The Common Implementation Framework as Service -- Towards Novel Applications for Streamlined Presentation of 3D Content on the Web | | BIBAK | Full-Text | 3-14 | |
Andreas Aderhold; Katarzyna Wilkosinska; Massimiliano Corsini; Yvonne Jung; Holger Graf; Arjan Kuijper | |||
We solve a standing issue of the recently published Common Implementation
Framework (CIF) for Online Virtual Museums: programmatic access to the
transcoding, optimization and template rendering infrastructure of the CIF. We
propose a method that enables researchers and developers to build novel systems
on top of the CIF infrastructure beyond its current Cultural Heritage workflow.
Therefore, we introduce a way to programmatically access the powerful backend
of the CIF through a universal access layer, addressable by standards like HTTP
and the JSON Data Interchange Format. In order to demonstrate our approach, we
present two different use cases in which the CIF pipeline is utilized as a
service through the proposed resource-based access layer: a native mobile iOS
application for browsing 3D model repositories realizing just-in-time
optimization of large models, and a MeshLab plugin to asynchronously convert
and prepare a model for the Web. Keywords: Web 3D; Virtual Museums; Cultural Heritage; Content Authoring; Distributed
Systems |
Website Design Based on Cultures: An Investigation of Saudis, Filipinos, and Indians Government Websites' Attributes | | BIBAK | Full-Text | 15-27 | |
Hend S. Al-Khalifa; Regina A. Garcia | |||
Saudi Arabia as a country that attracts foreign workers especially from Asia
needs to take into consideration the requirements of multinational cultures
when providing its government e-services. This paper investigates the user
interface design of top government websites of Kingdom of Saudi Arabia (KSA) in
comparison with the top government websites of the Philippines and India. The
study present the web design attributes which are commonly used specifically to
government websites of the three countries included in this study. With the
utilization of inferential statistics, results show that there is no
significant difference of culturally web design attributes of the top
government websites found among the three cultures. The study can be used as
guidelines in order to enhance the website's user interface in a specific
culture and to allow web designers to base their websites on the cultural
background of the target website users. The findings of the study can also
contribute to assist web developers and designers in developing websites that
are culturally suitable for expatriates in a country such as KSA. Keywords: Cross-cultural; Globalization; India; Internationalization; Philippine;
Saudi Arabia; User Experience; User interface; Web design |
The Role of Avatars in e-Government Interfaces | | BIBAK | Full-Text | 28-37 | |
Badr Almutairi; Dimitrios Rigas | |||
This paper investigates the use of avatars to communicate live message in
e-government interfaces. A comparative study is presented that evaluates the
contribution of multimodal metaphors (including avatars) to the usability of
interfaces for e-government and user trust. The communication metaphors
evaluated included text, earcons, recorded speech and avatars. The experimental
platform used for the experiment involved two interface versions with a sample
of 30 users. The results demonstrated that the use of multimodal metaphors in
an e-government interface significantly contributes to enhancing the usability
and increase trust of users to the e-government interface. A set of design
guidelines, for the use of multimodal metaphors in e-government interfaces, was
also produced. Keywords: multimodal; e-government; interfaces; avatar; speech; earcons; trust |
Towards Data Confidentiality and Portability in Cloud Storage | | BIBAK | Full-Text | 38-49 | |
Ebtesam Ahmad Alomari; Muhammad Mostafa Monowar | |||
As of now, cloud computing has become a hot topic in the global technology
industry. Users become able to store their data in cloud storage and have
ubiquitous access at any time. In spite of the enormous advantages of cloud
storage, one of the greatest challenges is ensuring the security. In this
paper, we address the problem of data confidentiality in cloud storage.
Further, we consider the portability and secured file sharing issues in cloud
storage. Our proposed solution consists of four different modules:
Encryption/Decryption provider (EDP) that performs the cryptographic
operations, Third party auditor (TPA) that traces and audits the EDP, Keys
storage provider (KSP) which performs key management and Data storage provider
(DSP) which stores user files in an encrypted form. We design a prototype to
facilitate the process of secured data storage on DSP and KSP. The proposed
mechanism ensures the data confidentiality, supports portability, and also
provides secured sharing of files among users. Keywords: Cloud Computing; Storage; Confidentiality; Portability |
A Usability Study on Elder Adults Utilizing Social Networking Sites | | BIBAK | Full-Text | 50-61 | |
Jessica Arfaa; Yuanqiong (Kathy) Wang | |||
There are a growing number of elder adults using computers and the internet,
however their social media presence still remains low compared to younger
counterparts. What are the reasons hindering them from utilizing social media?
What challenges do elder adults face when using these types of sites? Are they
able to successfully utilize the site as intended? Does computer experience
play a role in the usability of these sites? Can improvements be made to
current social media sites to improve usability and accessibility for elders?
This paper reports the preliminary findings to the questions above based on a
usability study involving twenty-two elders with none to advanced computer
experience. Results from this study show that previous experience with
computers and the design of the sites affect the usability and accessibility
for the elderly. Social networking sites are difficult for elders to use
because of computer illiteracy, lack of knowledge of Web 2.0 concepts, and
format, navigation, and layout issues. Future suggestions include redesigning
social networking sites by abiding by known website guidelines and other
suggestions found in this study. Keywords: Social Media; Social Networking; Elder Adults; Usability Study |
An Alternative Media Experience: LiveLeak | | BIBAK | Full-Text | 62-70 | |
Fatih Çömlekçi; Serhat Güney | |||
This research examines a video sharing web site called LiveLeak to be able
to analyze the possibilities of democratic and horizontal social mobilization
via Internet technology. In this sense, we take into consideration the Gilles
Deleuze and Félix Guattari's philosophical conceptualization of
"rhizome" which provides a new approach for activities of online communities.
In the light of this concept and its anti-hierarchical approach we tried to
discuss the potentials of network communication models such as LiveLeak in
terms of emancipating use of media and democratic communication. By analyzing
the contextual traffic on the LiveLeak for a randomly chosen one week (first
week of December 2013) we argue that this video sharing web site shows a
rhizomatic characteristic. Keywords: LiveLeak; Rhizome; Social Networking |
E-government and the Digital Agenda for Europe | | BIBAK | Full-Text | 71-80 | |
Jane Billestrup; Jan Stage | |||
Several initiatives in regards to digitalisation citizens' services have
been launched, both in the European Union and in Denmark. Several problems have
been reported in related work in regards to lack of accessibility and usability
of e-government self-service solutions. The objective of this paper was "How
are software providers developing e-government self-service solutions that
should be usable for all citizens?" we conducted 11 phone interviews with
self-service providers in Denmark. We found that no citizens are involved in
the development process and only few of the self-service solutions are
usability evaluated before being released. Keywords: E-Government; Digitalisation; Usability; Self-service systems; E-Government
providers; Digital agenda for Europe |
The Paradigm of Meta-interface as a Facilitator of Websites Usability and Accessibility | | BIBAK | Full-Text | 81-91 | |
Fábio F. C. Campos; Edvar Vilar Neto; Maria Neves; Walter F. M. Correia | |||
This article aims to present an artifact based on a design paradigm called
"meta interface", an interface for interfaces, as a useful mean of improving
existing interfaces for the individual needs of various classes of users. As a
proof of concept of this paradigm, a case study was implemented. It consisted
in the development, implementation and application of a "Meta-interface" with
the aim to provide better access for users with low vision. The results
confirmed evidence of the feasibility of this paradigm and also generated
evidences for its effectiveness in improving the usability and accessibility of
websites. Keywords: interface; accessibility; universal design; meta interface; usability |
Experience-Centered Web Design Model | | BIBAK | Full-Text | 92-103 | |
Luciane Maria Fadel | |||
This paper presents an experience-centered web design model. This model was
constructed identifying a series of heuristics that characterize the quality of
experience. This series was the start point to select a set of variables that
could be used to design the user experience. Thus, user experience is designed
using variables such as: challenge, focused attention and clear goals and
feedback. These variables were analyzed in terms of the three dimensions of
user experience which were established from the literature review: emotional,
functional and aesthetics dimensions. This analysis was used to create a model
for an experience-centered web design. In addition, this paper suggests that
this model can be used in different applications of experience-centered design. Keywords: web design; user experience; creativity |
Online Shopping Websites: An Evaluation of User Experience and Interface Ergonomic Criteria from the Perspective of Older Users | | BIBAK | Full-Text | 104-115 | |
Fabiane Rodriguez Fernandes; Luis Carlos Paschoarelli | |||
This paper presents a user experience evaluation of two online shopping
websites from the perspective of older users (those aged 50 and older). Two
online shopping websites were evaluated using methodological procedures
established in prior research [1]. The methodology consists of four steps: (1)
heuristic interface evaluation using an ergonomic criteria checklist, (2)
online identification and experience questionnaire, (3) evaluation of user
experience and interface interaction, and (4) satisfaction questionnaire.
Results of the study revealed the analyzed websites are not suitable for older
users, who find it difficult to interact with these interfaces. Keywords: Design; user experience; usability; e-commerce; older users |
HCI Knowledge for UX Practices in the Web Development Process | | BIBA | Full-Text | 116-126 | |
Idyawati Hussein; Murni Mahmud; Abu Osman Md Tap | |||
Web development must consider good design in order to satisfy user interaction. However, for many users, the interfaces of Web applications are still difficult and frustrating to use. Frustration may not only result in personal dissatisfaction and inefficient use, but may also have a bad effect in the workplace. One experience with misleading data or unexpected results will undermine a person's willingness to use an application for a long time. Knowledge of Human-Computer Interaction (HCI) supports developers in designing useful, usable and pleasant computing technologies. However, regardless of this knowledge, practice of the waterfall approach is the main methodology, embedded and integrated in well-established procedures. This study reports the results of a survey of 82 individual practitioners who received a formal HCI and HCI-related education in their Web development projects. The study used a Likert-scale metric to measure the prevailing User Experience (UX) in explicit practice which is rooted in the HCI-related discipline. The findings indicate that enforcement of the use of HCI knowledge can strengthen the policy of integrating UX principles in the Web development process by the appropriate authority, e.g. university department for project assignment. |
Cultural Divergence in Website Interaction Spanish vs. English | | BIBAK | Full-Text | 127-138 | |
Nicholas Iuliucci; Ania Rodriguez | |||
Our perception of the world around us is based on our knowledge and
experiences. Web design has used this concept to improve websites by matching
expectations derived from the knowledge and experience to design concepts.
Understanding the role culture plays in perception of websites needs to be
better understood. This paper uses eye-tracking gaze patterns (ETMAP) in
conjunction with a cultural identification survey (ARSMA-II) to explore
divergences between American and Latino-Americans. Our results suggest a
relationship between sequential reading and scanning behaviors with
acculturation scores. While these results demonstrate that the methodology has
potential, the findings need to be confirmed in future studies. Keywords: Eye-tracking; Usability; Gaze Patterns; Spanish; Acculturation; Culture;
ARSMA-II; ETMAP |
A Study of Cultural Reflection in Egyptian Government Websites | | BIBAK | Full-Text | 139-147 | |
Nouf Khashman; Elaine Ménard | |||
Culture is arguably an important consideration when designing websites
because it influences users' needs and expectations as they come to the site.
Ten government websites from Egypt were evaluated in 2010 and 2014, before and
after the break of the Arab Spring. By utilizing Hofstede's model of cultural
dimensions, the objective is to identify whether cultural-specific design
elements have changed over time. The results suggest that the designs of these
websites have changed and that they did not fully reflect design
characteristics inferred from Hofstede's model. Keywords: Web design; Egypt; Culture; Hofstede |
Towards a Friendly User Interface on the Cloud | | BIBAK | Full-Text | 148-157 | |
Heba A. Kurdi; Safwat Hamad; Amal Khalifa | |||
The wide availability of high interconnection networks, powerful mobile
devices and service-oriented architectures has paved the way for the delivery
of cloud services. Moving information technology services to the cloud has
imposed new ways of interaction with users. Users desire friendly looking,
highly interactive, dynamically visualized and naturally controlled user
interfaces (UI) that allow smooth navigation in the cloud space. Transferring
the rich user interface of the desktop, where running the software dynamically
online and instantly following up with social networking activities is
relatively easy, to the web-browser on mobile devices is introducing many
challenges. This has resulted in the emergence of innovative cloud services and
implementation approaches specifically to handle the new user interface
demands. However, a standardized consistent user interface metaphor for cloud
services is still lacking. This paper presents a comprehensive study on the
cloud user interface requirements, special services, implementation trends,
technologies and efforts for standardization. Keywords: cloud computing; user interface; standardization; service |
The Cultural Conceptual Model for Simplifying the Design of Localized Websites | | BIBAK | Full-Text | 158-169 | |
Abdalghani Mushtaha; Olga De Troyer | |||
This paper introduces a cultural conceptual model that was created to
provide a conceptual representation of the Cultural Markers Pyramid introduced
for the purpose of designing a localized website. The proposed conceptual model
is an abstract specification of a set of five groups of cultural markers and
guidelines for culture-centered website design. Having the Cultural Markers
Pyramid in a formal model will help experts to manage, validate and improve the
model regularly. Keywords: Localization; local website design; cultural markers; cultural conceptual
model |
Left vs. Right-Handed UX: A Comparative User Study on a Mobile Application with Left and Right-Handed Users | | BIBAK | Full-Text | 173-183 | |
Sinan Asçi; Kerem Rizvanoglu | |||
The demand for point-of-sale (PoS) applications, from public service kiosk
to personal mobile devices, has drastically increased since the last decade.
PoS applications are a demanding environment that requires the interface to be
responsive, accurate and easy to use for anyone. Menus and navigation in
applications have traditionally been on the left, but many application
developers choose to put them on the right so that the content can have focus
on the left. In left-to-right languages, people are used to reading from the
left, and so objects on the left hand side get more attention than those on the
right. Previous research has shown the benefits of right-handed use for
touchscreen mobile phones in several angles, such as performance, usability and
user experience. The goal of this study is to investigate the differentiating
aspects of left or right-handed user experience through the use of a popular
mobile PoS application in Turkey, YemekSepeti, on touchscreen mobile phones.
More specifically, this study aims to evaluate the left and right-handed user
experience on touchscreen mobile phones regarding an application, which was
mainly designed to be used with a defined thumb. For this purpose, a
qualitative mobile usability test based on a multi-method approach was
conducted with a sample of 8 Turkish college students who defined themselves as
iPhone users. The tests were conducted with a predefined smart phone: iPhone
4S. The participants were observed during the task executions and any
additional data was collected by the thinking-aloud, eye tracking and
video-recording of the participants. After completing the tasks, the
participants were interviewed to have further understanding on their thoughts
and actions. Findings support the notion that the usability of a touchscreen
mobile phone was affected by both handedness and the layout of the applications
in terms of entry speed, accuracy rate and inclusive touch interfaces. Keywords: User Experience (UX); Handedness; Touchscreen; Mobile; Application |
Scissors -- A Precise Pointing Widget for Touch Screen Devices | | BIBAK | Full-Text | 184-192 | |
Felipe Breyer; Luis A. Vasconcelos; Antônio Rivero; Judith Kelner | |||
A common complaint of touch interaction concerns the lack of precision and
false negatives, especially in applications inherited from the PC and mouse
context. This work introduces Scissors, a virtual widget for tasks that require
precision while interacting with touch screens. It also prevents occlusion of
targets, is effective for screen edges and is compatible with current
interaction techniques. We developed two prototypes for testing: the first
introduced a basic learning scenario and the second presented two sequences of
targets with different sizes and locations. The system recorded, for each
target, the time spent and number of attempts to select it. We performed tests
with thirty-one users and evaluated their data according to statistical test,
in this case, t-test for difference of means. The results showed that the
Scissors widget was very effective in the scenarios that motivated its
conception attaining an equivalent or up to 11.5 times higher success rate,
thus achieving its main purpose. Keywords: pointing widget; interaction technique; touch devices |
Ergonomics and Usability in Sound Dimension: Evaluation of a Haptic and Acoustic Interface Application for Mobile Devices | | BIBAK | Full-Text | 193-202 | |
Guilherme Orlandini; Gilson Ap. Castadelli; Lígia Maria Presumido Braccialli | |||
This paper addresses the usability evaluation results performed in an
application for mobile devices. The referred application uses haptic and audio
interfaces to provide access to web content. Based on the model of listening
mechanisms proposed by Schaeffer, the researchers' team responsible for this
project, sought to ally the fundamentals of Software Engineering, Ergonomics
and Usability Engineering to the purpose of broadening the possibility of using
and handling mobile technologies that allow access to information available in
telematics environments by means of synthesis and voice recognition, including
also tactile commands. The ergonomic and usability evaluation of the
application was performed by specialists in the software engineering field
having Nielsen's heuristics and normative proposals by NBR-9241-11:2002 as
bases. The results of the evaluation performed in the application, as well as
the modifications done in it are presented in this paper towards contributing
with information inherent to the practical application of usability concepts in
human-computer interfaces development. Keywords: Usability; Haptic Interface; Audio Interface; Mobile Devices |
Information Design -- Qualitative Approach for Corporative App in iPad | | BIBAK | Full-Text | 203-212 | |
Jacqueline Aparecida G. F. de Castro; Marcelo V. Rino; Julia Yuri Landim Goya | |||
This paper reports the stage of our research about the corporate identity of
iPad apps. The research objective is to develop a system to aid the designer to
potentiate the transmission of brand identity in your app. At this stage, we
tried to determine the variables that contribute to this tool icon considered
nowadays and that expresses the brand in various media. In this paper the
analysis of a Brazilian venture of selling apartments that were created on the
system of aid visual language created for a thesis, which used techniques of
Design of Information at this presented app, combining cultural studies to
geometric modeling, Gestalt and Semiotics. Keywords: Apps elements; Information Design; Visual Language; iPad |
An Analysis of Design Methodologies of Interactive System for Mobiles | | BIBAK | Full-Text | 213-222 | |
Adriana Chammas; Manuela Quaresma; Cláudia Renata Mont'Alvão | |||
Companies subjected to pervasive need for "innovation" that reigns in the
mobile market, to schedules and limited budgets; require more effective ways to
adapt processes that excel the user experience (UX) to the corporate world
pressure. Regardless of the design methodology and its suitability, the most
important is to uncover how and where the user's voice takes place in this
process, according to User-Centered Design approach, This study aims to compare
antagonistic ways of considering the user's voice and asks to what extent the
principles of ISO 924120/2010 are respected on behalf of the end user of the
product in one of the most currently used methodologies, Scrum. Keywords: Ergonomics; Usability; Design Methodologies; Human-centred Design; SCRUM |
Smart-Islands: Enhancing User Experience for Mediterranean Islands for Tourism Support | | BIBAK | Full-Text | 223-233 | |
Umberto Di Staso; Daniele Magliocchetti; Raffaele De Amicis | |||
In recent years, several mobile devices with excellent performances have
become accessible to people at affordable prices. The availability of this type
of equipment, especially in the mobile sector, has encouraged research and
development of increasingly complex applications ("Apps") that require
visualization of large-scale scene. However, large-scale 3D maps typically
available through mobile version of so-called "spinning globes" do not allow
the use of high definition data, due to their hardware limitations. This kind
of lack should not be considered as a limitation, but as an opportunity: there
are a lot of possibilities, especially in the tourism domain, where it is not
required to construct wide 3D environment. Instead only a little portion of a
specific territory using high quality spatial data over high fidelity three
dimensional geometry models of the environment is sufficient. A simple example
of this domain could be the representation of a Mediterranean island: these
islands are generally small, numerous, lacking infrastructure whilst impacted
by seasonal tourism, being far from the definition of smart cities. The
infrastructure of future cities needs to support vibrant, innovative and
entrepreneurial communities such as the community of an island that takes
advantage of the digital environment and realize their potential to become
"smarter". In this context, this document presents the SMART-ISLANDS framework:
a set of mobile and desktop applications for the seasonal tourism support,
public sector and administration, private sector and university focused on the
contest of the Mediterranean islands, using high fidelity 3D model for the
environment representation and geographic information aiming at leveraging the
concepts of smart-cities on the island context. After the presentation of the
application, a study will be conducted to investigate how the user experience
and usability will change if the same application is executed as an applet,
using a custom web browser, or on a mobile device as an application, changing
the input device (mouse and gestures). Results, obtained by using ISO 9241
guidelines will be analysed, summarized and commented. Keywords: user experience; human computer interaction; HCI; LBS; mobile devices;
common gestures |
Detection of Churned and Retained Users with Machine Learning Methods for Mobile Applications | | BIBAK | Full-Text | 234-245 | |
Merve Gençer; Gökhan Bilgin; Özgür Zan; Tansel Voyvodaoglu | |||
This study aims to find the different behavior patterns of churned and
retained mobile application users using machine learning approach. The data for
this study is gathered from the users of a mobile application (iPhone &
Android). As a machine learning classifier Support Vector Machines (SVM) are
used for evaluating in the detection of churned and retained users. Several
features are extracted from user data to discriminate different user behaviors.
Successful results are obtained and user behaviors are classified with 93% and
98% accuracy. From the diversity perspective, results of this study can be used
to evaluate the differences of churned and retained users in terms of diverse
user groups. Keywords: Machine learning; SVM; mobile applications; churned and retained users;
diversity applications; classification; mobile devices; push notification; user
experience |
A Research Framework for the Smartphone-Based Contextual Study of Mobile Knowledge Work | | BIBAK | Full-Text | 246-257 | |
Mikko Heiskala; Eero Palomäki; Matti Vartiainen; Kai Hakkarainen; Hanni Muukkonen | |||
We present an initial research framework for the contextual study of mobile
knowledge work that combines automatic, objective data collection from
smartphone sensors with subjective participant self-reported data possibly
complemented with researcher conducted interviews. The framework shows how raw
sensor data, contextual information inferred from the sensor data, both in
real-time and post hoc, can be used in tandem with smartphone administered
questionnaires and post hoc in-depth interviews to study mobile knowledge work.
We evaluate the framework by reporting some early experiences from a pilot
study of mobile knowledge work. Keywords: mobile sensing; mobile data collection; mobile knowledge work;
context-awareness; smartphone-based research |
The Happiness Machine: Mobile Behavior Change | | BIBAK | Full-Text | 258-268 | |
Aaron Marcus | |||
The author's firm planned, researched, analyzed, designed, implemented (in
the form of sample screens), evaluated, documented, and prepared training
documents for several versions of a mobile phone application conceptual
prototype, the Happiness Machine, which combines happiness theory with
information design/visualization and persuasion design to change people's
behavior. This paper summarizes the Happiness Machine's user-experience design.
A more complete description appears in the White Paper cited [18]. Keywords: culture; dashboard; design; development; emotion; experience; happiness;
incentives; information; interface; mobile; persona; persuasion; social;
scenario; user |
Equivalence of Navigation Widgets for Mobile Platforms | | BIBA | Full-Text | 269-278 | |
Amilcar Meneses Viveros; Erika Hernández Rubio; Dario Emmanuel Vázquez Ceballos | |||
One of the main features of mobile applications is that its development should be focused on the user. For this reason the design of graphical interfaces must be usable, efficient and effective, among other properties of HCI. The acceptance of mobile applications and the device are affected by personality, cognitive abilities (memory, spatial ability and verbal ability), age, and experience in mobile technology by users. Even if there are methods and techniques to design graphics user interfaces, there is a limited styles for the interfaces for mobile applications. The proliferation of mobile devices has generated the emergence of various platforms. This variety of mobile platforms there has generated a several set of widgets. However, this set of widgets is not cross-platform. That is to say, not all widgets are available on all platforms. Developers have the problem that must generate native applications that have the same level of usability between different platforms or to generate cross-platforms applications that comply with the HCI properties: usability, effectiveness and efficiency. Moreover, if we want to achieve applications to automatically adapt its GUI to the mobile platform (OS and device), requires some equivalence between the widgets on each platform and also, you should know the styles of organization of widgets for each platform. One solution to this problem is to have usability equivalences between different widgets for each mobile platform. We propose the equivalence of widgets with two properties: functionality and usability. Possibly the most important widget sets are related to the navigation of mobile applications. In this paper we present an overview of the widgets of the main mobile platforms and a taxonomy of them. It also presents the study of some equivalences in widgets that allow navigation in mobile applications. |
Gestural Interfaces Touchscreen: Thinking Interactions beyond the Button from Interaction Design for Gmail Android App | | BIBAK | Full-Text | 279-288 | |
Tobias Mulling; Cristiano Lopes; Arthur Cabreira | |||
The design of interfaces for mobile devices (smartphones, tablets) is still
very tied to the WIMP paradigm (abbreviation for "windows, icons, menus and
pointers"). Thus, the potential use of gestures (touch screen) is often not
used efficiently. Therefore, designing an interface that aims to optimize the
user experience from a more natural and human gestural interface becomes a
challenge for interaction designers. Moreover, gestural interactions requires a
learning curve ahead to commands and interactions of an application. The
hypothesis of this research is to argue that applications often used by users
can take a more gestural and natural character in their interactions, thus
generating a new projetual paradigm (with less use of buttons and menus),
established from designing an application for Gmail (Android). Keywords: gestures; natural user interfaces; user experience; touchscreen |
Tracking Mobile Workers' Daily Activities with the Contextual Activity Sampling System | | BIBAK | Full-Text | 289-300 | |
Hanni Muukkonen; Kai Hakkarainen; Shupin Li; Matti Vartiainen | |||
The present study used smart phones to collect contextualized data on
professionals' daily working activities; our purpose was to trace
professionals' work engagement and socio-emotional activities. We used two
tools, the Contextual Activity Sampling System (CASS-Q) and ContextLogger for
collecting, in parallel, complementary self-report and location-sensor data.
This allowed us to compare the types of data and their richness of information.
The methods and instruments developed enabled one to trace various aspects of
the mobile multi-locational workers' positive and negative self-reported
affects in work contexts, as well as their activities and experiences of
challenge and competence. The secondary working contexts (e.g., seminars,
meetings, customer's office), especially, included interactions with others
leading to both high positive and negative affects. The results also indicate
that the participants' self-reported locations corresponded closely with the
actual location documented by ContextLogger. Our results suggest possibilities
for developing an algorithm that uses location information to automatically
recognize certain activity contexts. Keywords: mobile data collection; event sampling; self-report; location data; mobile
work |
Methods to Study Everyday Activities in a Mobile Work Context -- A Literature Overview | | BIBAK | Full-Text | 301-312 | |
Eero Palomäki; Kai Hakkarainen; Matti Vartiainen; Mikko Heiskala | |||
This article presents an overview of methods to study everyday activities in
their contexts. We focused on contextual research methods used to study the
daily life of workers, and a sub-group of mobile workers. The prevalence of the
following methods was examined in literature: self-report recall surveys, time
diaries, direct field observation, and experience sampling method (ESM). We
identified only few articles where the methods were used to study working life.
Adding the search term "mobile work" returned no hits. Based on this, we claim
that there is a real need to apply the existing methods and to develop new
methods to study mobile and multi-locational work in their contexts. The
implication for future research is to point the need for filling the gaps
between areas of daily research methods and studies of daily working life, and
especially daily mobile work. Keywords: mobile methods; mobile data collection; mobile and multilocational work;
daily life research; everyday activity research; bibliometric analysis;
ecological momentary assessment; context-awareness |
Building a Quality Mobile Application: A User-Centered Study Focusing on Design Thinking, User Experience and Usability | | BIBAK | Full-Text | 313-322 | |
Danielly F. O. de Paula; Bianca H. X. M. Menezes; Cristiano C. Araújo | |||
This article describes the creation of a mobile application through Design
Thinking (DT), User Experience (UX) and usability guidelines approach in the
undergraduate setting. The aim of this paper is to present the whole creative
process involved in designing a mobile application, within the ideology of
Design Thinking, which offers a comprehensive, reliable and, above all, simple
experience. The app was built by a team of inexperienced undergraduate students
in Computer Science, Computer Engineering and Design at the Federal University
of Pernambuco, during a process that lasted a month. As a result, the
application has obtained a high success rate, being the third most downloaded
application of all genres in the first week it became available in BlackBerry
Store, and also getting extremely high ratings by leading technology websites
in Brazil. Keywords: User Experience; Usability; Design Thinking; Mobile Application |
Territorial Brand Graphic Interface Management in Mobile Applications Focused on User Experience | | BIBAK | Full-Text | 323-333 | |
Luiz Salomão Ribas Gomez; Valéria Casaroto Feijó | |||
As well as the products and services, territories and places compete for
investments, businesses, tourists, residents, and other factors. The concept of
Territorial Branding has as main feature the development of representative
identities in order to encourage people to engage with them, from strategies
and techniques that seek to empower a place to develop their potential. The
identification and validation of the DNA of a brand is manifested as a possible
tool in developing a unique identity to a territory. After identifying the DNA
of the brand, it is necessary to integrate communication and the senses to
produce experiences and memories to it. The present study aims to investigate
the Branding dimension of territorial brands in mobile applications with a
focus on the user experience, from the analysis of the cities of Barcelona,
London and Berlin official guide applications. Keywords: Branding and DUXU issues/trends; Territorial branding; User Experience;
Mobile Applications |
Device Agnostic CASS Client | | BIBAK | Full-Text | 334-345 | |
Kari Salo; Udeep Shakya; Michael Damena | |||
The growth in take-up of smartphones and tablet devices has made
longitudinal and context-aware documenting of daily life easier. The Contextual
Activity Sampling is a research methodology for the contextual tracking of
activities. To support this methodology, an IT-system called CASS (Contextual
Activity Sampling System) was developed. It consists of a backend service and a
front-end system. The front-end system needs to run in different devices.
Instead of developing a separate software for all major device platforms we
designed and implemented a software architecture that is based on HTML5 and
enables basic functionalities to run in browsers and enhanced functionalities
to run as native applications. Thus CASS usage as a research tool will be
widened as it supports a large base of different types of devices from PCs to
tablets and smart phones. Keywords: html5; web technologies; contextual activity sampling; JavaScript framework;
cross-platform development; AngularJS; PhoneGap |
To What Extent System Usability Effects User Satisfaction: A Case Study of Smart Phone Features Analysis for Learning of Novice | | BIBAK | Full-Text | 346-357 | |
Muhammad Shafiq; Muddesar Iqbal; Jin-Ghoo Choi; Zeeshan Rafi; Maqbool Ahmad; Wasif Ali; Saqib Rasool | |||
Usability is a vital aspect of the machine interface. When users do not
access the features of a machine, the features do not serve the design purpose.
When a user confronts a different machine interface from his prior experiences,
the learning process takes tremendous time and incurs cognitive stresses to the
user. Smart phones, one of the most popular machines recently, share many
common features regardless of vendors, but users find it very hard to switch
them. It requires different clicks or touches to operate an application in one
system and another. This paper focuses on evaluating the elements of smart
phone systems, in terms of learnability and usability, such as Users, Tasks,
Content, Context, Experience and Perception of users through survey. Then we
conduct the task analysis for participants to evaluate the usability among
users over the sampled smart phones of 3 latest brands. Our result shows that
usability is a serious threat to the effectiveness of smart phones since 47% of
the youth do not use smart phones at all, 31.5% of the users have accessibility
threat for accessing its features and 45.5% of the users have usability threat.
Overall just 23% of the users have fully adopted the features of smart phones. Keywords: Task analysis; user survey; usability evaluation; UI; HCI |
Cutting Edge Design or a Beginner's Mistake? -- A Semiotic Inspection of iOS7 Icon Design Changes | | BIBAK | Full-Text | 358-369 | |
Christian Stickel; Hans-Martin Pohl; Jan-Thorsten Milde | |||
This work follows an ongoing discussion on the implications of skeuomorphic
vs. flat design for interface design. Therefor two subsets of the standard iOS6
and iOS7 system icons were reviewed with a semiotic inspection method and
compared against each other. The subsets were chosen according to an open
online user rating. The findings suggest that missing information due to design
simplification is a major issue for less user acceptance. This study shows that
especially flat design affords a more careful focus on the semantics of the
used elements. Keywords: Semantics; Meaningfulness and Satisfaction; Attractiveness; Interface
visualization; semiotic engineering |
Developing a Verbal Assistance System for Line Graph Comprehension | | BIBAK | Full-Text | 373-382 | |
Cengiz Acartürk; Özge Alaçam; Christopher Habel | |||
Statistical graphs have been designed for accessible use by visually
impaired users. Haptic devices provide an appropriate interface for haptic
exploration of statistical graphs. However, haptic exploration of statistical
graphs reveals a more local and sequential inspection pattern compared to
visual exploration. This difference between haptic exploration and visual
exploration is usually attributed to different characteristics of the
exploration processes, such as bandwidth of information extraction. To
facilitate information extraction from statistical graphs, alternative sensory
modalities have been employed. In particular, line graphs have been represented
by sound, thus leading to sonified graphs. Despite their demonstrated
facilitating effects, sonified graphs have limitations under complex line
representations. One method of overcoming those difficulties is to develop a
verbal assistance system for haptic line graph comprehension. In the present
article, we summarize our studies on designing and developing a verbal
assistance system for haptic line graph comprehension. We present the findings
in a set of studies conducted with blindfolded and visually impaired
participants. Keywords: Haptic Graph Comprehension; Verbal Assistance |
Multimedia Surveillance in Event Detection: Crowd Analytics in Hajj | | BIBAK | Full-Text | 383-392 | |
Layla Al-Salhie; Mona Al-Zuhair; Areej Al-Wabil | |||
Multimedia surveillance systems have evolved in recent years to capture,
process and analyze multimedia data coming from heterogeneous sensors in the
context of the annual pilgrimage to Mecca in Hajj. Systems in these contexts
are often designed to support decision making, such as responding to alerts
triggered by sensors and incidents detected by surveillance systems as well as
to provide useful information for monitoring and emergency-response teams
concerned with health and public safety. Various tools and techniques from
different fields such as operations research, computer vision, image and video
processing, pattern recognition, and multimedia fusion have contributed to the
proliferation of such systems in the context of Hajj. In this paper, a
systematic review and synthesis of the representative works that have been done
in the field of multimedia surveillance for event detection in Hajj is
presented. Observations and reflections on these works are discussed in the
context of Hajj rituals' distinctive characteristics, crowd-management
challenges, and multimedia issues related to event detection and surveillance
systems in Hajj. Keywords: Multimedia; multimodal fusion; Hajj |
A Visual Programming Approach to Big Data Analytics | | BIBA | Full-Text | 393-404 | |
Christian Bockermann | |||
Data processing and analysis has become a major task in a lot of application
domains. Most tools for defining analytical processes lack a user oriented
interface -- especially when it comes to Big Data analytics.
In this work we propose an abstraction layer for process design that enables domain experts to define their processes at an abstract level that matches their expertise. Based on that, we investigate the use of machine learning to provide gesture recognition on input devices like tablets to provide these experts with a intuitive environment for process design. |
Management of Visual Clutter in Annotated 3D CAD Models: A Comparative Study | | BIBAK | Full-Text | 405-416 | |
Jorge Camba; Manuel Contero; Michael Johnson | |||
The use of annotations in CAD models has been an active area of research
because of their ability to connect design information to specific aspects of
the model's geometry. The effectiveness of annotations is determined by the
ability to clearly communicate information. However, annotations can quickly
create clutter and confusion as they increase both in number and complexity.
Consequently, efficient interaction and visualization mechanisms become
crucial. Despite recent standardizations of procedures for the presentation of
textual information in CAD models, no explicit guidelines are available as to
how to make annotated models more readable and manageable. In this paper, we
present the results of a comparative study of different mechanisms to manage
visual clutter in annotated 3D CAD models and offer recommendations based on
our findings. Our results show that even basic interaction mechanisms have a
substantial impact on user's performance. Keywords: visual clutter; annotated 3D models; CAD model interaction; design
communication |
Effect of Perception-Compatibility, Learning-Factor, and Symbol-Carrier on Single LED Symbol System Recognizing | | BIBAK | Full-Text | 417-424 | |
Chun-Chieh Chang; T. K. Philip Hwang | |||
This study investigated effect of perception-compatibility, learning-factor,
and symbol-carrier on single LED symbol system recognizing. A total of 48
subjects aged between 19 to 53 (M=28.6, SD=9.49) participated. Subjects were
asked to interpret target LED symbols and match with product status. A 2
(perception-compatibility) × 2 (learning-factor) × 2
(symbol-carrier) mixed design was used in this study. Analysis showed that the
effect of perception-compatibility on recognizing accuracy was significant.
However, no significant effects on accuracy were associated with
learning-factor and symbol-carrier. The result showed that
perception-compatibility play an important role in recognizing symbols. Keywords: symbol carrier; semantics; product status |
Interfacing CBIR: Designing Interactive Widgets to Query Attribute Data in Face Image Retrieval | | BIBAK | Full-Text | 425-434 | |
Ted Davis | |||
This paper establishes a unique method in visual search for the querying of
face image attribute data, through a modular interface composed of interactive
widgets. These widgets enable the user to define a model result through
abstracted visual representations of each portrait attribute. The combined
inputs construct compound queries for comparing quantitative values. Such a
technique can help bridge the semantic gap within image retrieval by avoiding
the continued and prevalent reliance on keywords and text-based inputs for the
description and querying of pictorial content. Rather than a graphical user
interface being an afterthought to a novel image processing technique, this
research utilizes existing image datasets as a future given and addresses how
content-based image retrieval (CBIR) can advance when reconsidering the role
and importance of design. Keywords: content-based image retrieval; CBIR; image search; visual search; query;
portrait; face; attribute; interaction; interface; design; semantic gap;
graphical user interface; GUI; widget; relevance feedback |
Wearable Networks, Creating Hybrid Spaces with Soft Circuits | | BIBAK | Full-Text | 435-445 | |
T. Raune Frankjaer; Daniel Gilgen | |||
With the emergence of augmented eyeglasses, smart watches, and health and
performance monitoring wristbands, wearable computing has moved to the cusp of
commonplace consumer technology. These technologies continue a trend already
observed within mobile technologies, their exclusivity to the wearer. Users
often project an aura of disengagement from their surroundings. To address this
issue we developed the Lightning Bug, a light enhanced garment. The Lightning
Bug signifies an extension of our existing channels of mobile communication
into the directly perceivable realm, by deploying a visible mode of interaction
and exchange of information. In a semantic analysis, we investigate the ability
of the garment to represent information using different light-patterns, and
develop a mode of intuitively interpretable signaling. Considering the
established mental models concerning fashion, we further develop a system of
controlling the device based on natural behavioral patterns by reading and
utilizing the wearer's nonverbal communicative clues. Keywords: Photonic displays; smart fashion; embedded electronics; wearable networks;
hybrid space; applied semantics; interactive technology; Soft User Interface;
physical computing; Lightning Bug |
Aluminum CT Image Defect Detection Based on Segmentation and Feature Extraction | | BIBAK | Full-Text | 446-454 | |
Ning He; Lulu Zhang; Ke Lu | |||
Industrial computed tomography (CT) scanning has been used in many areas of
industry for internal inspection of components. Some of the key uses for CT
scanning have been flaw detection, failure analysis, metrology, assembly
analysis and reverse engineering applications. In this paper we present the
approach to detecting defects follows a general image processing scheme based
on three steps: segmentation, feature extractions, and classification. In the
first step (segmentation), potential defects are segmented using the region
method. In the step of feature extraction, two main features of the potential
defects are considered: geometric and intensity features. The third step,
design a proper classifier. The classifier assigns a feature vector Z to one of
the two classes: regular structure or defects, that are assigned "0" and "1",
respectively. A good metric defining the similarity must be established.
Experiments demonstrate that proposed method is fast and accurate to defects
detection in CT image, and the method has high robustness for illumination. Keywords: CT image; Defect detection; Feature extraction; Histograms of gradients |
Interface as a Medium: Creating Effective Visual Services through a User-Experiences Perspective | | BIBAK | Full-Text | 455-462 | |
Tingyi S. Lin | |||
The growing market for robotic services reflects the rapidly expanding
demand for such services in personal and domestic settings, according to the
Service Robot Statistics of the International Federation of Robotics (IFR,
2013). It is also reasonable to argue that the design for robotic services is a
topic that merits considerable attention regarding both technical and supply
aspects. Supported by Promate Electronics Inc., the Visual Information Design
Lab conducted a Smart Vending Machine UI design project to explore new
campus-based service possibilities. Drawing on the ideas associated with this
experimental design, the current study proposes an interactive interface that
functions as a medium capable of motivating users to voluntarily interact with
a vending machine. Also, this pilot service is realizable and testable in a
campus setting. To achieve these tasks, the current study has analyzed four
user types relative to users' potential behaviors, including goal-oriented
behaviors, pioneer behaviors, observer behaviors, and risk-taker behaviors (Lin
& Lai, 2013). The current study's design strategy has the objective of
preparing for an effective visualized interface that helps launch a campus
service. Under this umbrella, the current study's design team conducted their
design research by using a 4D (discover, define, develop, and deliver) design
method to produce an interface that would effectively stimulate four variables
-- attention, interest, desire, and action -- from the perspective of
visual-information design. Visual-information design is capable not only of
delivering messages to its viewers, but also of enhancing services that
structure and represent concepts. This approach is a way to merge aesthetics
and functionality into one design practice for fully satisfying users' needs.
Understanding a project's targeted users is the backbone of design processes
from the very beginning to the end. This project analyzes user types and
investigates users' reactions to a type of smart vending machine, revealing how
and how much a design practice satisfies the needs of users. While
interface-based visual information is a major element with which merchants
build and maintain relationships with customers, it is important to address how
users interact with designed representations. In this way, one can gauge not
only how visual information functions in real practices but also how targeted
users respond to the visual information. This is an essential stage in
designing a robotic service and in undertaking a marketing activity: designers
must understand users' experiences from outer indications (behaviors and
reactions) and from inner gain (information learned and perceptions). The
results are great resources for design teams and strategists seeking to enhance
the quality of visual information and to create multiple-level services
available on vending machines. Keywords: User Experience; Interface Design; Visual Information; Robotic Service |
Taking Decisions with Systems Oriented to the General Public | | BIBAK | Full-Text | 463-471 | |
André S. Monat; Marcel Befort; Ricardo Cunha Lima | |||
Business Intelligence (BI) systems are designed to provide a user friendly
way to make reports, elaborate queries and take decisions based on data stored
in a special type of database called data warehouse. Normally, BI systems
provide a large variety of graphic tools for these tasks. Nevertheless they are
all based in a very mathematical way of displaying data. This is reasonable to
managers, economists and those familiar with mathematical tools. Nevertheless
it can be inappropriate to use these tools when the report was designed to be
exhibit to the general public. In this work we suggest to use the Viennese
Method, or ISOTYPE, in order to deal with this type of situation. We also
present an example where a BI system uses this method for a public
transportation system. Keywords: Information Systems; Visual Language; Viennese Method |
Interactive Visualizations in Learning Mathematics: Implications for Information Design and User Experience | | BIBAK | Full-Text | 472-480 | |
Virginia Tiradentes Souto | |||
Learning mathematics seems not to be an easy task for many students. One of
the reasons why mathematics may be difficult to learn is because mathematical
concepts (e.g. numbers and functions) are not intuitive or accessed through
everyday experience (Chiappini and Bottino, 1999). One way of trying to
facilitate learning mathematics is through the use of interactive
visualizations. The aim of this study is to draw attention to the importance of
user experience and information design principles in order to design effective
interactive visualization in learning mathematics. This article reviews some
studies on visualization in learning mathematics, describes some principles
both for information design and for user experience, and discusses their
relevance in creating effective interactive visualization in learning
mathematics. Keywords: Interactive visualization; learning mathematics; information design; user
experience |
Need Driven Prototype Design for a Policy Modeling Authoring Interface | | BIBAK | Full-Text | 481-487 | |
Dimitris Spiliotopoulos; Athanasios Dalianis; Dimitris Koryzis | |||
This work reflects upon the design stages of a web prototype for creating
policy models and policy domains. The approach allows for user input on policy
modeling, creating domains and producing relations between entities, arguments,
etc. The data collected during need finding provided insight into the type of
interaction required for that. This paper reports on the need-finding
methodology and the several iterative interaction modeling steps in order to
produce a visualized authoring design. Keywords: policymaking; social network information; interaction design |
Beyond Perspective -- A Model-Based Approach for Camera-Based 3D-Interface Design | | BIBAK | Full-Text | 488-498 | |
Jan Wojdziak; Rainer Groh | |||
During the design process of 3D interfaces, designer and software developer
make a multitude of design decisions. The construction of a virtual scene, the
texturing, and the lighting are applied methods to create effective and
efficient user interfaces. In contrast, the camera model of computer graphics
or rather the projection of the three-dimensional scene onto a two-dimensional
image plane is often of little practical use as a tool for designing 3D
interfaces. To improve the camera as an instrument in 3D interface design, the
MosaIC approach (Model-Based 3D Interface Composition) is presented. The
top-down approach allows designers and developers to specify 3D interfaces at
multiple levels of abstraction by means of model-based interface development. Keywords: model-based; 3D interface design; 3D computer graphics; Multiple Views;
Nonlinear Projection Methods |
Use of Immersive Reality and Haptic Devices in Rehabilitation after Cerebral Vascular Accident: Clinical Perspectives and Neuro-Image Evidence | | BIBAK | Full-Text | 501-508 | |
Helda Oliveira Barros; Marcelo Márcio Soares; Epitácio Leite Rolim Filho | |||
This paper sets out how immersion virtual reality is used to rehabilitate
people affected by a stroke. To do so, we carried out a review of the
literature after collecting articles published between 2000 and 2013. The
results indicate that the use of virtual environments is a trend in
rehabilitation and that neuroimaging studies have demonstrated the success of
doing so. However, many challenges remain to be overcome. The greatest
difficulties lie in characterizing the sample population. Many studies that
specifically focus on post-stroke rehabilitation are conducted on individuals
without declaring what the disability is and use a non-significant number
participants. Keywords: virtual reality; people with a disability; rehabilitation; ergonomics |
Extending ActionSketch for New Interaction Styles: Gestural Interfaces and Interactive Environments | | BIBAK | Full-Text | 509-520 | |
Gil Barros | |||
Sketching is considered a core activity in design and is a well-established
practice in many areas of design. Interaction design is a new field of design
that poses challenges for sketching, due to particular characteristics of the
field such as being dynamic and "immaterial". To address these challenges a
technique was proposed to improve the process of sketching for interaction
design. It was originally proposed for WIMP interfaces and has been extended
for multi-touch interfaces. In this article we verify how to apply the
technique to other interaction styles, namely gestural interfaces and
interaction environments. We then analyze these adaptations and extract some
general rules for this kind of modification. We conclude the article with some
future directions. Keywords: Sketching; technique; gestural interface; interactive environment;
ActionSketch |
Syntactic/Semantic Formalizations and Metrics of Residential Applications Based on Gestural Interface | | BIBAK | Full-Text | 521-532 | |
Ana Carla de Carvalho Correia; Paulo Leonardo Souza Brizolara; Leonardo Cunha de Miranda; Juvane Nunes Marciano | |||
The development of residential applications with gestural interaction
focuses often only on technological and physical aspects in the construction of
its applications. The use of technologies that support gestural recognition
might restrict the gestural commands of an application. We argue that an
abstraction of gestural interaction is required for a more comprehensive
interaction approach. In an attempt to reduce problems related to gestural
interaction, in this work, we formalized gestural interaction syntactically and
semantically. The syntactic formalization uses building blocks that produce a
grammar of the Extended Backus-Naur Form (EBNF) type. The semantic information
is described by the point of view of residential application, together with
their actions or services offered in the application. Additionally, we analyze
the relations and combinations of gestural interaction syntactically formalized
in generating a set of metrics for evaluating qualities of interaction that are
based on recommendations for residential systems, in which the entire
description comes from the pre-established syntactic formalization. Keywords: gestural interaction; domotics; organizational semiotics; EBNF; smart home;
home automation |
Controlling Light Environments Using Segmented Light Sources and Mobile Devices | | BIBAK | Full-Text | 533-540 | |
Brian Eschrich; Dietrich Kammer; Karol Kozak; Jan Hesse; Rainer Groh | |||
In this paper, we describe a software interface for controlling light
environments using segmented light sources based on OLED arrays. We propose
requirements for a tool that can be used to author specific light scenarios.
Both the technical view and the user view on the system are addressed. We
describe the concept of creating such an interface and demonstrate an example
for a specific light source. The light source consists of 72 OLED segments that
can be individually programmed using a mobile device. Different use cases
illustrate the concepts. The description of future work regarding the control
of OLED lighting situations concludes the paper. Keywords: Light; Interaction; OLED; Mobile; Prototyping |
Can Virtual Reality Increase Emotional Responses (Arousal and Valence)? A Pilot Study | | BIBAK | Full-Text | 541-549 | |
Sergio Estupiñán; Francisco Rebelo; Paulo Noriega; Carlos Ferreira; Emília Duarte | |||
Emotions in the context of UX are generally evaluated in regard to product
appearance and sensorial experience. The use of virtual reality can be a way to
study UX in consumer products. We want to evaluate if we could increase
emotional responses using a virtual reality immersive system. For that purpose,
we used the GAPED picture database and compared valence and arousal ratings of
GAPED and those obtained using virtual reality. Results showed that arousal was
higher in virtual reality for all images, and valence was negatively extreme
for images of living creatures usually associated with phobias (spiders and
snakes). Nonetheless being this is a pilot study, we conclude that there is a
tendency for Virtual Reality to increase emotional responses. Keywords: Emotions; Virtual Reality; User Experience; Head Mounted Display; learning;
phobias; valence; arousal |
In-Place Natural and Effortless Navigation for Large Industrial Scenarios | | BIBAK | Full-Text | 550-561 | |
Lucas S. Figueiredo; Mariana Pinheiro; Edvar Vilar Neto; Thiago Menezes; João Marcelo Teixeira; Veronica Teichrieb; Pedro Alessio; Daniel Freitas | |||
Here we address the problem of navigating in virtual environments with fixed
display visualizations (e.g. projections and tvs) by using natural gestures.
Gesture metaphors have proven to be a powerful tool for human computer
interaction. Examples arise from smartphones to state of the art projects like
the Holodesk (from Microsoft Research). However, regarding the use of gestures
for navigation in virtual environments, a specific limitation arises in respect
to the user movimentation in the real space. The gestures should provide the
user a way of turning the virtual camera direction without losing the view of
the screen. Moreover, the user must be able to move long distances in the
virtual environment without trespassing real world boundaries and without
becoming fatigued. Keywords: natural interaction; in-place navigation; body gestures |
Beyond Fingers and Thumbs -- A Graceful Touch UI | | BIBAK | Full-Text | 562-573 | |
Sue Hessey; Szu Han Chen; Catherine White | |||
Recent developments in multi-touch screens and gesture based in-air devices
provide scope for the design of UIs with multi-digit control. Software
functionality choices that were traditionally controlled using buttons on
pointing devices can now be selected by different gestures and/or combinations
of touches. However, requiring the user to memorize complex gestures can create
a barrier to use. In our UI design, we consider it important to aid the users'
awareness of their current state of interaction with the system. In this paper
we introduce the concept of a UI component called a "Personicon" which can be
used with multi-touch screens or multi-digit in-air control. We discuss user
experience tests of this design with in-air control, revealing the degree to
which our novel UI is learnable and the comfort of in-air use. Early results
are covered here as a reference for further developments in this area. Keywords: Gesture; multi-touch; in-air; usability; user testing; UX; UI Design |
Embodied Tele-Presence System (ETS): Designing Tele-Presence for Video Teleconferencing | | BIBAK | Full-Text | 574-585 | |
Muhammad Sikandar Lal Khan; Haibo Li; Shafiq ur Réhman | |||
In spite of the progress made in tele conferencing over the last decades,
however, it is still far from a resolved issue. In this work, we present an
intuitive video teleconferencing system, namely -- Embodied Tele-Presence
System (ETS) which is based on embodied interaction concept. This work proposes
the results of a user study considering the hypothesis: "Embodied interaction
based video conferencing system performs better than the standard video
conferencing system in representing nonverbal behaviors, thus creating a
'feeling of presence' of a remote person among his/her local collaborators".
Our ETS integrates standard audio-video conferencing with mechanical embodiment
of head gestures of a remote person (as nonverbal behavior) to enhance the
level of interaction. To highlight the technical challenges and design
principles behind such tele-presence systems, we have also performed a system
evaluation which shows the accuracy and efficiency of our ETS design. The paper
further provides an overview of our case study and an analysis of our user
evaluation. The user study shows that the proposed embodied interaction
approach in video teleconferencing increases 'in-meeting interaction' and
enhance a 'feeling of presence' among remote participant and his collaborators. Keywords: Embodied Interaction; Multimodal Interaction; HCI; Audio-Video Conferencing;
Head Gesture; Tele-Presence |
Gestures: The Reformer of the User's Mental Model in Mobile HCI | | BIBAK | Full-Text | 586-597 | |
Tian Lei; Luyao Xiong; Kun Chen; Xu Liu; Yin Cao; Qi Zhang; Dongyuan Liu; Sisi Guo | |||
This paper, by making a usability testing of four Chinese mainstream apps,
finds that the mental model's spatial consistency can directly affect the
mobile performance. Meanwhile, it also finds that in the touch-screen
environment, the concept of direction is ignored by the app users when they
construct mental models. Further experimental studies show that: 1) mental
model's spatial consistency and Gestalt can influence the gesture's direction,
and the Gestalt's impact on it is stronger than that of mental models; 2) in
performance the subjects have ignored the time's growth caused by the
misdirected gestures, and the completion time is no longer an evaluation
criteria for the satisfaction; 3) information type significantly affects
completion time, and the hints produced by the continuity of the information
content do not influence the direction of gesture; 4) the difference of
interaction devices is actually the reason that a user notices the direction or
not. Keywords: spatial consistency; direction of gesture; user experience; mobile usability |
Sound Bending -- Talking Bodies Quantum Sound Suits | | BIBAK | Full-Text | 598-605 | |
Kristin Neidlinger; Wendy Ju | |||
The QuantumSound Suits are an innovative technological solution for creating
sounds from movement. Made in collaboration with contortionists, a
multidisciplinary team designed custom body-painted silicone suits embedded
with flexible sensors. A healing sound artist mapped the tones of the eleven
sensors to movement, animating the physical motion and providing sonic feedback
of body's position. This is an exploration of real-time movement notation and
human activity recognition of body location in space. Keywords: human activity recognition; wearables; sonification; performance; Arduino;
dance; transdiscliplinary collaboration |
Augmenting a Wearable Display with Skin Surface as an Expanded Input Area | | BIBAK | Full-Text | 606-614 | |
Masa Ogata; Yuta Sugiura; Yasutoshi Makino; Masahiko Inami; Michita Imai | |||
Wearable devices such as the wristwatch-type smart watch, are becoming
smaller and easier to implement. However, user interaction using wearable
displays is limited owing to the small display area. On larger displays such as
tablet computers, the user has more space to interact with the device and
present various inputs. A wearable device has a small display area, which
clearly decreases its ability to read finger gestures. We propose an augmented
wearable display to expand the user input area over the skin. A user can employ
finger gestures on the skin to control a wearable display. The prototype device
has been implemented using techniques that sense skin deformation by measuring
the distance between the skin and the wearable (wristwatch-type) device. With
this sensing technique, we show three types of input functions, and create
input via the skin around the wearable display and the device. Keywords: Skin Deformation; Wearable Display; Photo reflectivity |
Affordances and Gestural Interaction on Multi-touch Interface Systems: Building New Mental Models | | BIBAK | Full-Text | 615-623 | |
Adriano Bernardo Renzi; Sydney Freitas | |||
This paper investigates users' gestural interaction mental models using
touch screen technology for the first time. The research used Think-aloud
Protocol technique for behavioral observation while performing tasks on two
different Apps using an iPad2 device. The tasks helped perceive users'
recognition of functionality and gestural responses for each objective
completion. The conclusions based on the observed results are discussed through
mental model directives and Buxton and Spool theories of innovation and factors
to achieve high acceptance of users on new technology. Keywords: user experience; mental model; think-aloud protocol |
Augmented Reality in Design | | BIBAK | Full-Text | 624-635 | |
Christine Schranz | |||
This paper investigates how the technology of augmented reality and mixed
media will shape and affect future design strategies. Although the technology
was developed back in the 1990s, its dissemination has been slow. Particularly
in the field of design practice, as well as in design research, new media
technologies offer an interesting alternative for producing, visualizing, and
embodying (data-enhanced) spaces. For scenography in terms of an integrated
space-related design discipline, (focusing on spatial access to topics
including perception and analysis of spaces) the use of interactive spaces
provides a new variety of possibilities in organizing and solving problems by
applying a spatial perspective. Therefore it is important, not to leave the
emerging media spaces exclusively to the rapidly changing information-age
technologies. This contribution aims at making designers aware of the technical
possibilities and fosters their participation in its development and
application. Keywords: Design; Design Research; Space; Spatial Design; Scenography; Augmented
Reality; New Media; Mixed Media; Graphical Representation; Orientation;
Navigation |
Diving in? How Users Experience Virtual Environments Using the Virtual Theatre | | BIBAK | Full-Text | 636-646 | |
Katharina Schuster; Max Hoffmann; Ursula Bach; Anja Richert; Sabina Jeschke | |||
Simulations are used in various fields of education. One approach of
improving learning with simulations is the development of natural user
interfaces, e.g. driving or flight simulators. The Virtual Theatre enables
unrestricted movement through a virtual environment by a Head Mounted Display
and an omnidirectional floor. In the experimental study presented (n = 38), the
effects of objective hardware characteristics were being tested in two groups.
The task was the same: Remembering positions of objects after spotting them in
a maze. One group fulfilled the task in the Virtual Theatre, the other group on
a laptop. Personal characteristics (gaming experience, locus of control) and
perception measures for immersion (spatial presence, flow) were also assessed.
Analyses show that the Virtual Theatre indeed leads to more spatial presence
and flow, but has a negative effect on the task performance. This contradicts
the common assumption that immersion leads to better learning. Keywords: Immersion; Spatial Presence; Flow; Learning; Simulators; Natural User
Interfaces |
Designing Information for Mediated Reality Systems | | BIBAK | Full-Text | 647-658 | |
Luis A. Vasconcelos; Felipe Breyer; Bernardo Reis; Aline Silveira; Daniela Falcone; Judith Kelner; Ubiratan Carmo | |||
Mediated reality systems introduce the possibility to alter users'
perception of the surrounding environment by adding or removing information.
These particular innovative features made this technology attractive for
several adjacent fields. However, despite their direct impact on the
presentation of information, mediated reality systems are still poorly explored
by information designers. Over the years, information design researchers have
investigated and proposed tools and practices when planning information for
different platforms and contexts. With respect to technical operations, visual
instructions are very effective to convey information, and therefore a great
opportunity for technology aided operations. This work establishes a dialogue
between information design and mediated reality systems, and introduces some of
the several concerns of this joint context. Based on correlated research, we
identify general principles, challenges and opportunities for mediated reality
applications, and for information designers willing to use them. Finally, we
also introduce an early-stage system for technical operations as an opportunity
to take further lessons and establish detailed recommendations. Keywords: Mediated Reality; Information Design; Technical Operations; Visual
Instructions |
Cutscenes in Computer Games as an Information System | | BIBAK | Full-Text | 661-668 | |
Daniel Ríha | |||
While computer game's cutscenes are predominantly used for a cinematic
narrative development, in many computer games cutscenes might serve not only as
a basic orientation hint about next level in a gaming environment but might
play a role of an information system. This contribution will discuss the
eventualities to understand cutscenes and their implementation in a gaming
environment as a sort of an information system useful for the interpretation
and reconfiguration performed by the player with the respect to the rapid
prototyping for serious games. Further, will be briefly discussed the potential
to author the cutscenes for a sample concept of a serious game (documentary
computer games) in the rapid animated movie production tool Moviestorm. Keywords: Cut Scenes; Computer Games; Documentary Computer Games; Moviestorm;
Creativity; Gameplay; Machinima; Digital Filmmaking; Visual Communication |
Challenge Design and Categorization in Video Game Design | | BIBAK | Full-Text | 669-677 | |
Michael Brandse; Kiyoshi Tomimatsu | |||
In this paper, we examine how challenge is designed in games. Building on
the paralitic system proposed by Stenros, we approach challenge design in two
ways; first we look at how challenge is designed by the game creators, and then
we look at how players approach games with challenges of their own as well as
how often they participate in this kind of behavior. Since challenge is an
important component to the majority of games, we argue that understanding how
challenge is designed is important for further research into challenge in
games. Keywords: Design Patterns and DUXU; Motivation in DUXU; Challenge design; Video game
design |
A Study about Designing Reward for Gamified Crowdsourcing System | | BIBAK | Full-Text | 678-687 | |
Joohee Choi; Heejin Choi; Woonsub So; Jaeki Lee; JongJun You | |||
The goal of this study is to understand the mechanism of gamification in
crowdsourcing by investigating the ways of giving rewards. Perceived reward
diversity is proposed as a construct to induce fun experience from participants
based on previous studies about gamified crowdsourcing. With respect to system
manipulation, explicating the anticipated level of rewards before task phase is
conducted. The effect of explication on task outcome and psychological outcome
is compared with control group. As a result, both perceived reward diversity
and explicating the anticipated level of rewards significantly affect both
quality and quantity of submitted answers, as well as feeling of fun during the
task phase. The limitation and implication of the study is stated in the end. Keywords: gamification; crowdsourcing; reward; perceived diversity; fun experience |
Evolution of the Physical Interfaces in Videogames as a Support to the Narrative and the Gaming Experience | | BIBAK | Full-Text | 688-698 | |
Alan Richard da Luz | |||
This paper proposes a classification of videogames by their physical
interfaces (controls, keyboards, joysticks, mouse etc.) and how they interact
with narrative complexity in videogames. By now, classifications of videogames
never took into account of the play element and the aesthetic experience the
player had with games. This analysis comprehends the commercial operation of
the videogame industry, basically from 1971 to the present day. The
classification proposed here is independent of the traditional ones, although
there are some similarities and parallels. Keywords: Videogames; interface; narrativity |
Skyfarer: Design Case Study of a Mixed Reality Rehabilitation Video Game | | BIBAK | Full-Text | 699-710 | |
Marientina Gotsis; Vangelis Lympouridis; Phil Requejo; Lisa L. Haubert; Irina C. Poulos; Fotos Frangoudes; David Turpin; Maryalice Jordan-Marsh | |||
This paper outlines a design case study for Skyfarer, a mixed reality
rehabilitation application developed for upper body exercise of individuals
aging with disability. We describe how experience, experiential and
participatory design methodologies were combined to develop a game, which was
publicly exhibited at IEEE VR and ACM SIGGRAPH, and formally evaluated in a
biomechanical study at Rancho Los Amigos National Rehabilitation Center RLANRC. Keywords: Mixed reality; virtual reality; rehabilitation; games; experience design;
experiential design; participatory design; spinal cord injury |
Wanting the Unwanted -- What Games Can Teach Us about the Future of Software Development | | BIBAK | Full-Text | 711-719 | |
Daniel Hellweg | |||
Do you know anyone who likes to engage in uncomfortable topics like tax
return, household chores, diseases or death? Nevertheless, this is necessary in
various life situations. The presentation of suitable motivational factors can
offer an answer to the problem. In terms of Gamification, corresponding
approaches have already been finding their way into the development of business
and educational software. But we can still learn from the games industry that
motivational problems can be overcome easier by taking into account game design
mechanisms in early conceptions of interactive applications. As an example this
paper considers the platformer Limbo [1], dealing with death crucially. The
game which has been published in 2010 has experienced global success until
today by providing its recipients a framework to reflect upon this topic,
frustration and motivation factors being balanced skillfully. This paper
examines how gaming systems can facilitate engagement in otherwise
uncomfortable topics, analyzing one game within the entertainment business and
describing two implementations of gaming systems in medical and educational
fields. Keywords: Game Design; Emotional Design; E-Learning; Achievements |
Empirical Analysis of Playability vs. Usability in a Computer Game | | BIBAK | Full-Text | 720-731 | |
David Novick; Juan Vicario; Baltazar Santaella; Iván Gris | |||
This paper reports our experience in applying an empirical user-experience
testing method to improve a computer game. We sought to understand the
differences in practice between usability and playability, and correspondingly
to assess the usefulness of different approaches to taxonomies for playability.
Our experience suggests that the evaluation technique for playability can be
the same as for usability and that some existing taxonomies for playability do
not provide effective support for translating experience of evaluation into
heuristics for design. For formative evaluation, understanding episodes for
playability depends on specific circumstances of each episode; taxonomies may
be more useful for summative evaluation. Keywords: Playability; usability; games; empirical analysis |
The Study of the Relations between the BrainHex Player Profiles, MBTI Psychological Types and Emotions as Means to Enhance User Experience | | BIBAK | Full-Text | 732-741 | |
Rafael Eduardo Paulin; André Luiz Battaiola; Márcia Maria Alves | |||
This paper, firstly, develops the BrainHex player profiles into a more
robust set, enriched by the psychological characteristics of the MBTI system.
The characteristics of each one of the seven profiles was directly compared and
contrasted with the characteristics of each one of the sixteen personality
types. Those that have more in common were grouped together, resulting in what
has been called "expanded profiles".
Secondly, the most relevant emotions in games are related to the expanded profiles, evidencing which one have more influence over each one of the seven expanded profiles. The result is a complex tool that can be used by developers to get acquainted with their costumers, and also to design better user experience for players and, consequently, more appealing games. Keywords: Games; MBTI; Psychological Types; Player Profiles; Emotions; User Experience |
A Review of Gamification for Health-Related Contexts | | BIBAK | Full-Text | 742-753 | |
Pedro Pereira; Emília Duarte; Francisco Rebelo; Paulo Noriega | |||
Gamification is an approach which seeks to positively impact diverse
wellness and health-related contexts, not only because it can get people more
engaged and make them more responsible for their health-related decisions, but
also because it can enhance the performance of healthcare workers. It,
therefore, affects both the costs of personal wellness and the healthcare.
Gamification is an informal umbrella term for the use of video game elements in
non-gaming systems that aim to improve user experience and user engagement. The
current paper's focus is to introduce theoretical aspects of gamification and
its potential impact on health-related contexts, as well as present the
state-of-the-art on how gamification is being employed in such contexts.
Examples from contexts such as exercise, nutrition, weight control, medication
adherence, and hands' hygiene, among others, are included. Finally, the
challenges inherent to the design of successful gamification strategies and
approaches are discussed. Keywords: gamification; health; motivation; behavior |
Game Design Techniques in User Research Methods -- A New Way to Reach the High Score in Development Teams | | BIBAK | Full-Text | 754-762 | |
Eva Rügenhagen; Theo Held | |||
Frequently, project teams who participate actively in usability tests show
more trust in the results, but they also tend to build up some frustration
during the process of conducting the study itself. In multidisciplinary teams,
user research methods and the skills required are not used by every team member
on a daily basis. Therefore, the felt ownership mostly lies within the roles of
user researcher and/or interaction designer, who guide the teams through the
process. SAP's central user research team wanted to enhance method literacy and
empathic involvement in multidisciplinary teams. Therefore, we have introduced
an emotional component into the process through applying slight modifications
to user research methods by using game mechanics. In this paper, we want to
describe the application of game mechanics to the method 'usability test' as an
example for this approach. We elaborate on the prerequisites and considerations
that led to the approach, describe the game that has been created and the
experiences we made so far. Keywords: Game mechanics; Gamification; User Centered Design; User Research; Formative
Usability Testing |
A New Design Process for Viewer Participation in Interactive TV Program: Focused on the Interactive TV Game Show Hae-un-dae | | BIBAK | Full-Text | 763-772 | |
Jeongbeom Shin; Hyun Jung Kim; Jea In Kim; Bong Gwan Jun; Chung-Kon Shi | |||
It is no easy thing to insert viewer participation seamlessly within a
narrative structure when planning interactive TV program, and moreover there
are not any existing processes to solve such difficulty in practice. Thus, in
this paper, we proposed a new design process to be suitable to map out viewer
participation of interactive TV program and demonstrated the application of our
design process to the development of the iTV game show Hae-un-dae. Keywords: interactive television; viewer participation; design process |
Immersive Interactive Narratives in Augmented Reality Games | | BIBAK | Full-Text | 773-781 | |
Bruno Santos Viana; Ricardo Nakamura | |||
The industry of digital games is marked by innovation. Currently, augmented
reality has been added to those games, to provide new experiences for players.
However, those efforts have been focused on attracting players based on novelty
devices. Digital games seem to have high potential for realizing novel
interactive narratives. At the same time, there has been some academic
discussion about narratives in augmented reality. In this paper, we discuss
some relationships between interactive narratives, digital games and augmented
reality. We then propose an approach and a specific technology setup for
exploring augmented reality games as providers for innovative interactive
narratives. In this augmented game space, new technology and devices are not
the focus but rather the means for the realization of new experiences. Keywords: interactive narrative; augmented reality; digital games |
Serious Economic Games: Designing a Simulation Game for an Economic Experiment | | BIBAK | Full-Text | 782-793 | |
Danilo Wanner | |||
This project proposes the design of a Serious Game for an economic
experiment. The analysis of existing games and research into current practices
and requirements in economic experimentation are combined to create a Serious
Economic Game. It is found that laboratory experiments are conducted in a way
that prevents immersion. A game using a visual representation of the economic
model and presenting input in the form of gameplay decisions has the potential
to provoke a naturalistic player response through immersion. Case studies of
existing games show various ways in which to achieve player engagement and
immersion. The employed "aesthetic" approach to game design involves detailed,
photorealistic graphics and sound bound to diegesis to demand the attention of
players and therefore facilitate immersion. Keywords: Serious Games; Economic Experiment; Design Research; Digital Aesthetics;
Game Aesthetics; Aesthetic Approach; Game Design |
Interface Design for Somatosensory Interaction | | BIBAK | Full-Text | 794-801 | |
Qiong Wu; Xun Rong Li; Guan Shang Wu | |||
Motion and gesture recognition technology has promoted a significant
development of interaction design recently. Especially in game industry,
controlled by the player's movement and gesture, along with appropriate content
and interface design, the game can afford strong immersive feelings to the
player. The paper talked about the interactive interface design of a
somatosensory game prototype in 3D space, and proposed the full use of
parameters in three directions captured by Kinect and corresponding
technological solutions. Keywords: Interface Design; Somatosensory Interaction; Interaction Design |