75 actual
email interface agent users, the model was tested by employing PLS (Partial
Least Squares) techniques, and several conclusions were offered. First, current
email interface agent users are highly innovative individuals who perceive the
technology as very enjoyable, useful, and easy to use. Second, in contrast to
prior expectations, no direct effect of personal innovativeness on perceived
usefulness of interface agents was found. This suggests that more innovative
people do not necessarily perceive this technology more useful than less
innovative ones. Third, the degree of personal innovativeness had a strong
positive direct effect on the extent of perceived ease of use of email
interface agents. This finding supports much of the prior research on the role
of personal innovativeness in user technology perceptions. At the same time,
with regards to the link between perceptions of enjoyment with an email
interface agent and perceptions of its usefulness, no relationship was found.
Fourth, user perceptions of enjoyment with an email interface agent were found
to be the key influencing factor of future behavioral usage intentions towards
an agent. Keywords: Email; Interface agents; User adoption; Partial Least Squares; Technology
Acceptance Model | |||
| How motivational orientation influences the evaluation and choice of hedonic and pragmatic interactive products: The role of regulatory focus | | BIBAK | Full-Text | 473-479 | |
| Marc Hassenzahl; Markus Schöbel; Tibor Trautmann | |||
| The perceived quality of interactive products can be roughly divided into
instrumental, task-related, pragmatic attributes (e.g., usefulness, usability)
and non-instrumental, self-referential, hedonic attributes (e.g., novelty,
beauty). Recent studies suggest that the weighting of both aspects in forming
an overall evaluation of an interactive product heavily depends on features of
the actual situation, such as whether an individual has to perform a specific
task or not. The present paper extends these findings by assuming that a match
between an individual's motivational orientation and particular product
attributes (i.e., pragmatic, hedonic) moderates the perceived value of
interactive products. Specifically, it shows how differences in regulatory foci
(promotion or prevention focus), that is, differences in the way goal-directed
behavior is regulated, influence product evaluation and choice. Participants
were either set in a prevention focus (concern for safety and the avoidance of
negative outcomes) or promotion focus (concern for personal growth and the
attainment of positive outcomes). Subsequently, they were asked to evaluate and
choose between a primarily pragmatic and a primarily hedonic mp3-player. The
results revealed the expected effect of the activated regulatory focus on
evaluation and choice. Individuals in a promotion focus rated the hedonic
player as more appealing and chose it more frequently compared to individuals
in a prevention focus. Reverse results, albeit not as strong, were found for
the evaluation and choice of the pragmatic player. Our findings support the
idea that product appeal and choice is strongly context-dependent. It further
extends previous findings by showing that not only major differences in the
situation, such as providing a specific task or not, impact product
appreciation but that more subtle, motivational orientations can have similar
effects. Keywords: User experience; Motivation; Affect; Hedonic quality; Product evaluation | |||
| Generating multimodal user interfaces for Web services | | BIBAK | Full-Text | 480-490 | |
| Kisub Song; Kyong-Ho Lee | |||
| Web services are gaining momentum as a standard interface to a rich variety
of services in ubiquitous computing environments. To improve access to Web
services, convenient user interfaces should be provided. This paper presents a
method that automatically constructs multimodal user interfaces from WSDL files
of Web services. The proposed method appropriately produces user interfaces
based on context information. To describe context information, including the
characteristics of devices, the proposed context model is developed based on
the CC/PP standard. The proposed method extracts operations and their input
message types, which are in the form of XML Schema, and chooses the most
suitable input controls according to input message types and context
information. Experiment results with a usability test show that the proposed
method successfully generates multimodal user interfaces from the description
files of Web services. Keywords: Web Services; WSDL; User Interfaces; Context; Multimodal | |||
| Effects of visual cues and sustained attention on spatial presence in virtual environments based on spatial and object distinction | | BIBAK | Full-Text | 491-502 | |
| Sungkil Lee; Gerard Jounghyun Kim | |||
| This article reports two human experiments to investigate the effects of
visual cues and sustained attention on spatial presence over a period of
prolonged exposure in virtual environments. Inspired by the two functional
subsystems subserving spatial and object vision in the human brain, visual cues
and sustained attention were each classified into spatial and object cues, and
spatial and non-spatial attention, respectively. In the first experiment, the
effects of visual cues on spatial presence were examined when subjects were
exposed to virtual environments configured with combinations of spatial and
object cues. It was found that both types of visual cues enhanced spatial
presence with saturation over a period of prolonged exposure, but the
contribution of spatial cues became more relevant with longer exposure time. In
the second experiment, subjects were asked to carry out two tasks involving
sustained spatial attention and sustained non-spatial attention. We observed
that spatially directed attention improved spatial presence more than
non-spatially directed attention did. Furthermore, spatial attention had a
positive interaction with detailed object cues. Keywords: Virtual reality; Spatial presence; Spatial vision; Object vision; Sustained
attention | |||
| Comparison of techniques for matching of usability problem descriptions | | BIBAK | Full-Text | 505-514 | |
| Kasper Hornbæk; Erik Frøkjær | |||
| Matching of usability problem descriptions consists of determining which
problem descriptions are similar and which are not. In most comparisons of
evaluation methods matching helps determine the overlap among methods and among
evaluators. However, matching has received scant attention in usability
research and may be fundamentally unreliable. We compare how 52 novice
evaluators match the same set of problem descriptions from three think aloud
studies. For matching the problem descriptions the evaluators use either (a)
the similarity of solutions to the problems, (b) a prioritization effort for
the owner of the application tested, (c) a model proposed by Lavery and
colleagues [Lavery, D., Cockton, G., Atkinson, M.P., 1997. Comparison of
evaluation methods using structured usability problem reports. Behaviour and
Information Technology, 16 (4/5), 246-266], or (d) the User Action Framework
[Andre, T.S., Hartson, H.R., Belz, S.M., McCreary, F.A., 2001. The user action
framework: a reliable foundation for usability engineering support tools.
International Journal of Human-Computer Studies, 54 (1), 107-136]. The
resulting matches are different, both with respect to the number of problems
grouped or identified as unique, and with respect to the content of the problem
descriptions that were matched. Evaluators report different concerns and foci
of attention when using the techniques. We illustrate how these differences
among techniques might adversely influence the reliability of findings in
usability research, and discuss some remedies. Keywords: Usability evaluation; Usability problems; Problem matching; Evaluator
effect; Similarity | |||
| TAM-based success modeling in ERP | | BIBAK | Full-Text | 515-523 | |
| Salvador Bueno; Jose L. Salmeron | |||
| The literature assumes that Enterprise Resource Planning (ERP) systems are
complex tools. Due to this complexity, ERP produce negative impacts on the
users' acceptation. However, few studies have tried to identify the factors
that influence the ERP users' acceptance. This paper's aim is to focus on
decisive factors influencing the ERP users' acceptance and use. Specifically,
the authors have developed a research model based on the Technology Acceptance
Model (TAM) for testing the influence of the Critical Success Factors (CSFs) on
ERP implementation. The CSFs used are: (1) top management support, (2)
communication, (3) cooperation, (4) training and (5) technological complexity.
This research model has offered some evidence about main acceptance factors on
ERP which help to set the users' behavior toward ERP. Keywords: Enterprise Resource Planning (ERP); Users' acceptance; Technological
acceptance model; Critical Success Factors (CSFs) | |||
| A web-based programming learning environment to support cognitive development | | BIBAK | Full-Text | 524-534 | |
| Wu-Yuin Hwang; Chin-Yu Wang; Gwo-Jen Hwang; Yueh-Min Huang; Susan Huang | |||
| Web-based programming has become a popular and vital issue in recent years.
The rapid growth of various applications not only demonstrates the importance
of web-based programming, but also reveals the difficulty of training relevant
skills. The difficulty is owing to the lack of facilities such as online
coding, debugging and peer help to assist the students in promoting their
cognitive development in web-based programming. To cope with these problems, in
this paper, a web-based programming assisted system, "WPAS", is proposed, which
is able to support five programming activities with various difficulty levels
of cognition based on Bloom's cognitive taxonomy. WPAS provides online coding,
debugging and annotation tools to conduct the training and peer assessment for
web-based programming. Experimental results of 47 undergraduate students show
that the innovative approach is helpful to the students in improving their
cognitive development in Web-based programming. In addition, according to the
results of the questionnaire, most of the participants perceived the ease of
use and usefulness of the proposed system. Therefore, this study suggests that
teachers could design Web-based programming activities supported by the WPAS
system to improve students' cognitive development in web-based programming. Keywords: Web-based programming; Digital learning environment; Cognitive development;
Teaching/learning strategies | |||
| Automated semantic elaboration of web site information architecture | | BIBAK | Full-Text | 535-544 | |
| Christos Katsanos; Nikolaos Tselios; Nikolaos Avouris | |||
| Structuring of the content is an important step in web site design,
affecting greatly navigability and the overall user experience. Automated
support of this task is the object of this paper. AutoCardSorter, a
computational tool that supports clustering of the web pages of a site, is
introduced. The proposed tool-based methodology uses semantic similarity
measures, such as latent semantic analysis, and hierarchical clustering
algorithms, in order to suggest suitable information navigation schemes. In the
paper, after introducing AutoCardSorter design and functionality, three
independent studies are discussed. The studies, that were conducted in order to
validate the proposal, compared the proposed method with the established
card-sorting approach, in different domains. It was found that substantial gain
in effectiveness was achieved without expense in the quality of results,
therefore, reducing the required time and human resources. Keywords: Information architecture; Automated tool; Semantic similarity; Card-sorting;
Latent semantic analysis; Cluster analysis | |||
| The use of modality in the design of verbal aids in computer-based learning environments | | BIBAK | Full-Text | 545-561 | |
| Emilio Sanchez; Hector Garcia-Rodicio | |||
| Computer-based learning environments include verbal aids helping learners to
gain a deep understanding. These aids can be presented in either the visual or
the auditory modality. The problem is that it is not clear-cut how to present
them for two reasons: the modality principle [Mayer, R.E., 2001. Multimedia
Learning. Cambridge University Press, New York] is not applicable because
verbal aids do not usually come with related pictures and the little empirical
research on the question provides diverging results. Our aim was twofold: to
present a research framework, which makes it possible to reinterpret prior
findings, and to test it empirically as it provides guidelines about how to
present verbal aids. It distinguishes between two types of verbal aids:
regulatory, which guide the learners' decision making process during learning,
and explanatory, which help learners to revise their understanding of the
to-be-learned contents. The framework suggests that explanatory aids should be
presented visually and regulatory aids should be presented auditorily. In two
experiments participants learned from a computer-based learning environment on
plate tectonics and solved retention and inference questions afterwards. They
received verbal aids presented in different modalities depending on the
condition. Participants receiving visual explanatory aids outperformed those
receiving auditory explanatory aids both in retention and inference questions.
Participants receiving auditory regulatory aids showed no advantage; the same
pattern was obtained in the second experiment, in which the auditory aids were
given by a pedagogical agent. Results have practical implications for the
design of computer-based materials. Keywords: Computer-based learning environments; Verbal aids; Visual modality; Auditory
modality | |||
| Extending drag-and-drop to new interactive environments: A multi-display, multi-instrument and multi-user approach | | BIBAK | Full-Text | 562-573 | |
| Maxime Collomb; Mountaz Hascoët | |||
| Drag-and-drop is probably one of the most successful and generic
representations of direct manipulation in today's WIMP interfaces. At the same
time, emerging new interactive environments such as distributed display
environments or large display surface environments have revealed the need for
an evolution of drag-and-drop to address new challenges. In this context,
several extensions of drag-and-drop have been proposed over the past years.
However, implementations for these extensions are difficult to reproduce,
integrate and extend. This situation hampers the development or integration of
advanced drag-and-drop techniques in applications.
The aim of this paper is to propose a unifying implementation model of drag-and-drop and of its extensions. This model-called M-CIU-aims at facilitating the implementation of advanced drag-and-drop support by offering solutions to problems typical of new emerging environments. The model builds upon a synthesis of drag-and-drop implementations, an analysis of requirements for meeting new challenges and a dedicated interaction model based on instrumental interaction. By using this model, a programmer will be able to implement advanced drag-and-drop supporting (1) multi-display environments, (2) large display surfaces and (3) multi-user systems. Furthermore by unifying the implementation of all existing drag-and-drop approaches, this model also provides flexibility by allowing users (or applications) to select the most appropriate drag-and-drop technique depending on the context of use. For example, a user might prefer to use pick-and-drop when interacting with multiple displays attached to multiple computers, push-and-throw or drag-and-throw when interacting with large displays and possibly standard drag-and-drop in a more traditional context. Finally, in order to illustrate the various benefits of this model, we provide an API called PoIP which is a Java-based implementation of the model that can be used with most Java-based applications. We also describe Orchis, an interactive graphical application used to share bookmarks and that uses PoIP to implement distributed drag-and-drop like interactions. Keywords: Distributed display environments; Wall-sized displays; Drag-and-drop;
Multi-user interaction models; Plasticity | |||
| Designing new technologies for illiterate populations: A study in mobile phone interface design | | BIBAK | Full-Text | 574-586 | |
| Zereh Lalji; Judith Good | |||
| Designing for illiterate populations involves particular challenges: for a
start, the life experiences, needs and expectations of non-elite and illiterate
populations in developing nations are likely to be markedly different from
those of a designer. To avoid any bias, the creation of new technologies for
such groups must develop in continuous partnership with primary users, and
include a thorough investigation into their worlds, lives, relationships and
concerns. Involving the user throughout the design process can also help in
progressively testing and fine-tuning the prototypes by exposing the
shortcomings and strengths in the design.
In this paper, we report on a study that investigated the design of a mobile phone for illiterate persons. While the study takes a user-centred, incremental design approach, the users' context of use forms the basis for the phone design. Through a discussion which compares key insights from our study with related HCI studies, we have endeavoured to illustrate how findings from our study could be useful in the area of design for non-traditional users. Keywords: Illiterate users; Mobile phone; User-centred design; Learner-centred design;
Adaptive interface; Audio-visual interface | |||