Methodological Framework for Control Centres Evaluation and Optimization | | BIBAK | Full-Text | 3-11 | |
Ana Almeida; Francisco Rebelo; Paulo Noriega | |||
Workers in control centers often pay attention to a large amount of
information from several sources and must be able to identify, at all times,
the system state to, in an emergency, take correct decisions. In this context,
this article aims to present a preliminary framework for the development of a
virtual reality simulator for the study of control centres in order to prevent
Human errors occurrence. It will also be presented an example of the framework
use to study the excessive number of alarms in a railway control centres. The
paper discuss the next steps of this work, the evaluation of it sensitivity and
the usability characteristics of the VR simulator inside to our framework. Keywords: framework; virtual reality; control centre; simulator |
A UX Maturity Model: Effective Introduction of UX into Organizations | | BIBAK | Full-Text | 12-22 | |
Lorraine Chapman; Scott Plewes | |||
Getting products out the door with a fantastic user experience (UX) is
becoming increasingly more important in all aspects of the business world.
Large companies have raised the bar in consumer products in terms of UX design,
which has leaked into non-consumer organizations and contexts. The same people,
who are also consumers, are now going to work with equally high expectations in
their enterprise applications or even using their "consumer" product at work.
Naturally, organizations that create products have responded by hiring
consultants or professional UX designers. Yet, despite having the right skills,
organizations are not necessarily getting the results they want. Achieving
great UX design is not just a function or talent of individuals, it is an
organizational characteristic. Understanding the organization's "maturity"
level is a necessary first step for improving the effective delivery of UX
design and for enabling the organization to advance to the proverbial "next
level." Keywords: UX maturity; maturity models usability; user-centered design; user
satisfaction |
A Perception Oriented Approach for Usable and Secure Interface Development | | BIBAK | Full-Text | 23-31 | |
Mehmet Göktürk; Ibrahim Ssaneci | |||
Developers generally try to make their systems secure by adding Information
Security measures and components to User Interfaces. While applying these
measures, usability of interfaces may decrease seriously. Developing secure and
usable user interfaces became a necessity due to the fact that security and
usability are both indispensable for users. To develop secure and usable
interfaces, first, users' perception of information security is analyzed. In
this study, An Enhanced Users' Perception of Information Security Model
(EUPoIM) and Perception Oriented Usable & Secure Interface Development
Model (POSUIDM) are proposed to empower developers in developing both secure
and usable user interfaces. Keywords: Enterprise UX structure and process; security perception; usable security;
perception oriented approach |
Activities to Improve System Integration and Service Quality and Add Additional Values -- Reducing the Cost in Applying Human-Centered-Design Process | | BIBAK | Full-Text | 32-38 | |
Rieko Hamachi; Ichiro Tsukida; Hisashi Noda | |||
NEC Soft has organized a team of Human-Centered-Design (HCD) specialists who
have been engaging in activities to apply the HCD process to system integration
(SI) and service projects for improving usability since 2007. HCD is an
effective method for improving usability in SI and services. However, many
engineers do not focus on improve usability because of the difficulty measuring
the effectiveness of its benefits, unlike quality control actions such as
eliminating bugs. In this paper, we will propose a method for applying the HCD
process for minimal cost to convince engineers of the quantitative effects of
using the HCD process for improving usability. Keywords: HCD; cost benefit; system integration; small start; reducing HCD cost |
ISO 9241-210 and Culture? -- The Impact of Culture on the Standard Usability Engineering Process | | BIBAK | Full-Text | 39-48 | |
Rüdiger Heimgärtner | |||
In this paper, some ideas are presented regarding the question of whether
standards can be valid internationally, i.e. worldwide and independent of the
different cultures in the world, and how this question can be tackled.
Exemplified by the standard usability engineering process in ISO 9241-210, the
impact of culture on the main steps in the usability engineering process is
analyzed. The output of the process is influenced by the process. If the
process of usability engineering is culturally influenced and different for
different cultures, the output of the usability engineering process, i.e. the
user interface of the product, is also culturally influenced and different.
Furthermore, the results are possibly not those as expected by the desired
target culture. The presented ideas represent a first step towards deeper
research in this area. Keywords: User-Centered Design; ISO 9241-210; Culture; HCI; Approach; Process;
Structure; Intercultural; Intercultural User Interface Design; Standard;
Usability Engineering; Intercultural Usability Engineering |
Design, Deployment and Evaluation of a Social Tool for Developing Effective Working Relationships in Large Organizations | | BIBAK | Full-Text | 49-60 | |
Athanasios Karapantelakis; Yonghui Guo | |||
In an attempt to raise public awareness and promote their objectives,
organizations increasingly strive for social media presence. Similarly to using
social media tools to communicate externally, organizations are starting to
adopt such tools internally to promote information exchange. This is especially
the case for large technology companies with a skilled workforce, where
exchange of knowledge and ideas can help establish working relationships and
eventually improve organizational performance. Past experience shows that
successful adoption of social media tools differs between cases, and is closely
related to organizational culture. In this paper, we present an application
designed to arrange custom lunches between randomly-selected employees and
argue that a study of the organizational culture and subsequent application of
the findings of this study to the design of the application has contributed to
it's success. We determine success by exposing the application to trial use and
evaluating feedback from real users. Keywords: social media; enterprise; organizational culture |
Humanizing the Enterprise | | BIBAK | Full-Text | 61-70 | |
Janaki Kumar | |||
To deliver best in class user experiences to business users, design
practitioners need to consider not just the user interface of applications, but
the end-to-end customer experience. The enterprise software industry is
undergoing a transformation as users expect simple, easy-to-use experiences
from their business software. However, to deliver on this expectation,
enterprise software vendors face three primary hurdles: The complexity of their
customer's information technology landscapes, Complexity of business processes
in their customer's organizations, and Lack of design skills in customer's IT
organizations. This paper describes these changing expectations and unique
challenges in enterprise software user experience design. It outlines the user
experience strategy that SAP, a leading enterprise software company, SAP, has
developed to overcome these challenges, and deliver best in class user
experiences to business users. Keywords: User Experience; UX; Strategy; UX Management; UX Leadership; Customer
Experience; Human Centered Design; Information Technology |
Designing Financial Literacy and Saving Tools for the Unbanked and under-banked in Brazil | | BIBAK | Full-Text | 71-80 | |
Ananya Mukherjee; Catherine Winfield; Shan He; Federico Casalegno; Wilson Ruggiero | |||
In this paper, we are interested in designing a novel approach to financial
learning and saving for the unbanked and under-banked populations in emerging
economies, more specifically in Brazil. Despite efforts by governments,
non-profits and privately held banks, unbanked and under-banked populations
remain prone to unfavorable financial habits and are ill equipped to utilize
financial services. In proposing new modes of engagement with the topic of
financial literacy and saving, we evaluate 1) social and behavioral aspects of
financial lives of said populations 2) productive learning models 3) results
from an ethnographic study, to finally demonstrate potential applications. Keywords: Design for behavioral change; financial literacy; user experience design for
financial products |
Enabling Better User Experiences across Domains: Challenges and Opportunities Facing a Human Factors Professional | | BIBAK | Full-Text | 81-89 | |
Emrah Onal; Susan McDonald; Corey Morgan; Olga Onal | |||
Human Factors is a multidisciplinary field studying the design of systems
and equipment that fit the human physical and cognitive abilities. Human
factors professionals are in a unique position to practice their trade within a
variety of domains including government, industry, and military. Regardless of
the domain, good user experience, as provided by a human factors practitioner,
affords more effective human systems interaction. In this paper, we offer
insights into the value of a good user experience and the consequences of not
providing it; we discuss organizational and practical challenges that may lead
to neglecting user experience; and finally, we offer ideas on how to bring
human factors into projects and provide better user experience. Keywords: user experience; human factors; domains; challenges; opportunities |
Brands Analysis Using Informational Ergonomics Concepts: A Proposal | | BIBAK | Full-Text | 90-101 | |
João Carlos Riccó Plácido da Silva; Luis Carlos Paschoarelli; José Carlos Plácido da Silva | |||
Currently, a lot of visual information present in all media is form
vehemently, for example, in print media and interfaces used for publicity in
conjunction with informational design. This visual information has great
influence in the life of human beings, since the vision of these individuals is
the most used sense. Studies on visual identity have not explored this issue in
a satisfactory manner, favoring thus the subject of this small development
projects in the area. It is noted the need for analyzes to enable
implementation principles of project, making them accessible to the
comprehension of most individuals. This study aimed to propose an evaluation of
visual identities, which were analyzed by means of visual concepts of
usability, design methodologies and Gestalt. We contacted design firms
specialized in visual identity projects, places where interviews were conducted
to collect the brands allowed for analysis. The results point to a frequent
demand for the employment of visual usability principles, design methodologies
and Gestalt design in visual identities. Keywords: Ergonomic; Graphic Design; Guidelines; Visual Identities |
The Design and Development of Empathetic Serious Games for Dyslexia: BCI Arabic Phonological Processing Training Systems | | BIBAK | Full-Text | 105-112 | |
Arwa Al-Rubaian; Lama Alssum; Rawan Alharbi; Wafa Alrajhi; Haifa Aldayel; Nora Alangari; Hadeel Al-Negheimish; Aljohara Alfayez; Sara Alwaalan; Rania Aljindan; Ashwag Alshathri; Dania Alomar; Ghada Alhudhud; Areej Al-Wabil | |||
In this paper, we describe the User Interface (UI) design issues for serious
games aimed at developing phonological processing skills of people with
specific learning difficulties such as dyslexia. These games are designed with
Brain-Computer Interfaces (BCI) which take the compelling and creative aspects
of traditional computer games designed for Arabic interfaces and apply them for
cognitive skills' development purposes. Immersion and engagement in the games
are sought with novel interaction methods; the interaction mode for these games
involved mind-control coupled with cursor-based selection. We describe the
conceptual design of these serious games and an overview of the BCI software
development framework. Keywords: Brain-Machine Interface; BMI; SpLD; Learning Difficulty; Dyslexia;
Brain-Computer Interface; BCI; Usability |
Considering People Living with Dementia When Designing Interfaces | | BIBAK | Full-Text | 113-123 | |
Claire Ancient; Alice Good | |||
Dementia is an escalating problem which is estimated to affect 35.6 million
people worldwide. In an environment which is becoming increasingly dependent on
technology, the interaction needs of people living with dementia is being
ignored by interface designers. This paper aims to highlight the factors which
should be considered when designing interfaces to be "dementia-friendly". The
article draws on the limited previous research to suggest that interfaces need
to consider two main factors: personalisation (which includes both
accessibility and usability) and user acceptance (including the experience
produced by the interfaces and barriers to technology adoption). Keywords: Dementia; Interface Design; Personalisation; User Acceptance |
Ergonomic Evaluation of Manual Force Levels of the Elderly in the Handling of Products: An Analysis Using Virtual Reality | | BIBAK | Full-Text | 124-132 | |
Rafaela Q. Barros; Marcelo Márico Soares; Maria Goretti Fernandes | |||
Data from the World Health Organization -- WHO [1] estimated that from 2000
to 2050, there will be a threefold increase in the population over 60-year-old
population, which will rise to nearly 2 billion. It is important to designer
understand the aging process and its peculiarities, such as those issues that
affect cognitive issues and physical skills, thus enabling the understanding of
products targeted on elderly people. The Virtual Reality via using haptic
gloves to simulate everyday activities (EDAs) in a virtual environment. Thus,
it is intended that this technology will enable the study of the measurement of
forces applied in performing tasks. Data on measuring the levels of manual
strength in the virtual environment were not found in the literature. Based on
the data obtained in this review of the literature, the intention is to
simulate elderly people's manual activities with a view to quantifying levels
of force. Keywords: Virtual Reality; Manual strength and ergonomics |
Accessibility of Mobile Platforms | | BIBAK | Full-Text | 133-140 | |
Alireza Darvishy | |||
This paper compares accessibility features of two popular platforms from a
user perspective. The comparison is based on accessibility features for
different kinds of disabilities such as vision, hearing or physically
challenged users. A section on accessibility in mobile applications follows.
According to a survey [1], the use of mobile platforms by people with
disabilities is dramatically increasing. New accessibility features are
introduced for each release of these platforms which makes them an affordable
assistive technology. Keywords: Accessibility; mobile devices; screen-readers; people with disabilities;
assistive technologies; accessible apps |
TAC-ACCESS -- Technologies to Support Communication from Interfaces Accessible and Multimodal for People with Disabilities and Diversity: Context-Centered Design of Usage | | BIBAK | Full-Text | 141-151 | |
Cristiani de Oliveira Dias; Liliana Maria Passerino; Carlos de Castro Lozano; Enrique García Salcines | |||
The school and the family can use technological resources to provide the
individual with disabilities the opportunity to obtain a good quality of life,
autonomy and cognitive development. It is known that the process of inclusion
of this subject in the school may not be enough to meet your needs. In both
activities both in school and family, using digital services to more intensive
monitoring may be a proposal to include homeschooling (Passerino, de Castro,
2013). It was thought therefore, a computing platform that assists subjects,
family and school to participate in these scenarios, integrating them. A
partnership between one University in Brazil and one University in Spain allow
this integration. The research plans to join the Alternative Communication (AC)
named SCALA and an operating system and platform in the cloud whose main goal
is to give conditions for development to people who are dependent (elderly,
disabled) Siesta Cloud software. This integration has aimed at creating
opportunities for these people to obtain autonomy, communicative interaction
and improvement in their quality of life. For this platform reach the largest
number of people, it was necessary to choose the method of usability and we
chose for Context-Centered Design of Usage and in this article the process that
led to this choice are shown. Keywords: Usability; Alternative Communication; Context-Centered Design of Usage |
Designing with the User in Mind a Cognitive Category Based Design Methodology | | BIBAK | Full-Text | 152-163 | |
Joseph Kramer; Sunil Noronha | |||
To design products and experiences that are highly intuitive and resonate
with their target users the designer must have an accurate understanding of
those users 'mental models'. New research in cognitive science, in particular
in the area of cognitive category theory, provides clues how to better elicit
and apply mental models in design. The resultant outcome is guaranteed to be
more natural and understandable to its users. In this paper we will briefly
review the cognitive science research and describe our resultant empirically
grounded concept and definition of a 'mental model'. We then explain how we use
the mental model and related design principles to build intuitive designs. Keywords: Mental model; psychology; cognitive category; design method |
The Impact of Human Likeness on the Older Adults' Perceptions and Preferences of Humanoid Robot Appearance | | BIBAK | Full-Text | 164-172 | |
Kerem Rizvanoglu; Özgürol Öztürk; Öner Adiyaman | |||
There's a growing interest towards human-robot interaction (HRI) as an area
of research within human-computer interaction (HCI). Although nowadays robotics
studies provide enough knowledge on social robots in major settings, there are
still a limited number of studies that investigate expectations, attitudes and
behaviors towards humanoid robots in the area of HRI. This study aims to
investigate the older adults' perceptions and preferences of a humanoid robot
appearance, which is planned to assist in healthcare activities. The
preferences and the perceptions of a sample of 6 older adults are assessed
through semi-structured in-depth interviews. By adopting a user-centered design
process through the execution of techniques such as persona and user journeys,
two different appearances are designed for the assessment: A cartoon-like,
simplistic face with no specific gender and a more realistic feminine
illustrative face. Findings support the notion that perceptions evoked in the
users would depend on the human likeness of the robot's face. However, gender
stereotypes also had impact on the perception and preference of the humanoid
faces. A majority of older adults preferred a female human appearance for the
robot by referring both to the human likeness and to the task of healthcare.
The participants were able to understand the basic facial gestures in both
appearances. However, they could not achieve to interpret the intensity of
emotions in the expressions. In this context, when compared, simple
cartoon-like faces seemed more affective to support detailed understanding of
the expressions. Besides, the findings revealed that experience with technology
and culture-specific aspects could also affect the perception of robot
technology. Keywords: Humanoid; Robot; Appearance; Perception; Older Adults |
Aging and New Technologies: Challenges and Perspectives | | BIBAK | Full-Text | 173-184 | |
Cláudia Stamato; Manuela Quaresma; Cláudia Renata Mont'Alvão | |||
This article discusses the results of an online questionnaire distributed to
393 participants residing in Brazil. The tool is an important part of the
doctoral thesis of Design whose goal is to understand how older people
socialize these days, when communication occurs much more virtually than in
person. The world advocates that the elderly find it difficult to use
technology and have little interest in using it. The relationship with
technology can set about their inclusion or exclusion. Keywords: Socialization; Elderly; Questionnaire; Active Aging; Social Relationship |
A Challenging Design Case Study for Interactive Media Design Education: Interactive Media for Individuals with Autism | | BIBAK | Full-Text | 185-196 | |
Asim Evren Yantaç; Simge Esin Orhun; Ayça Ünlüer Çimen | |||
Since 1999, research for creativity triggering education solutions for
interactive media design (IMD) undergraduate level education in Yildiz
Technical University leaded to a variety of rule breaking exercises. Among many
approaches, the method of designing for disabling environment, in which the
students design for the users with one or more of their senses disabled,
brought the challenge of working on developing interactive solutions for the
individuals with autism spectrum conditions (ASC). With the aim of making their
life easier, the design students were urged to find innovative yet functional
interaction solutions for this focused user group, whose communicational
disability activate due to the deficiencies in their senses and/or cognition.
Between 2011 and 2012, this project brief supported by participatory design
method motivated 26 students highly to develop design works to reflect the
perfect fit of interaction design to this challenging framework involving the
defective social communication cases of autism. Keywords: Autism; Interaction; Design Education; Innovation; Affordance |
Further Investigation of the Effects of Font Styles on Perceived Visual Aesthetics of Website Interface Design | | BIBAK | Full-Text | 199-207 | |
Ahamed Altaboli | |||
Findings of an earlier study indicated that a webpage using the "Times New
Roman" font type was perceived as having better visual aesthetics than a
webpage using the "Calibri" font type. The current study is a continuation of
this research, the purpose of the study is to investigate how using a mixture
of the two font types in the same webpage would affect perception of visual
aesthetics. Four webpage designs were compared in the current study; the two
designs used in the earlier study and another two designs containing a mixture
of both fonts. Results showed that mixing the two font types on the same page
didn't improve perception of visual aesthetics. Still, the webpage design with
only the Times New Roman font type perceived as having a better visual
aesthetics than all the other three designs. Keywords: font style; font type; perceived visual aesthetics; website interface design |
You Can Interact with Your TV and You May Like It an Investigation on Persuasive Aspects for an iDTV Application | | BIBAK | Full-Text | 208-219 | |
Samuel B. Buchdid; Roberto Pereira; M. Cecília C. Baranauskas | |||
Interactive Digital TV (iDTV) is a technology that has many challenges that
surround it and that may discourage the passive viewers to interact with TV. To
face the challenging scenario of designing for iDTV, we draw on the Social
Aware Computing (SAC) approach to design, looking at the problem and proposing
solutions on various abstraction levels (informal, formal and technical)
according to the viewpoint of different stakeholders, including prospective end
users. This paper presents a motivational analysis conducted through Analytical
and Empirical evaluations and Questionnaires, to understand whether and how an
iDTV application designed through the SAC motivates users to interact with it.
As results, our analysis pointed out application features that are likely to
motivate users to interact, and features that emerged during the design process
and were reflected on the application prototype. Moreover, we discuss whether
and how the SAC design process may support iDTV applications that make sense to
users and motivate them to interact. Keywords: Interactive Digital TV; Persuasive Design; HCI; Socially Aware Computing;
Organizational Semiotics; Participatory Design; Design Patterns |
Mood Boards as a Universal Tool for Investigating Emotional Experience | | BIBAK | Full-Text | 220-231 | |
Huang-Ming Chang; Marta Díaz; Andreu Catalá; Wei Chen; Matthias Rauterberg | |||
Emotion is an essential part of user experience. While researchers are
striving for new research tools for evaluate emotional experiences in design,
designers have been using experience-based tools for studying emotions in
practice, such as mood boards. Mood boards were developed for communicating
emotional qualities between designers and clients, but have not yet been
considered as an evaluation tool for investigating emotional experience. In
this study we examined whether design students and non-design students have
similar criteria in evaluating these mood boards. The results showed that the
inter-rater reliability among all participants were considerably high, which
suggested that mood boards are potential to be used as an evaluation tool for
research on emotion. Keywords: mood boards; emotion; evaluation tool; user experience |
Cool in Business: Developing a Data-Based Instrument Measuring "Cool" | | BIBAK | Full-Text | 232-243 | |
Carol Farnsworth; Karen Holtzblatt; Theo Held; Shantanu Pai | |||
Cool products deliver a leap of value -- so much so that people exclaim they
are "cool". Cool products are transformative but cool can fade with time as
people get used to them. Compared to other measures, the cool measures are
assumed to be more subjective and qualitative in nature. Cool is being
redefined all the time; what is cool today will probably not be cool in a few
years. In extensive research activities, we identified "cool concepts" that are
assumed to be quite independent from time and fashions. Impact on life is a
strong element of coolness. For example, after many years the DVR continues to
hold its position as a transformative, cool product that has had widespread
positive impact and benefits on life. The seven constructs of cool, the Cool
Concepts, and the 40 measures of coolness derived from them are grounded in
data, with almost 900 consumers and over 2000 business professional
participants in various research activities, conducted over 3 years. Keywords: Cool; Field Research; Consumer Research; Measurement; Affinity Diagrams |
From Inexperienced Users to Co-creators: An Exploration of a Generative Method | | BIBAK | Full-Text | 244-252 | |
Chrysoula Gatsou | |||
One of the main challenges for improving user experience in systems and
artifacts lies in how designers, development managers and IT professionals can
cultivate empathy in users. The present study offers an empirical example of
how inexperienced users can be involved in the early stages of design process.
It examines the findings from a generative technique which employs
inexperienced users as co-creators in collaboration with the designer, in a
collage session during the early design stages of a mobile tablet application
centred on the topic of "first aid". The findings of this study identify five
points for eliciting users' needs. Both designers and practitioners can benefit
from such knowledge. Keywords: user experience; generative method; co-design; empathic design;
inexperienced user |
From Wearables to Soft-Wear: Developing Soft User Interfaces by Seamlessly Integrating Interactive Technology into Fashionable Apparel | | BIBAK | Full-Text | 253-260 | |
Daniel Gilgen; T. Raune Frankjaer | |||
The development of electronic features for use in apparel has advanced
rapidly in recent years, and applications in athletic wear have been
particularly successful. However, 'Smart Fashion' has not yet been integrated
into everyday garments. In this paper we propose a new approach to the design
of interfaces in Smart Fashion, which we refer to as the Soft User Interface
(SUI). The ways in which e-textiles physically convey information differs
greatly from traditional ways in that information is communicated via graphical
user interfaces on computers, smartphones or on WearComp devices. As a result
of our research, we advocate the use of iconic and indexical signs for Smart
Fashion as these are widely accessible and understood. As an extension to this
new interface paradigm, we expect that the harvesting of biometric data,
including bodily gestures, will significantly extend the possibilities of SUIs. Keywords: Smart Fashion; applied semantics; gestural input; embedded electronics;
physical computing; wearable networks; hybrid space; interactive technology;
Soft User Interface; SUI |
Beyond Wearables: Experiences and Trends in Design of Portable Medical Devices | | BIBAK | Full-Text | 261-272 | |
Rafael Gomez; Anna Harrison | |||
The use of Portable Medical Devices (PMDs) has become increasingly
widespread over the last few years. A combination of factors; including
advances in technology, the pressure to reduce public health costs and the
desire to make health solutions accessible to a wider patient base are
contributing to the growth in the PMD market. Design has a clear role to play
in the current and future context of the PMD landscape. In this paper, we
identify emerging trends in the design of PMDs; including changes in the form,
purpose and mode of use, and explore how these trends are likely to
fundamentally impact the nature of healthcare and the patient experience from
an experience design perspective. We conclude by identifying a research
opportunity for design within the healthcare and PMD context. Keywords: Portable Medical Device; Implantable Medical Devices; Mobile Health; Patient
Experience; Experience Design |
On Feelings of Comfort, Motivation and Joy that GUI and TUI Evoke | | BIBAK | Full-Text | 273-284 | |
Julián Esteban Gutiérrez Posada; Elaine C. S. Hayashi; M. Cecília C. Baranauskas | |||
New ways to interact with technology are gaining ground over the familiar
Graphical User Interfaces (GUI). The Tangible User Interfaces (TUI) are one
example of this. However, while it may seem intuitive that such interfaces
should evoke rather positive responses from users -- e.g. feelings associated
with pleasure -- little has been studied in this sense. In this challenge of
understanding the feelings that GUI and TUI have the potential to evoke, we
present our findings from a research that involved more than a hundred people.
The research question that guided our endeavors was: What are the relations
between the feelings of joy, motivation and comfort when using TUI and GUI? We
analyze the results and discuss some hypotheses to explain the behavior
observed. Keywords: Feeling; Comfort; Motivation; Joy; TUI; GUI; Kodu; Scratch |
The Wearable Self: Braiding a Feminist Critique within a Somaesthetics Framework for Design | | BIBAK | Full-Text | 285-296 | |
Emily Ip; Wynnie (Wing Yi) Chung; Sunmin Lee; Thecla Schiphorst | |||
This paper describes the exploratory design process of Wo.Defy, a
bioresponsive wearable garment that integrates interaction design with feminist
critique through an emphasis on intimacy, self-agency and self-reflection. Our
research is based on a Somaesthetics framework addressing values of
self-experience, poetics, materiality, and interaction semantics. Wo.Defy
critically engages concepts of cultural history and identity to develop a
richer understanding of design for the self. Our research design is informed by
the historical precedent of the Self-Combing Sisters, a suffragette group in
early 20th century Chinese society, who challenged the traditional Chinese
status quo of gender roles and social conceptions of pre-arranged marriages
through their chosen dress and styling of their hair. Wo.Defy contributes to
the design discourse of wearable, embodied interaction by integrating cultural
historical research into contemporary wearable design practice, braiding a
feminist HCI agenda within a somaesthetics framework. Keywords: Bioresponsive Wearable Technology; Somaesthetics; Feminist HCI; Embodied
Interaction; Cultural Research; Breath interaction; Kinetic Response; Design
for the Self; Materiality; Silk; Hair |
Throwing a Smile: Using Smile Icons to Design Social Interfaces | | BIBAK | Full-Text | 297-307 | |
Kyoko Ito; Shumpei Hanibuchi; Shogo Nishida | |||
A social interface is defined as that which allows for the visualization of
potential social relationships between a human and an object, or between
humans. In this study, we focus on facial expression, because it is an
important source of non-verbal information. We aim to apply this study in
designing a social interface. More specifically, we are concerned with the
functions of smile. We have designed a "smile icon" as a way of carrying the
visual information that the sender is smiling, and developed an experimental
system. We have conducted an experiment of conversation between two persons,
using TalkWithSmile. The results of the experiment show that the use of smile
icons leads participants in a conversation to form the impression that the
conversation is more active than otherwise. In the near future, we will expect
more experimental trials and investigate the boundary between the condition in
which the smile icon facilitates a conversation and the condition in which it
does not. Keywords: Smile icon; social interface; interface design; conversation; tabletop |
User Experience Milestones | | BIBAK | Full-Text | 308-318 | |
Simon Kremer; Ioanna Michailidou; Constantin von Saucken; Udo Lindemann | |||
The approach of User Experience (UX) can help to create a unique selling
proposition in mature markets like the automobile industry by meeting motives
of users and evoking positive emotions. Yet, the User Experience goal is not
continuously implemented in existing product development processes. In this
paper we discuss the question: How can a continuous focus on the user's
experience with a new product and the demands of a heterogeneous and mostly
technical development process be brought together. We suggest six continuous,
consistent, evolutionary UX milestones for the development of successful
experience products. These milestones embody the intended UX, accompany the
developers and evolve from a rough UX orientation, to more and more detailed
user stories, to physical prototypes, the final product and its UX evaluation.
By defining six UX milestones as compulsory checkpoints we facilitate the
anchorage of UX aspects in established development processes. Keywords: Management of DUXU processes; Product development processes Emotional
design; Storytelling; UX methods and tools |
Not So Fun? The Challenges of Applying Gamification to Smartphone Measurement | | BIBAK | Full-Text | 319-327 | |
Michael W. Link; Jennie Lai; Kelly Bristol | |||
Gamification and engagement techniques (points, status, virtual badges, and
social-sharing) are applied to a mobile and on-line data collection tool to
determine if these approaches can improve respondent compliance with a
requested task: recording their television viewing over the course of several
weeks by increasing their engagement with the app. In a series of tests, we
demonstrate that virtual badges appear to be a salient and positively viewed
technique for app engagement among teens and younger adults. However, not all
of these approaches have positive impact especially with older adults and, in
the end, do not improve compliance with the primary task. Keywords: smartphones; mobile apps; gamification; motivation; user engagement |
The Power of Negative Feedback from an Artificial Agent to Promote Energy Saving Behavior | | BIBAK | Full-Text | 328-338 | |
Cees Midden; Jaap Ham | |||
In this paper we analyze the role of negative feedback as provided by
artificial agents. We examine the hypothesis that negative feedback offers
substantial potential to enhance persuasive interventions aimed to change
behavior. This hypothesis is tested based on a review of several studies using
the same experimental paradigm that includes a virtual washing machine, in
which users have to make choices how to program the washing machine. The
studies show how the provision of positive and negative feedback influences
these choices under various experimental conditions. Results show that negative
feedback can be more effective than positive feedback, also independent of the
presence of positive feedback. Negative feedback is in particular effective
when the feedback is social instead of factual. Furthermore, the analysis
suggests that the effect of negative feedback is enhanced under conditions of
task similarity, which stimulate using the feedback for performance
improvement. Finally, we show that negative feedback is superior to positive
feedback under multiple goals conditions. Keywords: Persuasive technology; artificial social agents; social evaluation;
sustainability |
Emotion, Affectivity and Usability in Interface Design | | BIBAK | Full-Text | 339-346 | |
Renato Nascimento; Carlos Dias Limeira; André Luís Santos de Pinho; José Guilherme Santa Rosa | |||
The intent of this paper is to provide an overview of the influence of
emotion, affection and feelings during the contact between users and
interfaces. Definitions of each of the aspects and relations established
between them, and perceived usability and user satisfaction are presented. It
was concluded that the process of interface design should include analyzes of
the context, objectives and specific features and requirements. Keywords: emotion; affectivity; usability; interface design |
New Methods for Measuring Emotional Engagement | | BIBAK | Full-Text | 347-357 | |
Andrew Schall | |||
Truly understanding the feelings of a user has always been a dream of user
experience (UX) researchers. Current methods for understanding emotional
response has been limited to self-reporting from study participants or
qualitative methods such as surveys or focus groups. New biometric and
neurometric devices allow us to collect behavioral data in ways that were not
previously practical for user researchers. This paper will provide an overview
of these new technologies and how they can be applied to the study of emotional
responses during user experience evaluation. Keywords: Emotion research; emotional design; user experience; physiological
measurements; biometric; neurometric; EEG; eye tracking; GSR; facial response
analysis |
Does Social User Experience Improve Motivation for Runners? | | BIBAK | Full-Text | 358-369 | |
Frank Spillers; Stavros Asimakopoulos | |||
In efforts to enhance the user experience (UX), mobile fitness applications
are beginning to incorporate gameplay mechanics and social elements in their
design. Unlike the more traditional health applications, m-health applications
can provide a richer social user experience that caters to mobile usage
contexts, such as fitness. In this paper we discuss to what extent gamification
and social elements improve user motivation and lead to short-term positive
behavior change. We examine the efficacy of social features in three different
m-health running applications with varying levels of social and gamification
functionality, each supporting the core task of tracking a user's running
activity. Data was collected over a week from 15 mobile app users and runners
based in the USA with an online diary study followed by short interviews. The
analysis of the diary entries indicates that apps can provide motivation to
maintain or increase physical activity, but that the usability, design and
feature richness of social and gamification elements negatively impacted user
adoption. Moreover, the adoption of social elements, was impacted by interface
usability, integration with new music services like Spotify, accuracy of the
GPS and so on. The results show that intrinsic motivation and individual goals
can enhance short-term positive behavior change, an important dimension for the
design of m-health apps. In addition, many users were comfortable with social
UX elements, but social elements in and of themselves did not contribute to
motivation in running due to the design and usability of each apps social UX
strategy. The results from this study will be useful for designers of m-health
apps in formulating appropriate design strategies for incorporating social and
game mechanics into mobile UX strategy. Keywords: Social user experience; Ramification; Mobile usability; Intrinsic
motivation; Behavior change; mHealth |
Motive-Oriented Design | | BIBAK | Full-Text | 370-377 | |
Constantin von Saucken; Ioanna Michailidou; Simon Kremer; Udo Lindemann | |||
Modern car interiors are often overloaded and not self-explanatory. We
supported running development projects within car industry and observed the
following reasons: Similar functions are developed in different departments
without a sufficient coordination and integration into the car. Functions are
arranged according to technologies. Engineers have trouble with putting
themselves in a user's position. Therefore, we present a motive-oriented
approach: It supports engineers in taking the user's perspective by tools for
investigating users' motives, clustering them in use scenarios, matching them
with functions, illustrating them in an understandable way and running
real-user tests. Keywords: Emotional design and persuasion design; management of DUXU processes; mental
model design; metaphor design; usability methods and tools |
A Validation Study of a Visual Analytics Tool with End Users | | BIBAK | Full-Text | 381-391 | |
Heloisa Candello; Victor Fernandes Cavalcante; Alan Braz; Rogério Abreu De Paula | |||
In this paper we describe an user evaluation that aimed to understand how a
group of endusers interpret a visual analytics tool in the context of service
delivery. It is common for service factories to have an organization devoted to
handle incidents. Many incident management systems have strict controls on how
fast incidents should be handled, often subjected to penalties when targets are
not met. We call Time-Bounded Incident Management (TBIM) those systems, which
require clearly defined incident resolution times. In our project, research
scientists proposed a method and a visual representation named Workload Profile
Chart (WPC) that had as primary goal to understand the area of incident
management in a service delivery department. The objective of this visual
representation is to help characterizing the performance of TBIM systems and
diagnosing major issues such as resource and skill allocation problems,
abnormal behavior, and incident characteristics. Researchers wanted to
understand if end-users, the quality analysts (QAs), would comprehend the
charts and would be able to use them to identify problems and propose effective
improvement actions related to TBIM activities. The study was conducted with
ten QAs of a service delivery department of a IT company based in Brazil. The
data was analyzed using descriptive statistical and qualitative methods. As a
result, participants were mainly guided by the axes titles and chart legends to
interpret the visualizations, and not always understood what kind of data the
chart was displaying. Those results served as insights of how QAs think when
analyzing TBIM information in a service delivery department and what
improvements in the visual representation tool may be proposed to facilitate
their activity. At last we identified evidences of how to design better visual
analytics tools based on participant's perceptions and interpretations of color
differences and verbal information in chart labels and legend. Keywords: visual analytics; service design; user evaluation |
User Support System in the Complex Environment | | BIBAK | Full-Text | 392-402 | |
Hashim Iqbal Chunpir; Amgad Ali Badewi; Thomas Ludwig | |||
e-Science infrastructures have changed the process of research. Researchers
can now access distributed data around the globe with the help of
e-infrastructures. This is particularly a very important development for the
developing countries. User support services play an important role to provide
researchers with the required information needs to accomplish their research
goals with the help of e-infrastructures. However, the current user-support
practices in e-infrastructures in the climate domain are being followed on
intuitive basis, hence over-burdening infrastructure development staffs who
partly act as human support agents. The main contribution of this paper is to
present the environmental complexity with-in the contemporary user support
practices of climate science e-infrastructure known as Earth System Grid
Federation (ESGF). ESGF is a leading distributed peer-to-peer (P2P) data-grid
system in Earth System Modelling (ESM) having around 25000 users distributed
all over the world. Keywords: e-Science; systems; research; user support; help desk; developing countries |
Increasing Family Involvement in Elderly Care | | BIBAK | Full-Text | 403-411 | |
Jasper Jeurens; Koen van Turnhout; René Bakker | |||
This paper describes the design and field trial of the Dynamic Collage, a
system which aims support extended family members to take part in the care for
an elderly person in a light way manner by sending photos to a digital frame in
the elderly home. We evaluated the dynamic collage in a field trial of 4-6
weeks with two families, yielding positive results. Photo-sharing was seen as a
valuable contribution by the elderly person and all family members, it provided
narrative support for visitors of the elderly and it led to an increased
awareness of caregiving behavior and increased cohesion in the family. The
study shows there is an opportunity to include Awareness Systems and Persuasive
Technology within a participation ecology, which could be beneficial for health
care. Keywords: Persuasive Technology; Awareness System; Health Care |
User Experience of Video-on-Demand Applications for smart TVs: A Case Study | | BIBAK | Full-Text | 412-422 | |
Linda Miesler; Bettina Gehring; Frank Hannich; Adrian Wüthrich | |||
The convergence of internet and TV and its consequences on TV producers as
well as TV users has been a highly discussed topic over the past few years.
With the rapid growth of high-speed broadband connections and the development
of high-performance TVs, the foundation for the creation and proliferation of
smarter TVs enabling the user with a more personalized viewing experience was
laid. As a consequence, new business opportunities have opened up and new
players have entered the market. Facing a rapidly changing environment with
hardly any standards established yet, the consideration of customer
satisfaction and user experience plays a major role. Especially in the
entertainment industry, user experience is of high relevance and user-centered
design an important precondition for service adoption. Therefore, the case
study below investigated success factors and barriers which influence usage of
a video-on-demand application for smart TVs. Based on a case study of a
European video-on-demand service different usability evaluation methods had
been applied and combined in order to evaluate and enhance platform
performance. Keywords: smart TV; Video-on-demand; User experience; Usability evaluation procedure;
Closed loop |
Usability Methodological Procedures Applied on an Institutional Site | | BIBAK | Full-Text | 423-433 | |
Lúcia Satiko Nomiso; Luis Carlos Paschoarelli | |||
This study is based on the diverse usability methodological procedures,
applied during 2008 and 2010, on an institutional site and brief review in
2013. Problems reported by potential users were analyzed and then applied in a
redesign of the institutional site. After redesigning, more tests were
performed in an attempt to improve the usability of site. In 2013, this
institutional site was updated to a new version with reorganized structure and
content. Our research presents the changes, the usability improvements applied
as well as other advances improved the site significantly. Keywords: Usability tests; Institutional site; CMS |
Interactions around a Multi-touch Tabletop: A Rapid Ethnographic Study in a Museum | | BIBAK | Full-Text | 434-445 | |
Evelyn Patsoule | |||
Interactive multi-touch tabletops are increasingly making their way into
public spaces such as museums, galleries or visitor centres, aiming to support
interactions between friends or families. An 'in-the-wild' rapid ethnography
was carried out in a museum to explore the interactions between users of
different age groups who gather around a multi-touch table and investigate
whether the spatial factor affects their behavior. Observations and interviews
focused on the factors that attract visitors' attention, the impressions after
the first touch and the group interactions. Honey-pot effect, latency times and
the tabletop's physical appearance were the main factors that influenced
visitors' behavior. Another interesting finding highlighted the importance of
sound in attracting visitors' attention. This study identifies implications in
developing engaging and usable applications used in real-world settings and
provides suggestions on how interactive installations may integrate into a
particularly constrained physical context to support and enrich the overall
user experience. Keywords: Multi-touch table; in-the-wild; rapid ethnography; public space |
Skill Specific Spoken Dialogues Based Personalized ATM Design to Maximize Effective Interaction for Visually Impaired Persona | | BIBAK | Full-Text | 446-457 | |
Muhammad Shafiq; Jin-Ghoo Choi; Muddesar Iqbal; Muhammad Faheem; Maqbool Ahmad; Imran Ashraf; Azeem Irshad | |||
Making machines for visually impaired persons is very challenging because
they do not receive any useful information through SIGHT. The perception of
background activities can be a good supportive mechanism for visually impaired
users. In this work we focus on ATMs and propose a new ATM design, i.e., skill
specific spoken dialogues based ATM (3s ATM). The personalized ATM design
fulfills the requirements of visually impaired people while provisioning
services for normal users also. Our proposed ATM is designed to assimilate into
conventional ATMs and enable the effective interaction of visually impaired
users with the machine. We first analyze the conventional ATM system through
heuristics index to simulate its standardized design. For peer evaluation,
visually impaired participants carry out the task analysis for simulated
systems, i.e., both conventional ATM and 3s ATM. We found that 3s ATM design
achieves 47% higher learnablility and 76% better usability than conventional
ATMs. Thus we can achieve the machine compliance by overlooking the barriers
and needs of the visually impaired persons in design stage. Keywords: Usability; task evaluation; heuristics index; HCI; 3s ATM |
Consideration for Interpretation of Brain Activity Pattern during Car Driving Based on Human Movements | | BIBAK | Full-Text | 458-468 | |
Shunji Shimizu; Hiroaki Inoue; Hiroyuki Nara; Fumikazu Miwakeichi; Nobuhide Hirai; Senichiro Kikuchi; Eiju Watanabe; Satoshi Kato | |||
The purpose in this research is to contribute to developing of assistive
robot and related-apparatus. Recently, there is a pressing need to develop a
new system which assists and acts for car driving and wheelchair for the
elderly as the population grows older. In terms of developing a new system, it
is thought that it is important to examine behaviors as well as spatial
recognition. Therefore, experiments have been performed for an examination of
human spatial perceptions, especially right and left recognition, during car
driving using NIRS. In previous research, it has been documented that there
were significant differences at dorsolateral prefrontal cortex at left
hemisphere during virtual driving task and actual driving. In this paper, brain
activity during car driving was measured and detailed analysis was performed by
segmentalizing brain activity during car driving on the basis of subjects'
motion. So, we report the relationship between brain activity and movement
concerned with perception during driving in this paper. Keywords: brain information processing during driving task; spatial cognitive task;
determining direction; NIRS |
Cross-Platform Product Usability and Large Screen User Experience: A Teleconference System U&E Research | | BIBAK | Full-Text | 469-479 | |
Yinting Zhang; Chuncheng Zhao; Gang Liu; Ting Han | |||
In this paper, researchers focus on product usability and user experience on
a teleconference system that was in development, aiming at using a effective
method to focus on the whole user experience, looking for product defects and
improving the product usability and experience (U&E) in the mid stage of
the product development. The main method applied in this study are Users
Performance, User Experience Map and CSUQ. The most important finding is that
the large screen is the key experience when user interact with the large screen
system. Keywords: Teleconference system; User Experience; Product Usability; Large Screen
Experience |