| The effect of website interactivity and repeated exposure on user experience | | BIBA | Full-Text | 1-8 | |
| Ons Al-Shamaileh; Alistair Sutcliffe | |||
| This paper reports an experiment on the effect of website design and repeated exposures on users' overall preferences. Thirty respondents viewed three websites for three times with a two weeks gap between each visit. Respondents viewed a basic website with very limited interactivity, an interactive website with customization features, and a very interactive website with a virtual agent. Aesthetics, usability, service quality, pleasurable interaction, content and overall judgment were assessed through questionnaires. Interviews were conducted to support questionnaire results. Results showed that respondents were more positive to the websites with higher interactivity and the preference to the more interactive site increased over time. | |||
| Modeling and characterizing user interfaces at the electronic visualization laboratory | | BIBA | Full-Text | 9-15 | |
| Leonel Morales Díaz | |||
| User interfaces from dissimilar systems and applications are not usually analyzed or studied together or even in the same context unless the most generic possible method is meant to be applied and a model with high level of abstraction is sought for. In this study several interactive systems were analyzed and characterized at the user interface level in order to gain knowledge about the abstract model lying underneath and the type of modifications or innovations the yielded model would suggest. The possibility of porting and mixing the features of different user interfaces for exploring creative solutions was also considered. The study was conducted at the Electronic Visualization Laboratory in the University of Illinois at Chicago. | |||
| TuTur: immersive user experience of tourist visits in virtualized worlds | | BIBA | Full-Text | 16-19 | |
| Víctor M. González; Francisco Torres Vázquez | |||
| Advances in computer technology have made it increasingly easy for users to navigate through a virtual world. We are interested in assessing what kind of immersive virtual experience is being delivered to the users through projects that aim to share virtualized aspects of the physical world. In order to achieve this we will assess whether people's opinions on tourist-oriented places differ between a virtual visit and one in-person. Our proposed five-dimensional model is designed to incorporate cultural factors while analyzing perceived differences. This research is intended to contribute to the understanding of the comparison between these two experiences, with the final objective of improving on the user experience. | |||
| A user experience view for rehabilitation systems | | BIBA | Full-Text | 20-27 | |
| Ricardo Cruz Mendoza; Pablo Romero; Luis A. Pineda | |||
| When we talk about movement-based systems we can assume that their users move. Particularly, in rehabilitation systems, patients have to perform exercises to re-train particular bodily skills through bodily activity. Many examples of those systems exist, but how we interact with them may differ, in some cases the patient performs the bodily activity through virtual environments (virtual reality), in other cases the activity could be mixed (mixed reality) or yet in another cases the activity could be through tangible interfaces, but in all of these cases, interfaces to perform bodily activity beyond mouse and keyboard are needed. Frequently interfaces use videogames to mediate the interaction between activities in the real world and activities in the virtual world; it is for this reason that we need to address questions of player experience and game design in movement-based rehabilitation systems. This paper proposes a view that takes into account aspects of user experience in the context of movement-based rehabilitation systems, focusing on concepts like immersion and flow. | |||
| Developing reading skills in children with Down syndrome through tangible interfaces | | BIBA | Full-Text | 28-34 | |
| Bárbara Paola Muro Haro; Pedro C. Santana; Martha A. Magaña | |||
| This paper describes the results of an experimental study implementing a
teaching technological strategy to help Down syndrome children develop their
reading skills. The study employed the pedagogical method proposed in "Down
syndrome: reading and writing" (DSRW) book, augmented with tangible interfaces,
showing favorable results when tested on kids with this syndrome.
This study was developed in three stages: First, a direct observation was conducted to help us understand the context of applying the DSRW methodology in sessions with Down children without any technological strategy involved. Using the results of the observations, a multi-touch interactive concept design was created which integrates tangible elements and software applications maintaining a pedagogical precision. The second stage included the evaluation of the first prototype of the design, created to test the reaction of a child with Down syndrome when a child is exposed to the tangible technology. Finally, the third stage consisted in the evaluation of a second, and more elaborated prototype that is more similar to the conceptual design. | |||
| Methodology for the development of vocal user interfaces | | BIBA | Full-Text | 35-42 | |
| David Céspedes-Hernández; Juan González-Calleros; Josefina Guerrero-García; Jean Vanderdonckt; Liliana Rodríguez-Vizzuett | |||
| Natural User Interfaces allow users to interact with systems similarly as they interact with people. Human communications occur, mostly, in an oral way, since personal dialogs to phone calls and more recently in complain or information systems; the tendency is to automate some of these activities so the user might complete tasks in a more efficient way. The necessity for having a methodology that supports the development of vocal interfaces is therefore taking interest on it. The objective for this sample paper is to establish a methodology and to describe a set of rules that might be used for developing a software tool to generate code for multiplatform vocal User Interfaces from models. | |||
| Towards videogame design guidelines to promote significant leisure activities in Mexican older adults | | BIBA | Full-Text | 43-46 | |
| Ramón R. Palacio; Christian O. Acosta; Alberto L. Morán; Joaquín Cortez | |||
| The purpose of this study is to formulate design guides to create digital games that promote significant leisure activities in older adults from Mexico. As a first step towards this goal, seven-hundred and ninety-four older adults up to 60 years old were evaluated. Participants in the study completed a female-male version of an inventory of leisure activities. In this study, "gardening" was the most preferred leisure activity for older women. Digital game design ideas indicate that it is necessary to create virtual settings where older women may perform gardening activities to learn and enjoy the life cycle of different plants and their handling. "Playing with children" is a moderated preferred leisure activity for older men, but suitable for virtual setting design. Here, digital games involving activities related to sports and physical-based activities with mental and geometric skills are suggested. These results support design ideas to develop virtual applications to promote significant leisure activities in older adults. | |||
| Familiarity of challenges and optimal experience in movement interaction games | | BIBA | Full-Text | 47-50 | |
| Javier Rodrigo Díaz Espinosa; Pablo Romero Mares | |||
| This paper reports on a project that is investigating the way challenge
affects optimal experience or flow in movement interaction games.
There are three important conditions to promote an optimal experience: a balance between the player's level of skill and the challenges that she/he has to face, goals that are clear and compatible and immediate feedback on the gaming session. The challenge-skills balance has been considered as the most important condition. It has also been proposed that the challenges of the game are composite in the sense that they can include cognitive, physical and affective factors. However, one key question that remains to be addressed is: what makes a challenge suitable? This paper addresses this question by investigating the role that familiarity plays when players consider how suitable a challenge is, and therefore how good a game is. This investigation is performed in an empirical way. A prototype of a movement interaction game is employed to compare familiar with unfamiliar challenges and also to investigate the effect that motivating an unfamiliar challenge has in its acceptance by players. | |||
| Towards a taxonomy of factors implicated in children-elderly interaction when using entertainment technology | | BIBA | Full-Text | 51-54 | |
| Ana Isabel Grimaldo Martínez; Alberto L. Morán; Eduardo H. Calvillo Gámez | |||
| This paper proposes a taxonomy that identifies a set of key factors involved in the interaction between children and elders when using entertainment technology. The proposed taxonomy aims at understanding how technology can support the interaction between children and elders. The taxonomy is organized in three categories: Usability, User Experience and Social Interaction. The taxonomy is motivated in an effort to reduce the digital divide that exists within families between the younger and older generations. | |||
| Visualization of records classified with the 1998 ACM CCS | | BIBA | Full-Text | 55-62 | |
| María Auxilio Medina; J. Alfredo Sánchez; Jorge de la C. Mora; Antonio Benítez Ruiz | |||
| This paper proposes a visualization scheme for large-scale collections of documents organized hierarchically. The scheme provides a concise and customizable view of OAI-PMH records. We assume that records are classified with a hierarchical algorithm or taxonomy. As a way of illustration, we chose the 1998 ACM Computing Classification System. A two-dimensional interface maps record attributes to visual elements: X- and Y-axes. Color, size, place and shape in the interface have a predefined intention. The scheme implementation is based of SVG charts. Users can explore data, metadata and to know the relationships between the records derived from the classification scheme. A collection of documents of the Universidad Politécnica de Puebla (UPPuebla) is used as a test bed for the proposed scheme. The paper reports preliminary results of out prototype version. | |||