Consumption of Profile Information from Heterogeneous Sources to Leverage Human-Computer Interaction | | BIBAK | Full-Text | 1-4 | |
María de Lourdes Martínez-Villaseñor; Miguel González-Mendoza | |||
Ubiquitous computing brings new challenges to system and application
designers. It is not enough to deliver information at any time, at any place
and in any form; information must be relevant to the user. Ubiquitous user
model interoperability allows enrichment of adaptive systems obtaining a better
understanding of the user, but conflict resolution is necessary to deliver the
best suited values despite the existence of international standards for
different concepts. In this paper, we present the algorithm of conflict
resolution to consume of profile information from the ubiquitous user model. We
illustrate the enrichment of user models with one elemental concept for
human-computer interaction: the language concept. Keywords: User modeling interoperability; ubiquitous user model; human computer
interaction; conflict resolution |
Developing Mixed Initiative Educational Web Interfaces for English Education: A Contextual Approach | | BIBAK | Full-Text | 5-8 | |
Marvelia Gizé Jiménez Guzmán; Lluvia Morales; Paul Craig; Mario Alberto Moreno Rocha | |||
This paper presents early work tackling the problem of developing Mixed
Initiative Educational Web Interfaces for English language learning courses
that require the adaptation of their contents to different student profiles.
The problem is partially solved through a user centered methodology, with our
paper focusing on the results of a visual-contextual ethnographic analysis
which helped us to identify the user requirements and improve the
interactivity, usability and appearance of the interfaces toward developing a
true Mixed Initiative system. Keywords: Mixed Initiative; Adaptive Web Interfaces; User Experience; E-learning |
Design Choices and Museum Experience: A Design-Based Study of a Mobile Museum App | | BIBAK | Full-Text | 9-13 | |
Olav Røtne; Victor Kaptelinin | |||
The paper reports an experimental study of the effects of visual style,
information access selectivity, and content-related challenge on user
experience of a mobile museum app prototype. Higher visual richness and added
content-related challenge were found to positively affect museum experience,
while the effect of information access selectivity was negative. Keywords: Museum apps; user experience; design dimensions |
Design and Deployment of Everyday UbiComp Solutions at the Hotel: An Empirical Study of Intrinsic Practice Transformation | | BIBAK | Full-Text | 14-21 | |
Rafael Hegre Cabeza; Victor Kaptelinin | |||
Understanding how people employ digital artifacts in their everyday settings
to create more advanced interactive habitats is becoming a key issue in HCI
research. This paper aims to contribute to this research by reporting an
empirical study of artifact ecologies and their dynamics in day-to-day
activities at a hotel. We describe two technological solutions, designed and
implemented by people in the settings: (a) converting a paper-based cleaning
staff roster into a Google Doc, and (b) switching from a traditional fax
machine to email as a technology for handling communication with suppliers. We
discuss a range of factors affecting such user-driven innovations, as well as
the impact of the technologies on larger-scale interactive habitats. Keywords: Habitat; end-user development; intrinsic practice transformation; hotel
industry; everyday computing; UbiComp |
Bringing the Web Closer: Stereoscopic 3D Web Conversion | | BIBAK | Full-Text | 22-25 | |
Alexey Chistyakov; Diego González-Zúñiga; Jordi Carrabina | |||
In this paper we present 3DSjQ, a tool used to implement stereoscopic 3D in
web pages. It provides HTML developers the possibility to create static and
dynamic content that interacts with depth. We uncover the algorithm used for
the tool, describe the method of operation and discuss future work including
further development and implementations. Keywords: stereoscopic; 3D; web; depth; HTML; framework; interface; interaction;
javascript |
User Experience Degree and Time Restrictions as Financial Constraints in Heuristic Evaluation | | BIBAK | Full-Text | 26-29 | |
Llúcia Masip; Toni Granollers; Marta Oliva | |||
One of the most important concerns of companies is the budget invested in
every task of a project. In tech projects, the evaluation of interactive
systems is one of the most valuable parts of the development process. And
obviously, financial constraints do not avoid this part. In this context, two
factors related to heuristic evaluation (one of the most economical methods)
can be taken into account: the user experience degree and the time available
for the evaluation. A survey with end users (understanding end users those use
heuristic evaluation methodology) was carried out to determine the values of
both factors in a specific context: website applications. Keywords: User Experience; Heuristic Evaluation; UX Degree |
Model-Driven Development of Vocal User Interfaces | | BIBAK | Full-Text | 30-34 | |
David Céspedes-Hernández; Juan Manuel González-Calleros; Josefina Guerrero-García; Liliana Rodríguez-Vizzuett | |||
There is lack of work addressing simply and extensively the development of
vocal user interfaces considering at once the context of use: environment, user
and platform. Several works have been published related to vocal user interface
considered as a subset of bigger problems, such as: context awareness,
multiplatform development, user-centred development, vocal user interface
design, and multimodal development. It is normally the case to see that most
design knowledge present in the literature assume vocal user interfaces as a
subset of graphical user interfaces, called multimodal interaction, thus losing
the nature of vocal interaction. The objective for this paper is to propose a
method to generate multiplatform vocal User Interfaces. A transformational
approach is used for the method. A real life case study is used to validate our
proposal. Keywords: Human-Computer Interaction; Vocal User Interfaces; Model-Driven Development;
User-Centred Development |
Personalized Interactive Learning Solutions Support -- IGUAL | | BIBAK | Full-Text | 35-38 | |
Ion Mierlus Mazilu; Esa Kujansuu | |||
The overall objective of this paper is to present a IGUAL project solution
used to improve the accessibility of higher education in Latin America for
students from public schools. There is a measurable gap between the quality of
education between private and public schools in most Latin American countries.
This project will propose innovative, contextualised solutions, based on proved
learning technologies, to help students with a public school background to
rapidly close the gap and compensate for handicaps in their basic education.
The specific objective of this project is to create and validate innovative and
contextualised solutions to reduce the knowledge and skill gap between private-
and public-educated students. These solutions will help the student to acquire
new knowledge and skills, providing individually directed support based on the
particular background and profile of the student. And also have the potential
to be used by all students in the Latin American. Keywords: education; learning software; pedagogical methodologies; interactiv learning
materials |
Closing the Gap between the Motivation of Users and the Design Requirements for Social Sites | | BIBAK | Full-Text | 39-46 | |
Elizabeth Sucupira Furtado; Vasco Furtado | |||
The goal of this paper is to propose an extended format for describing
interaction pattern making it an important artifact to associate aspects
regarding the user's motivation with interaction solutions to design Social
Systems (SS). 19 patterns, which were created, modeled in Semantic Media Wiki
and applied in a case study, led designers to understand what motivates people
to social involvement, and not just focuses on meeting the design requirements. Keywords: Design Patterns; Social Systems; Users' motivation; Online Communities |
Formative Evaluation for Complex Interactive Systems | | BIBAK | Full-Text | 47-54 | |
Chris Roast; Elizabeth Uruchurtu | |||
This paper reports upon the design and use of a lightweight evaluation
method, especially designed to examine complex interactive systems. The
approach is illustrated through a case study involving an interactive tool
designed to help enable users examine large scale data arising from
authentication activity in higher education institutes. The evaluation approach
illustrated is to enable the lightweight assessment of usability issues within
complex interactive systems and identifying opportunities for significant
design improvements. Specifically we argue that this method benefits from
capturing key generic factors that underpin the effectiveness of tools for
working with complex data. The paper concludes by reflecting upon the
effectiveness of the lightweight structured assessment approach and how it
supports to formative evaluation. Keywords: Evaluation; Cognitive Dimensions; Complex Data; Information Retrieval;
Innovation |
Setting Usability iTV Heuristics in Open-HEREDEUX | | BIBAK | Full-Text | 55-58 | |
Andrés Solano; Llúcia Masip; Toni Granollers; César A. Collazos; Cristian Rusu; José Luis Arciniegas | |||
Usability evaluation is one of the most important stages inside the
user-centered design. Heuristic evaluation is a highlighted method due to its
great capability to detect a high number of usability issues, its low cost and
simplicity; however, the search and selection of the best heuristics is
probably the most difficult task of the methodology. This paper describes the
process carried out to enter a set of heuristics (for interactive digital
television environments) to Open Repository of the Open-HEREDEUX, which aims to
minimize the effort to select the most suitable heuristics to evaluate an
interactive system. Keywords: usability; heuristics; iTV; Open-HEREDEUX |
A Study about the Usability Evaluation of Social Systems from Messages in Natural Language | | BIBAK | Full-Text | 59-62 | |
Marilia S. Mendes; Elizabeth Sucupira Furtado; Fábio Theophilo; Miguel Franklin | |||
Social Systems are dynamic systems, with features like interactivity,
collaboration, sharing, diversity and a large number of users, various forms of
access, focusing on human relationships and their emotions. In HCI
(Human-Computer Interaction) there are several techniques that assess the
usability of systems. However, such techniques do not consider the data
collected from messages when users are interacting and expressing their
feelings related to some difficulty in interaction. This paper presents a study
about the usability evaluation of Social Systems from messages in Natural
Language. Keywords: Human Computer Interaction; Usability; Natural Processing Language; Social
Systems |
A Quality Model for Human-Computer Interaction Evaluation in Ubiquitous Systems | | BIBAK | Full-Text | 63-70 | |
Rainara M. Santos; Káthia M. de Oliveira; Rossana M. C. Andrade; Ismayle S. Santos; Edmilson R. Lima | |||
The improvement in computational device miniaturization and in wireless
communication has moved forward relevant advances in ubiquitous systems
development. Such systems are capable of monitoring environments and users in
order to provide services as naturally as possible. These systems offer new
types of interactions, such as more implicit and transparent exchanges with
users. Thus, the ubiquitous systems present new challenges in quality
evaluation of human-computer interaction, as any assessment of quality should
take into account the peculiarities of these new types of interactions. This
paper proposes a quality model composed of specific characteristics and
measures to human-computer interaction quality evaluation in ubiquitous
systems. It also reports results obtained from a case study conducted to
evaluate an application based on this model. Keywords: Ubiquitous Systems; HCI Evaluation; Quality Model |
Tablet Use Patterns and Drivers of User Satisfaction: A Gender Approach | | BIBAK | Full-Text | 71-78 | |
Marta Calderón; Gabriela Marín | |||
Understanding what for, when and where Computer Science students at the
University of Costa Rica use tablets and identifying gender differences in
their use were our goals. An online survey, which included closed and open
questions, was conducted. Results show that women use their tablet more for
leisure and appreciate it for its usability. Non-working men use tablets also
for leisure but value their functionality. Finally, working men are more
interested in tablets as support to their work, and value usability more than
non-working men. Keywords: tablet use; gender; Costa Rica |
Studying the Relationships between the Management of Personal Data Privacy and User Interface | | BIBAK | Full-Text | 79-89 | |
Sandra R. Murillo; J. Alfredo Sánchez | |||
Despite technological efforts that have been implemented so that users can
navigate on the Internet with increased control of the privacy of their
information, results are not always as expected. The lack of information
security culture and the inconsistency of preventive or corrective interfaces
among common applications create confusion in people and insecurity about the
use of their information by third parties. Some researchers have suggested that
the application of learning styles to build interfaces can facilitate users'
cognitive ergonomics. This paper presents the current relationship between the
management of personal data privacy, user interface and learning styles through
an ethnographic study. These relationships suggest a model to navigate among
these components and improve user experience. Keywords: Human factors; usability; security |
HCI with Chocolate: Introducing HCI Concepts to Brazilian Girls in Elementary School | | BIBAK | Full-Text | 90-94 | |
Cristiano Maciel; Sílvia Amélia Bim; Clodis Boscarioli | |||
In order to attract women to the area of computing there are several
initiatives in the Brazilian context. The project named Meninas Digitais
(Digital Girls) is one of them. In this paper we discuss one experiment carried
out in the context of this project. A Computer Science Unplugged activity (The
Chocolate Factory) was performed in a Brazilian state school. The activity was
about HCI design and was done with nine teenagers. Most of these girls do not
have a computer, so they rarely use one. The experiment was their first contact
with a topic related to concepts of HCI design, and the girls succeeded in the
activity giving interesting solutions for the problem situations presented. The
experiment showed that it is possible to introduce some activities to
elementary school students so as to present HCI and promote courses in the area
of Computing. Keywords: HCI design; Computer Science Unplugged; Women in IT |
Borrowing a Virtual Rehabilitation Tool for the Physical Activation and Cognitive Stimulation of Elders | | BIBAK | Full-Text | 95-102 | |
Alberto L. Morán; Felipe Orihuela-Espina; Victoria Meza-Kubo; Ana I. Grimaldo; Cristina Ramírez-Fernández; Eloisa García-Canseco; Juan Manuel Oropeza-Salas; Luis Enrique Sucar | |||
We explore the use of a virtual rehabilitation platform as the interaction
means for physical activation and cognitive stimulation of elders. A usability
evaluation of actual and projected use of the tool suggests that this could be
feasible to perform. Elders perceived the use of the evaluated tool as useful
(93.75/100), easy to use (93.75/100) and pleasurable to use (91.66/100) during
an actual activation and stimulation session. Previous experience on the use of
computers by the participants did not significantly impact on their usability
perception for most of the included factors, with the sole exception being the
perception of anxiety. This is an encouraging result to reuse and adapt
technologies from "close" domains (e.g., virtual rehabilitation). In addition,
this can reduce development times and cost, and facilitate knowledge transfer
into the domain of physical activation and cognitive stimulation of elders. Keywords: Usability study; virtual rehabilitation; cognitive stimulation; physical
activation; elders |
How Do You Understand Twitter?: Analyzing Mental Models, Understanding and Learning about Complex Interactive Systems | | BIBAK | Full-Text | 103-110 | |
Víctor M. González; Rodrigo Juárez | |||
The aim of this investigation is to identify and understand the relations
between the people's mental models and their performance and usability
perception about a complex interactive system (Twitter). Our study includes the
participation of thirty college students where each of them was asked to
perform a number of activities with Twitter, and to draw graphical
representations of the mental model about it. The participants have either none
or at least a year of expertise using Twitter. We identified three typical
types of mental models used by participants to describe Twitter and found that
the level of expertise had a major impact on performance rather than the mental
model style defining the understanding about the system. Furthermore, and in
contrast, we found that usability perception was affected by the level of
expertise. Keywords: mental models; HCI; Twitter; complex interactive systems |
Motivation to Self-report: Capturing User Experiences in Field Studies | | BIBAK | Full-Text | 111-114 | |
Minyou Rek; Natalia Romero; Annemiek van Boeijen | |||
User experience (UX) refers to the feelings people have when interacting
with a product or service. UX design aims to enable certain experience through
the development and testing of prototypes, therefore methods are needed to
capture and evaluate user experience at different stages of use. Experience
Sampling Method has been used to capture user experience on a moment-to-moment
basis and in the context they are elicited. One mayor drawback of this method
is the high load on participants, which often results in lowering participation
in the study. Based on a literature review on motivational theory two design
concepts are presented to illustrate how different motivators could influence
different qualities of participation. Initial explorations of these concepts
address opportunities and challenges of motivational mechanisms in the
development of UX design and research methods. Keywords: UX; Motivation; Self-Report; Long-term Field Studies |
Crowd-Computer Interaction, A Topic in Need of a Model | | BIBAK | Full-Text | 115-122 | |
Leonel Vinicio Morales Díaz; Laura Sanely Gaytán-Lugo; Mario Alberto Moreno Rocha; Adrián Catalán Santis | |||
Crowd-Computer Interaction -- CCI -- is a form of human-computer interaction
-- HCI -- in which single actions from many individuals are aggregated to
produce a different result that would not be achievable otherwise for one
individual alone. As a research topic several questions remain open regarding
CCI, for example, to what extent the principles and heuristics of interactions
design under the paradigm of one-user-one-interface are applicable to crowds
interacting with a network of interfaces? If a system is usable for
individuals, will it be usable for crowds? Should designs be centered on the
individual or on the crowd? A model of how crowds interact with computers is
needed to start finding answers, that need is discussed in this paper along
with some research proposals to develop that model. Keywords: Crowd-Computer Interaction; Usability; Interaction Design; Models of
Interaction |
Effectiveness Measurement Framework for Field-Based Experiments Focused on Android Devices | | BIBAK | Full-Text | 123-130 | |
Ivan Pretel; Ana B. Lago | |||
Most of the mobile phones have turned into full-connected devices. This
provides companies with a perfect channel to interact with their potential
clients and employees. The quality of the experience with these applications
can directly affect the profits of the company it represents. Focusing on the
mobile field and its extremely dynamic context, the quality of the experience
can highly fluctuate. Inside this field, several methods and tools have been
developed by defining a context of use. However, current methods can only
capture it through adding external capture tools (added cameras, human
observers...) that can change the experience. The main contribution in this
article is a new approach to automatically measure effectiveness through a tiny
but powerful mobile tool that can capture interaction metrics and the
surrounding context without biasing the measured experience. Keywords: Mobile HCI; evaluation; effectiveness; context; quality; usability; mobile
services; framework |
Evaluation of a Driving Simulator with a Visual and Auditory Interface | | BIBAK | Full-Text | 131-139 | |
Juan Michel García-Díaz; Miguel A. García-Ruiz; Raúl Aquino-Santos; Arthur Edwards-Block | |||
Millions of driving accidents occur worldwide each year causing more than a
million fatalities. Although traditional safety measures are largely reactive
in nature, the application of wireless technologies has become much more
common, thus promoting proactive strategies to save lives. This article
presents the development and evaluation of usability of a driving simulator
with a visual and auditory interface to assist drivers more quickly identify
emergencies on the road, which, when used with the support of wireless ad hoc
networking, can contribute to reducing vehicular accidents. The usability
results obtained in this study were favorable according to the System Usability
Scale (SUS) usability questionnaire, which was applied as a post-test.
Employing the SUS, respondents reported the interface to be acceptable or good.
Results show that utility of the visual interface was 69% and the score for the
auditory interface was 100%. In sum, respondents felt the interfaces were
useful in reported upcoming emergency or accident situations. Keywords: driving simulator; auditory interface; visual interface; driver distraction |
Using Map Representations to Visualize, Explore and Understand Large Collections of Dynamically Categorized Documents | | BIBAK | Full-Text | 140-147 | |
Ernesto Gutiérrez; J. Alfredo Sánchez; Ofelia Delfina | |||
This paper presents VOROSOM, a novel visualization scheme that supports
collection understanding and exploration of large, distributed collections.
Using metadata harvested from diverse collections, VOROSOM produces a map
representation in which regions are associated with categories of documents.
The shape of each region in the map reflects the relationships among documents
in each of the categories. Thus, the distance between two regions directly
corresponds to their semantic affinity. Maps are produced in such a way that
the number of categories is maintained within a manageable size, considering
the user's cognitive capabilities. Maps are organized hierarchically, which
supports the exploration and navigation within categories and subcategories of
documents using map representations consistently. We report initial results of
user studies with a prototypical implementation of our visualization scheme
over an actual network of digital libraries. Keywords: Information visualization; collection understanding; self-organizing maps;
Voronoi diagrams; map-based visualization |
Augmenting Decision Tree Models Using Self-Organizing Maps | | BIBAK | Full-Text | 148-155 | |
Wilson Castillo-Rojas; Fernando Medina-Quispe; Claudio Meneses-Villegas | |||
This study considers the application of the Self-Organizing Map technique on
a decision tree model generated to achieve model-augmented visualization, based
on a visual perception model scheme called VAM-DM. It supports the visual
analysis of a data mining model in the adjustment phase, also combining
complementary views of graphical artifacts for each component or node of the
decision tree. It seeks to answer user generic questions regarding the model
inner workings and to achieve a better understanding of the model finally
obtained. In this context, the Self-Organizing Map technique serves a dual
purpose: spatial partition of the data subset associated with a tree node and
partition visualization with a map. Finally, a controlled experiment is carried
out with a software prototype and two user groups, novices and experts in DM's
processes, and results from this experiment are analyzed. This analysis allows
us to assess the usefulness of the Self-Organizing Map technique for augmented
decision tree model and their efficiency to support the comprehension of the
generated model. Keywords: Data Mining; Visualization; and Visual Exploration of Data Mining Models |