Psychological Personas for Universal User Modeling in Human-Computer Interaction | | BIBAK | Full-Text | 3-13 | |
Caio Felix de Araujo; Plinio Thomaz Aquino Junior | |||
Applying techniques to understand the user needs and expectation in product
development is important practices for find consistent strategies. However,
available techniques need human interaction, is a psychologist examining a
profile or usability expert capturing information about user's group. In this
situation, data collection and analysis require a large effort and cost to make
the purpose of knowing the user needs. This paper aims to create a set of
personas from psychological profiles theory that define a generic model,
clustering information about knowledge, skills, impulses and concerns,
outlining action patterns of users diversity that exist today. This set of
personas can be used in global solutions, considering universal usability
aspects. Finally, the worldwide acceptance of psychological profiles allows
updated and consistent personas, decreasing cost and increasing quality. Keywords: Personas-Psychological; Profiles-User; Modeling-User Profile |
Immediacy in User Interfaces: An Activity Theoretical Approach | | BIBAK | Full-Text | 14-22 | |
Sturla Bakke | |||
In this paper the relation between the [new] concept of immediacy in user
interfaces is discussed by taking an activity theoretical approach. When
discussing so-called 'user-friendly' technical artefacts, the term intuitive
often turns up in the human-computer interaction (HCI) discourse, as a kind of
buzzword. The problem with the term intuition is that it lacks a sufficient
level of precision, and could very well mean different things to different
people. This paper discusses how familiar HCI concepts such as intuition and
affordances in combination can form the basis of the new concept of immediacy,
and how it can be justified on the basis of activity theory. Keywords: immediacy; user-interfaces; activity theory; action |
The Resilience of Analog Tools in Creative Work Practices: A Case Study of LEGO Future Lab's Team in Billund | | BIBAK | Full-Text | 23-34 | |
Nanna Borum; Eva Petersson Brooks; Søren R. Frimodt-Møller | |||
This paper discusses the use of digital and analog tools, respectively, in a
creative industry. The research was done within the EU-funded research project
IdeaGarden, which explores digital platforms for creative collaboration. The
findings in a case study of LEGO® Future Lab, one of LEGO Group's largest
innovation departments, show a preference for analog tools over digital in the
creative process. This points towards a general need for tangible tools in the
creative work process, a need that has consequences for the development of new
digital tools for creative collaboration. Keywords: digital tools; collaboration technology; creative work practices |
Using Cultural Probes to Inform the Design of Assistive Technologies | | BIBAK | Full-Text | 35-46 | |
Michael Brown; Allen Tsai; Sharon Baurley; Therese Koppe; Glyn Lawson; Jennifer Martin; Tim Coughlan; Meretta Elliott; Stephen Green; Unna Arunachalam | |||
This paper discusses the practical implications of applying cultural probes
to drive the design of assistive technologies. Specifically we describe a study
in which a probe was deployed with home-based carers of people with dementia in
order to capture critical data and gain insights of integrating the
technologies into this sensitive and socially complex design space. To
represent and utilise the insights gained from the cultural probes, we created
narratives based on the probe data to enhance the design of assistive
technologies. Keywords: Cultural probes; Assistive technology; Dementia; Design |
Is There HCI in IDTV? | | BIBAK | Full-Text | 47-57 | |
Samuel B. Buchdid; Maria Cecília Calani Baranauskas | |||
Interactive Digital TV (iDTV) is an emerging technology that faces problems
that are inherent to it; for example the lack of users' experience interacting
with television content. The knowledge constructed from the Human Computer
Interaction (HCI) field could be an ally for dealing with interaction design
for the iDTV context. This work sought to map out the main issues that have
been addressed in the iDTV and HCI fields in recent years, aiming at finding
ways of bringing HCI to typical iDTV interaction issues. A data collection and
analysis of tag clouds created from titles found in the full programs of two
major conferences in the field of HCI (ACM CHI and IFIP Interact), and the
major conference in the field of iDTV (EuroITV), complemented with other ACM-DL
iDTV publications revealed the individual characteristics of HCI and iDTV
publications, as well as their similarities and differences. Thus, this study
offers a view of iDTV relative to the HCI field as revealed by the publications
words. Keywords: Interactive Digital TV; Human Computer Interaction; Analysis; Conferences;
Publications; Tag Clouds |
A Knowledge-Construction Perspective on Human Computing, Collaborative Behavior and New Trends in System Interactions | | BIBAK | Full-Text | 58-68 | |
Isabel Cafezeiro; Carmem Gadelha; Virginia Chaitin; Ivan da Costa Marques | |||
This article presents an analysis of collaborative behavior within the
historical process of the construction of scientific thought. We start from
evidence that the origin of computing was immersed in a conceptual background
heavily dominated by structuring thought, resulting in a mode of thinking
organized around a centralized unit, strengthening categorization,
disciplinarity and a predominant dichotomous logic. However, the new settings
in which computer systems are involved, such as collaborative behavior and
human computation, reveal a mode of thought and organization within an
acentered model of realization. Sociology of knowledge helps us to understand
this dynamic, allowing us to verify that the rhizomatic model of realization
embraces not only what is traditionally viewed as the setting of computer
systems, but also extends to the way of thinking, organization and operation of
collective relations around computer systems. Keywords: human computing; collaborative behavior; sociology of knowledge; hybrids;
rhizome |
A Revised Lexical Approach for Analyzing Online Reviews | | BIBAK | Full-Text | 69-76 | |
Xiaowen Fang; Fan Zhao | |||
Inspired by the lexical approach used by psychologists to study personality
traits, this paper proposes a revised version of this approach for analyzing
online reviews. The lexical approach is based on a lexical hypothesis stating
that personality traits are reflected in the adjectives invented by people to
describe them. The revised lexical approach contains five steps: collecting
online reviews, parsing adjectives, extracting consumer/user observations,
factor analysis, and exploring factors/patterns. The paper elaborates each of
these steps. It further discusses implications of this new approach. Keywords: lexical approach; content analysis; qualitative research; online reviews |
Ergonomics in the Practice of Project Architect on Selected Examples | | BIBAK | Full-Text | 77-85 | |
Klaudiusz Fross | |||
Ergonomics is present in everyday design practice. Designers use it
consciously or intuitively. They also do not take into account the realization
of its principles. The paper presents a variety of examples of the application
of ergonomic principles in the design. It shows the various aspects of
ergonomic design selected examples of projects and the implementation of the
author. It discusses ergonomics in kitchen technology, medical technology
hospital facilities, hotels projects, industrial plants, water parks,
playgrounds, etc. The purpose of this paper is to show the diversity of
ergonomic issues occurring in daily practice. Demonstration of the need to
start the design of the initial findings of ergonomic parameters, modules and
optimization of technological systems. Ergonomics as a vital and necessary part
of the initial phase of design -- programming, which not only simplifies the
design but also ensures optimum and safe use. Ergonomic design gives a
measurable and tangible benefits for developers, investors and users. The paper
is the author's statement, presents his point of view, ergonomic in design. Keywords: architectural design; ergonomics in the design; building quality evaluation |
Color Saliency Research on Visual Perceptual Layering Method | | BIBAK | Full-Text | 86-97 | |
Jing Li; Chengqi Xue; Wencheng Tang; Xiaoli Wu | |||
It is a studying worthy problem whether operators can find targets among
distractors quickly and correctly with lots of information presented on user
interfaces. How to use color saliency properly to optimize interface design is
dis-cussed in this paper, according to the guidance of visual perceptual
layering. Three laboratory experiments are conducted to assess the
anti-interference performances of different colors in three dimensions (hue,
brightness and saturation). The an-ti-interference performance is evaluated in
reaction time by using a non-parametric statistical test, and the unit of
measurement is ΔE76 Euclidean metrics on the perceptually uniform CIE
L*a*b* space. The obtained results show that, (1) The pop-out of information
effectively can be established by the distance of visual perceptual layering.
(2) Visual saliencies of warm colors are different from those of cool colors,
and the formers are more salient. High saturated warm colors are more salient
than low saturated warm colors, and high bright cool colors are more salient
than low bright cool colors. Furthermore, high bright cool colors are less
salient than high saturated cool colors. (3) In the hue-contrast condition,
with the color difference is more than 20 ΔE76, the visual saliency of
target may not change with the change in color differences. Target's saliency
is more effected by distractor brightness than by background brightness,
whereas it is more effected by back-ground saturation than by distractor
saturation. Keywords: Color Saliency; Visual Perceptual Layering; Anti-interference Performance;
Color Difference |
Generating Human-Computer Micro-task Workflows from Domain Ontologies | | BIBAK | Full-Text | 98-109 | |
Nuno Luz; Nuno Silva; Paulo Novais | |||
With the growing popularity of micro-task crowdsourcing platforms, a renewed
interest in the resolution of complex tasks that require the cooperation of
human and machine participants has emerged. This interest has led to workflow
approaches that present new challenges at different dimensions of the
human-machine computation process, namely in micro-task specification and
human-computer interaction due to the unstructured nature of micro-tasks in
terms of domain representation. In this sense, a semi-automatic generation
environment for human-computer micro-task workflows from domain ontologies is
proposed. The structure and semantics of the domain ontology provides a common
ground for understanding and enhances human-computer cooperation. Keywords: Human-Machine Computation; Micro-Task Workflows; Ontologies |
Methodological Capabilities for Emergent Design | | BIBAK | Full-Text | 110-121 | |
Carl M. Olsson; Jeanette Eriksson | |||
In this paper we revisit emergent design and review five design oriented
methodologies; action research, design research, controlled experiments,
participatory design and ethnographic based approaches. Based on this review,
we outline implications for the use of these methodologies in conjunction with
an emergent design stance. Adopting such a stance is in line with both the
exploratory way in which users embrace technology and the strong acceptance
that agile software development approaches have had. It is therefore, we argue,
appropriate that our research methodologies are adapted to embrace this change. Keywords: Emergent design; opportunism; methodological review; abduction |
Value Pie: A Culturally Informed Conceptual Scheme for Understanding Values in Design | | BIBAK | Full-Text | 122-133 | |
Roberto Pereira; Maria Cecília Calani Baranauskas | |||
Interactive technologies have spread from the context of the workplace to
our homes and everyday lives, and people use them for different purposes,
through different devices, and in quite different and complex contexts. In the
last years, the HCI research community has devoting attention to the subject of
values, pointing out to the need for placing values in the core of technology
design, and for studies that support researchers, designers and practitioners
in doing so. In this paper, we introduce the Value Pie: a theoretically
grounded artifact created to support the understanding and involvement of
values in design. The paper presents the grounds used to create the artifact
and discusses on how it can favor a comprehensive and informed understanding of
values and their cultural context. Keywords: Organizational Semiotics; HCI; Culture |
The Formulation and Visualization of 3D Avatar Design, Including Three Basic Theoretical Elements: Aesthetic, User Experience and Psychology | | BIBAK | Full-Text | 134-144 | |
Thomas Photiadis; Panayiotis Zaphiris | |||
This paper presents a different, until now, perspective of aesthetic
experience during the process of designing 3D avatars, formulating and
visualizing the combination of user-experience and psychology. The present
research aims to define 3D aesthetic experience and the relation of HCI
(Human-Computer Interaction) through a theoretical model delivering new
insights on the process of 3D avatars' design.
There is limited research about the procedure and the influences (emotions, mood and external factors) during the process of users designing their three-dimensional (3D) depictions otherwise known as avatars. The provided theoretical model is a combination of the three subjective factors (aesthetics, psychology and user experience) which are interrelated, and are present during such design procedures. The common element that connects all of these areas is Human Computer Interaction (HCI). In each area of interest, on its own, there is relevant and sufficient research. But, to a large extent their common relation to 3D environments has not been explored yet. It is the objective of this paper to explore the aesthetic experience from the designer view, in other words, is defined the 3D aesthetic experience of the user but from the side of the designer. An additional reason of the formulation and the focus on 3D visualization is to simplify the procedure of 3D avatar design while simultaneously embracing the influence of aesthetics, user experience and psychology; which are provided via an overview of existing research, concentrating on the procedure for 3D avatar design. Keywords: Human Computer Interaction; Aesthetics; User Experience; Avatars; Psychology |
Augmentation and the Visual Mind | | BIBAK | Full-Text | 145-156 | |
Hendrik Wahl | |||
This paper discusses the User Interfaces of digital technology as locations
where two different fractions of human thinking and being meet each other. A
survey on either side of the boundary between logical and bodily domain reveals
interdependencies, contradictions, ideological positions and approaches towards
a creative process of user interaction. Based on considerations about creation,
relevance and appreciation of visual expression regarding to digital graphics,
User Interface and Interaction Design a perspective will proposed; focusing the
unpredictability of human creativity as the Key-Element in Interaction. Keywords: augmentation; democratization of digital technology; digital graphics;
Logical-bodily-Boundary; sensomotoric interaction; sublime dispatching;
Multimodal-Interface; visual demands |
Scripting Interactive Art Installations in Public Spaces | | BIBAK | Full-Text | 157-166 | |
Yu Zhang; Joep Frens; Mathias Funk; Jun Hu; Matthias Rauterberg | |||
Traditional dynamic arts have much to offer and it is time to explore how
the elements and techniques from stage performances could contribute to
interaction design. We try to apply performance techniques and elements from
dynamic art forms in the design process of interactive art installations for
public spaces. Currently we try not to identify new technologies; instead we
investigate how the installation would blossom when approached from a
performance art perspective that essentially includes the users as well as a
broader physical or social context. This paper introduces the role and function
of script in the field of interactive art installation in public spaces. Script
inspired from traditional dynamic art forms opens up new design opportunities.
This paper discusses these opportunities, followed by an example how this
approach can be applied in the design of a public art installation. Keywords: Interactive Art Installations; Public Spaces; Script; Traditional Dynamic
Art Forms |
Design-Neuroscience: Interactions between the Creative and Cognitive Processes of the Brain and Design | | BIBAK | Full-Text | 167-174 | |
Rachel Zuanon | |||
This paper discusses the rapprochement between Design and Neuroscience at
the approach to the interaction between the creative and cognitive processes of
the brain and design. Presents the importance of mental images in mediating
these processes. Articulates the parallels between instances of design:
imaging, presenting and testing and brain: interpreter, actor and comparator.
Proposes the relationship between the spiral development of the brain and of
the design as an interactive action beyond the iterative condition, able to
support innovative and open perspectives for projective methodologies in
design. Keywords: Design; Neuroscience; Creative Process; and Cognitive Process |
Charting the Landscape of HCI Education in Brazil | | BIBAK | Full-Text | 177-186 | |
Clodis Boscarioli; Milene S. Silveira; Raquel Oliveira Prates; Sílvia Amélia Bim; Simone Diniz Junqueira Barbosa | |||
One of the issues the Brazilian HCI community has paid great attention to is
HCI education in the country. One of the efforts has been to understand,
through the use of surveys, how HCI has been taught in Brazil. So far, two
reports on HCI education profile in Brazil have been presented: one from 2009
that described HCI courses being taught, and another from 2012 that was in
response to a SIGCHI demand and targeted a broader audience, not taking into
account specificities of the Brazilian context. Therefore, the need for an
updated analysis of HCI education in Brazil was identified and a new survey
applied. In this paper we present the initial analysis of the results of this
survey and delineate what HCI courses have been offered at undergraduate or
graduate levels around the country and their topics they cover. Keywords: HCI Education; Brazilian HCI community |
Human-Computer Interaction Education and Diversity | | BIBAK | Full-Text | 187-198 | |
Tom Gross | |||
Human-Computer Interaction has evolved into an established field of teaching
and research. Its multidisciplinary and cross-continental roots combined with
its broad scope and multiplicity of paradigms, methods, tools, and application
areas have led to a huge diversity. In the community there are currently
debates about the pros and cons of this diversity and some voices claim for
unifying theory and practice and standardising teaching curricula. In this
paper I discuss HCI education, and analyse the past, present, and future of HCI
in order to derive implications for HCI education. Keywords: Human-Computer Interaction; Diversity |
Tangible Disparity -- Different Notions of the Material as Catalyst of Interdisciplinary Communication | | BIBAK | Full-Text | 199-206 | |
Michael Heidt; Linda Pfeiffer; Andreas Bischof; Paul Rosenthal | |||
Communicating tangible technology designs hinges on an adequate notion of
materiality. However, academic disciplines involved employ wildly differing
notions of the material. This issue effects communicative boundaries within
interdisciplinary teams tasked with development of tangible digital artefacts.
In order to address this problem, we provide an analysis of differing
disciplinary modes of conceptualisation and theorisation. Following these
considerations, we discuss theoretical artefacts able to serve as communicative
interfaces between the disciplines in question. Keywords: materiality; interdisciplinarity; cultural informatics; critical technical
practice |
Improvement of Novice Software Developers' Understanding about Usability: The Role of Empathy Toward Users as a Case of Emotional Contagion | | BIBAK | Full-Text | 207-218 | |
Fulvio Lizano; Jan Stage | |||
There are several obstacles when it comes to integrating Human-Computer
Interaction (HCI) activities into software development projects. In particular,
a lack of understanding on the part of novice software developers regarding
usability is one of the most cited problems related to this integration.
Observation of usability evaluation by these developers has been cited in the
literature as an alternative to improve their understanding about usability due
to the fact that, among other things, this improves the level of empathy with
users. In this paper we present the results of a quasi-experiment which
explores the origin of this improvement. Our study suggests that the empathy of
novice developers towards users could be originated by Emotional Contagion (EC)
of these developers. This EC occurs unconsciously in activities where these
developers can observe users working with the software. The present research is
an initial approximation as to the relation which EC and empathy have in order
to improve the novice software developers' understanding of usability. Keywords: Software development; usability; understanding of usability; empathy towards
users; emotional contagion |
Fast and Not Furious | | BIBAK | Full-Text | 219-229 | |
Luiz Lopes Lemos Junior; Fábio Evangelista Santana; Fernando Antonio Forcellini; Luiz Fernando Vaseak Machado; João Paulo Castilho | |||
Two projects sequentially made planed and constructed of a
wheelchair-low-cost and a car to run at the academic Gravity Racing
Championship. The intention of them is provide to the Brazilian market a more
durable and cheaper standard manual wheelchair and a racing car to access for a
wheelchair and its driver. They were designed in CAD program for product
engineering (modeling in 3 axis). The mechanical elements of movements were
bought and retrofitted to the innovative structures. As the racing car was a 4
wheels model, the steering was inspired in the same used in kart models and the
breaks and wheels were cycling components. The loading and unloading system was
made by the driver without assistance of anyone (a ramp helps the person to
load the wheelchair in the car and the person set the ramp up for safety). The
car was not equipped with any propulsion equipment because the championship
rules admit only the influence of gravity. Keywords: Wheelchair; Mechanical Construction; Racing Car for Wheelchair; Vehicle for
Wheelchair; Mechanical Manufacturing; Paraplegia |
Teaching and Learning HCI Online | | BIBAK | Full-Text | 230-241 | |
Enric Mor; Muriel Garreta-Domingo; Enosha Hettiarachchi; Nuria Ferran | |||
This paper presents the experience of designing and launching an online HCI
certificate program. The program was opened in March 2011 and it is currently
in its fourth edition. It is a one-year certificate program addressed to
practitioners and people working in user experience related fields. The data
collected about our students confirm that there is a need for formal HCI
education in these sectors and that students enroll in the program to formalize
their knowledge acquired on the ground and to deepen it. Taking into account
the two main user profiles of online learners (executives and hobby), the
program only has "executives". Student satisfaction level on previous editions
are very positive and we are currently applying an informal user-centered
design approach to the design of the program that helps to refine it
iteratively. Keywords: Education; training; curriculum; online education; teaching; learning;
user-centered design |
Comparison of Creativity Enhancement and Idea Generation Methods in Engineering Design Training | | BIBAK | Full-Text | 242-250 | |
Motyl Barbara; Filippi Stefano | |||
The research presented in this paper aims at evaluating how simple and
intuitive are the learning, understanding, and application of some creativity
enhancement methods by non-expert users in an engineering design context. The
three methods under investigation are TRIZ, C-K theory and SCAMPER. To evaluate
the training experience the authors set an evaluation framework based on
Kirkpatrick's Four Levels of Evaluation and used a questionnaire to collect
students' experiences. The results show that the understanding and the
consequent application of the three creativity enhancement and idea generation
methods are judged positively by the participants. In particular, TRIZ method
represents the most appreciated at all, while SCAMPER stands out for its
intuitiveness and easiness of use. Finally, C-K theory is revealed as the
newest one and very promising for future developments. Keywords: TRIZ; C-K theory; SCAMPER; training evaluation; engineering education |
Studio-Based Learning as a Natural Fit to Teaching Human-Computer Interaction | | BIBAK | Full-Text | 251-258 | |
Paula Alexandra Silva; Martha E. Crosby; Blanca J. Polo | |||
The creative element of HCI tends to be neglected due to the rapid
advancement of hardware platforms as well as software development. HCI books
cannot keep up with this rapid growth, nor can they provide students with the
necessary tools to succeed. Considering these facts, HCI instructors need to
implement techniques that not just complement but also enhance learning while
preparing students for the real world. Studio-based learning, being a
constructivist pedagogy that includes critiques and reflection can greatly
enhance HCI Education. Keywords: HCI Education; HCI Pedagogy; HCI Methodologies; Studio-Based Learning |
Teaching Design for All Through Empathic Modeling: A Case Study in Tallinn University | | BIBAK | Full-Text | 259-269 | |
Vladimir Tomberg; Mart Laanpere | |||
The goal of the paper is to illustrate best practices that can be used in
Design for All courses. We implemented the empathic modeling approach in HCI
study programme by letting the students simulate users with disabilities in the
physical settings in order to increase their understanding of Design for All in
their work as HCI designers. The data was collected from students with online
questionnaire and open reflections after the course. Keywords: Accessibility; Design for All; Empathy; Empathic Modeling; Teaching DfA |
HCI Prototyping and Modeling of Future Psychotherapy Technologies in Second Life | | BIBAK | Full-Text | 273-284 | |
Sheryl Brahnam | |||
This paper describes the virtual MSU SL Prototyping Center for Psychotherapy
Technologies in development at Missouri State University and explores the value
of using Second Life (SL) as a prototyping tool for HCI research. The power of
SL is illustrated in our use of it to envision applications and usage scenarios
for an integrative system for psychotherapy technologies called MyPsySpace, a
highly flexible and customizable system that can be used by independent
therapists trained in a wide range of theoretical orientations. Keywords: futures studies; second life prototyping; psychotherapy; virtual reality;
drama therapy; expressive arts therapy; scenarios |
Combining Design of Models for Smart Environments with Pattern-Based Extraction | | BIBAK | Full-Text | 285-294 | |
Gregor Buchholz; Peter Forbrig | |||
There are two different types of approaches for smart environments. The
first group provides an infrastructure that contains mechanisms from artificial
intelligence that allow to adapt to certain behavior of users and to support
them by performing their tasks. These approaches work fine if the conditions in
the environment are not experiencing too many changes. However, when different
types of activities have to be supported and participants change a lot there is
the problem of getting enough training data to recognize the users' activities
with sufficient reliability. In such cases, designing support by providing
models for activities of participating users seems to be a solution. Thus,
mechanisms from artificial intelligence can be supported by reducing the search
space for possible actions.
Designing of activity models can be performed by employing the top-down approach through predefined generic patterns or alternatively the bottom-up mechanism by looking at traces of performed activities (scenarios). Again patterns play an important role as they allow the identification of important parts of traces that lead to parts of models. The identification of such trace sections can be done almost automatically. The mapping to parts of models however, has to be done in an interactive way. Human decisions are necessary to provide good models. Different strategies can be supported by tools in order to make decisions within the models ranging from abstract levels down to the most detailed level. This paper will provide a discussion of the outlined approach. Keywords: task models; smart environment; model generation |
Evaluation of Model-Based User Interface Development Approaches | | BIBAK | Full-Text | 295-307 | |
Jürgen Engel; Christian Herdin; Christian Märtin | |||
The PaMGIS framework was developed at Augsburg University of Applied
Sciences and is aimed at supporting user interface designers without profound
software development skills to specify the diverse models which allow for at
least semi-automated generation of user interface source code. Currently these
are task, dialog, interaction, and layout models as well as user, device, and
environment models. The complexity of the model definitions is reduced by the
application of patterns of various types and different abstraction levels.
These patterns are specified by means of the PaMGIS Pattern Specification
Language (PPSL) that is a further refinement of the Pattern Language Markup
Language (PLML). Amongst other descriptive information PPSL specifications
incorporate sophisticated pattern relationships and model fragments, which are
deployed as soon as an individual pattern is applied. In this context we have
evaluated existing model-based user interface development frameworks in order
to elicit new ideas to improve the applicability of PaMGIS. Keywords: Model-based user interface development; pattern-based development; user
interface modeling; user interface generation; HCI patterns |
Engineering Variance: Software Techniques for Scalable, Customizable, and Reusable Multimodal Processing | | BIBAK | Full-Text | 308-319 | |
Marc Erich Latoschik; Martin Fischbach | |||
This article describes four software techniques to enhance the overall
quality of multimodal processing software and to include concurrency and
variance due to individual characteristics and cultural context. First, the
processing steps are decentralized and distributed using the actor model.
Second, functor objects decouple domain- and application-specific operations
from universal processing methods. Third, domain specific languages are
provided inside of specialized feature processing units to define necessary
algorithms in a human-readable and comprehensible format. Fourth, constituents
of the DSLs (including the functors) are semantically grounded into a common
ontology supporting syntactic and semantic correctness checks as well as
code-generation capabilities. These techniques provide scalable, customizable,
and reusable technical solutions for reoccurring multimodal processing tasks. Keywords: Multimodal processing; interactive systems; software architecture; actor
system; DSL; reactive manifesto; software patterns |
HCI-Patterns for Developing Mobile Apps and Digital Video-Assist-Technology for the Film Set | | BIBAK | Full-Text | 320-330 | |
Christian Märtin; Anthony Stein; Bernhard Prell; Andreas Kesper | |||
Digital cinema technology is now widely accepted by directors, directors of
photography, producers, film crews, and during the post-production process. On
the film set high-resolution digital motion picture cameras have entered the
field. In order to exploit the full creative and organizational potential of
the advanced digital production technology and to support the whole shooting
process, digital video-assist systems are connected to the cameras, monitors,
and auxiliary components on the set to form a computer-supported film set
(CSFS). The CSFS around Vantage Film's PSU® family of advanced video-assist
systems offers intelligent support for all the roles and tasks on the film set.
This paper focuses on the design of the PSU® product generations.
Contextual design, agility, and patterns, both for designing control and user
interface functionality, have been used extensively in the development process.
This is demonstrated for the iPad-based mobile PSU® Satellite and some GUI
patterns that were used for different features of the touch-screen based user
interface. Keywords: Digital video-assist; design patterns; HCI-patterns; digital motion picture
cameras; iPad; iOS; touch-screen user interface; computer-supported film set |
IntNovate a Toolkit to Ease the Implementation of Every Interaction Paradigm on Every Device | | BIBAK | Full-Text | 331-339 | |
Bruno Merlin | |||
With the evolution and diversification of devices and platforms, we observed
an evolution of the interaction paradigm usage, but also the emergence of
several specific SDKs and toolkits. We present a toolkit, IntNovate, aiming at
facilitating every interaction techniques and every interface paradigms in a
large set of devices. The toolkit enables to create traditional widget
applications, but also incorporates gaming techniques to turn easy animation
integration, see-through interactions and direct manipulations. It is
compatible with J2SE, J2EE, J2ME and android environments. A first evaluation
compared an HMI development using both J2SE and IntNovate none form based
application development and illustrated the IntNovate advantages in this
context. Keywords: Toolkit; graphic; direct interaction; multiple devices; multiple platforms |
One Interface, Many Views: A Case for Repeatable Patterns | | BIBAK | Full-Text | 340-349 | |
Weston Moran | |||
Our project looks at modern approaches to template and pattern design in web
applications. We designed and implemented a single UI and UX across multiple
devices and use cases. We holistically looked at front-end design and the cross
over to backend template structure. The UX paradigm was tested to validate the
performance gains and efficacy of the concept. The approach was designed to
improve the experience, efficiency and understanding for the user as they
utilize our application in multiple environments and across all facets of the
navigation. Keywords: User Interface; Repeatable Patterns; Pattern Library; User Experience; Style
Guides |
Picture-Driven User Interface Development for Applications on Multi-platforms | | BIBAK | Full-Text | 350-360 | |
Vinh-Tiep Nguyen; Minh-Triet Tran; Anh-Duc Duong | |||
Graphical user interfaces are usually first sketched out manually as hand
drawing pictures and then must be realized by software developers to become
prototypes or usable user interfaces. This motivates our proposal of a smart
CASE tool that can understand hand drawing sketches of graphical user
interfaces, including forms and their navigations, then automatically transform
such draft designs into real user interfaces of a prototype or an application.
By using the ideas of modeling and model-transformation in model driven
engineering, the authors also propose a mechanism to generate graphical user
interfaces as forms targeting different platforms. Experimental results show
that our sketch recognition to understand hand drawing graphical user
interfaces can achieve the accuracy of 97.86% and 95% in recognizing 7 common
UI controls and arrows for navigation respectively. Our model transformation
engine can generate user interfaces as forms for applications on 3 different
platforms of mobile devices, including Windows Phone, Android, and iOS. This
approach follows the trend to develop a new generation of smart CASE tools that
can understand and interpret conceptual software design models into concrete
software elements and components to assist the software development process in
a natural way. Keywords: picture-driven; graphical user interface; code generation; mobile device;
multi-platform |
PeNTa: Formal Modeling for Multi-touch Systems Using Petri Net | | BIBAK | Full-Text | 361-372 | |
Francisco R. Ortega; Su Liu; Frank Hernandez; Armando Barreto; Naphtali Rishe; Malek Adjouadi | |||
Multi-touch technology has become pervasive in our daily lives, with
iPhones, iPads, touch displays, and other devices. It is important to find a
user input model that can work for multi-touch gesture recognition and can
serve as a building block for modeling other modern input devices (e.g., Leap
Motion, gyroscope). We present a novel approach to model multi-touch input
using Petri Nets. We formally define our method, explain how it works, and the
possibility to extend it for other devices. Keywords: Multi-touch; Petri Nets; Modern Input Devices |
An Iterative and Incremental Process for Interaction Design through Automated GUI Generation | | BIBAK | Full-Text | 373-384 | |
David Raneburger; Roman Popp; Hermann Kaindl; Alexander Armbruster; Vedran Šajatovic | |||
Model-driven generation of graphical user interfaces (GUIs) for multiple
devices requires a model representing an interaction design. High-quality
interaction models are a prerequisite for achieving a good level of usability
for the corresponding applications. Our tool-supported process facilitates the
exploration and evaluation of interaction design alternatives in an iterative
and incremental manner, using automated GUI generation to achieve a running
application more quickly and with reduced effort in comparison to manual
(prototype) development. This allows the designer to quickly find a suitable
alternative and to build more complex applications incrementally. Keywords: Interaction design; automated GUI generation; iterative and incremental
process |
A Model and Guidelines for the Interface Design Process for Adaptive Web Applications (IDPAWA) | | BIBAK | Full-Text | 387-398 | |
Claudia Regina Batista; Vania Ribas Ulbricht; Adhemar Maria do Valle Filho | |||
This paper shows a model and guidelines for the Interface Design Process for
Adaptive Web Applications (IDPAWA) proposed to guide and aid the designer on
taking decisions during the interfaces development. The model schematically
describes five steps of an interactive process: analysis, concept, development,
prototype and test. In order to support the model, eight guidelines were
developed to deal with the requirements and configuration of adaptive
techniques. Keywords: Design Process; User Interface; Visual Design; Adaptive Web Applications |
A Model to Promote Interaction between Humans and Data Fusion Intelligence to Enhance Situational Awareness | | BIBA | Full-Text | 399-410 | |
Leonardo Botega; Cláudia Berti; Regina Araújo; Vânia Paula de Almeida Neris | |||
The operator of a Command & Control (C2) system has a crucial role on the improvement of information that is processed through data fusion engines to provide Situational Awareness (SAW). Through direct access to data transformations, operators can improve information quality, by reducing uncertainty, according to their skills and expertise. Uncertainty, in this work, is considered an adverse condition, which can make the real information less accessible. Although relevant solutions have been reported in the literature on innovative user interfaces and approaches for quality-aware knowledge representation, these are concerned mostly on transforming the way information is graphically represented and on quantitatively mapping the quality-aware knowledge acquired from systems, respectively. There are few studies that deal more specifically with accessibility for decision-makers in safety-critical situations, such as C2, considering the aspect of data uncertainty. This paper presents a model to help researchers to build uncertainty-aware interfaces for C2 systems, produced by both data fusion and human reasoning over the information. Combined to environmental and personal factors, a tailored and enriched knowledge can be built, interchangeable with systems intelligence. A case study on the monitoring of a conflict among rival soccer fans is being implemented for the validation of the proposed solution. |
Visualization Adaptation Based on Environmental Influencing Factors | | BIBAK | Full-Text | 411-422 | |
Dirk Burkhardt; Kawa Nazemi; Jose Daniel Encarnacao; Wilhelm Retz; Jörn Kohlhammer | |||
Working effectively with computer-based devices is challenging, especially
under mobile conditions, due to the various environmental influences. In this
paper a visualization adaptation approach is described, to support the user
under discriminatory environmental conditions. For this purpose, a context
model for environmental influencing factors is being defined. Based on this
context model, an approach to adapt visualizations in regards of certain
environmental influences is being evolved, such as the light intensity, air
quality, or heavy vibrations. Keywords: Adaptive Visualization; Information Visualization; User-centered
Interaction; User Experience; Sensor Fusion |
Intelligent Document User Interface Design Using MVC and UIML | | BIBAK | Full-Text | 423-432 | |
Lawrence Henschen; Ning Li; Yunmei Shi; Yuhan Zhang; Julia Lee | |||
We describe a method for generating dynamic user interfaces for document
processing systems by using MVC as a guide and UIML as the method to describe
the model, view, and controller. Our approach implements the notion of
intelligent documents, that is, documents whose processing is richer than
processing applied to paper documents. Using our approach, the interface may
include new operations not included in the normal document processing system.
Moreover, the functions used to implement those operations may be any service
available on the web. Finally, because we use UIML, the interface and
implementation of services is easily changeable. Thus we achieve the goal of
any document originated from anywhere in the world (globalization) being
displayed in a usable way (usability) in any environment in a dynamic and
platform independent way. Keywords: intelligent document; user interface; MVC model; UIML; dynamic configuration |
Log-Based Personalization Tool as an Assistive Technology | | BIBAK | Full-Text | 433-444 | |
Vagner Figueredo Santana; Maria Cecília Calani Baranauskas | |||
Solutions for personalizing websites by automatically changing user
interfaces (UI) to fit users' needs have been proposed by the industry and the
academy in order to provide individualized user experience. However, the users'
perception of changes in the tailored UI is still a topic to be studied. This
work presents a tool developed to capture logs, generate, and apply individual
adjustments, personalizing websites as people use it. In addition, the tool is
proposed as a log-based personalization assistive technology and it is
published to the community. The tool was evaluated in depth, qualitatively,
counting with the participation of 4 blind users fluent in using the Web,
knowing personalization existing features, and fluent on using computers. They
were invited so that the understanding of outcomes and limitations of the
personalization features offered could be better understood. Based on the
results, we highlight possible scenarios where similar approaches could be used
to assist people with disabilities and reinforce the importance of considering
the users' perception of changes automatically performed in UIs. Keywords: Self-tailoring website; adaptive website; website evaluation; user interface
evaluation; remote evaluation; accessibility; usability; event logs |
A Practical Solution for the Automatic Generation of User Interfaces -- What Are the Benefits of a Practical Solution for the Automatic Generation of User Interfaces? | | BIBAK | Full-Text | 445-456 | |
Miroslav Sili; Christopher Mayer; Martin Morandell; Matthias Gira; Martin Petzold | |||
Older adults benefit from information and communication technology solutions
in the Ambient Assisted Living (AAL) domain. The offered user interfaces for
these ICT solutions often do not take the special needs, preferences and the
physical and mental capabilities of older adults into account. The project
AALuis focuses on solutions to increase accessibility, adaptability and
usability of user interfaces in the AAL domain. The paper describes the
functionality of the AALuis layer and the different steps involved stakeholders
have to cover to benefit from the user interface generation framework. A
detailed comparison between the traditional user interface design and the
AALuis approach lists similarities and identifies differences in the user
interface generation process. Keywords: Ambient Assisted Living; Human-Computer Interaction; User Interface;
Framework; Task Model; Automatic Adaptation |
Proposal of Collaborative Learning Support Method in Risk Communications | | BIBAK | Full-Text | 457-465 | |
Hiroshi Yajima; Naohisa Tanabe; Ryoich Sasaki | |||
In this paper, we propose the supporting method of the risk communications
that use the collaborative learning. Using collaborative learning, participant
of risk communication can acquire not only knowledge that participant is
interested in, but also the intention and knowledge of other party who do not
concern the participant's concern. In the process of collaborative learning,
participants of risk communication get the mutual understanding about risks.
The feature of this method is to use the "Externalization" form that use
concept map and the construction drawing of the opinion understanding made from
Fishbone. Keywords: Risk Communication; Collaborative Learning; Participant |
Towards Qualitative and Quantitative Data Integration Approach for Enhancing HCI Quality Evaluation | | BIBAK | Full-Text | 469-480 | |
Ahlem Assila; Káthia Marçal de Oliveira; Houcine Ezzedine | |||
Over the two past decades, various HCI quality evaluation methods have been
proposed. Each one has its own strengths and its own shortcomings. Different
methods are combined to enhance the evaluation results. To obtain better
coverage of design problems and to increase the system performance, subjective
and objective methods can complement each other. However, the variability of
these methods features poses a challenge to effectively integrate between them.
The purpose of this paper is to enhance the evaluation of HCI quality by
suggesting new approach intended for improving evaluation results. This method
supports a mapping model between evaluation data. It aims to specify new
quality indicators that effectively integrate qualitative and quantitative data
based on a set of pre-defined quality criteria. Qualitative (items) and
quantitative data are respectively extracted from highly cited HCI quality
questionnaires and from existing tools. Keywords: Human-Computer Interface; HCI evaluation; subjective; objective;
qualitative; quantitative; integration; mapping; data; indicator |
Efficiency in Performing Basic Tasks Using Word Processing Programs by the Elderly as a Measure of the Ergonomic Quality of Software | | BIBAK | Full-Text | 481-488 | |
Krzysztof Hankiewicz; Marcin Butlewski | |||
Computers and the opportunities they offer are no longer the domain of the
young, and the ability to use a multitude of computer software has become a
basic skill both in private and professional life. Therefore, it is no wonder
that increasing attention is paid to the design of interfaces adapted well to
groups of users with specific needs, like the elderly. Such measures are
broadly reflected in scientific works, however, commonly available software is
rarely marked by an adequate concern for the needs of seniors. Additionally,
the elderly usually gain access and opportunity to work on a computer during
old age, being outpaced by their younger, and somewhat more predisposed to
computer technology, colleagues. The prevalence of computer needs and growing
number of elderly people means that seniors are condemned to using computers.
How effectively and enthusiastically they will use them will be largely
dependent on the ergonomic quality of the offered software. Keywords: elderly design; ergonomic evolution; software usability |
Guidelines for Usability Field Tests in the Dynamic Contexts of Public Transport | | BIBAK | Full-Text | 489-499 | |
Stephan Hörold; Cindy Mayas; Heidi Krömker | |||
Public transport is one of many fields of application where a system is not
used in only one context of use, but in different and varying contexts.
Evaluating these systems in lab-based tests can only cover a small part of the
real context. This paper describes a usability field test of a mobile passenger
information application in public transport, the challenges of testing in a
highly dynamic context, and also solutions to overcome these challenges. As a
result, a classification of the variety of dynamic factors in public transport
and guidelines for typical test contexts in public transport are derived from
the gained experiences and empirical findings. Keywords: usability; field test; public transport; tasks; context |
Integrating Usability Evaluations into Scrum: A Case Study Based on Remote Synchronous User Testing | | BIBAK | Full-Text | 500-509 | |
Fulvio Lizano; Maria Marta Sandoval; Jan Stage | |||
The tendency to empower users in the software development process encourages
the continuing search for ways to reconcile the interests of agile
methodologies and Human-Computer Interaction (HCI) activities. The practice of
agile methods, e.g. Scrum, is normally focused on high productivity, sometimes
leaving aside other important aspects of software development such as
usability. On the other hand, HCI methods usually attempt to reach solid
conclusions through extensive and formal studies, which can consume significant
resources and time. In this paper we present an instrumental single case study
which offers an example of how usability evaluations can be integrated into a
Scrum project by using Remote Synchronous User Testing (RS). Our approach
suggests that the RS process should be conducted by the same developers who
integrate the developing team. Our results indicate that RS can be used as a
strategy to efficiently and easily integrate usability evaluations into Scrum
projects. The most valuable benefit obtained in this integration is related to
the opportune feedback offered by usability testing, which can be incorporated
to the developing process immediately as is provided through agile principles.
Other elements of our approach could help solve other problems normally present
in other efforts made in order to integrate usability evaluations into agile
methods. The major problem in our case study was related to the difficulty
presented by software developers in terms of changing their usual focus when
they have to conduct usability evaluations. Keywords: Software development; usability evaluation; Remote Synchronous User Testing
(RS); SCRUM; integrating RS into SCRUM |
Evaluating an Automatic Adaptive Delivery Method of English Words Learning Contents for University Students in Science and Technology | | BIBAK | Full-Text | 510-520 | |
Shimpei Matsumoto; Taiki Kurisu; Tomoko Kashima; Masanori Akiyoshi | |||
Today's e-Learning, blending portable digital devices and common PC devices
under well-maintained Internet infrastructure, provides convenient learning
environment where everyone can learn when they need. In particular, self-study
with simple multiple-choice questions with LMS (Learning Management System) is
available with no need to score by lecturer because usual LMS implements
automatic scoring capability. Since LMS is useful for both lecturers and
students, in Japan it has been already accepted as being indispensable in
educational institutions around universities. However, this type of learning
can only support just gathering of knowledge, but not assist the improvement of
the skill to leverage knowledge. Currently it has not been enough to provide
e-Learning with capabilities of both knowledge acquisition and utilization, so
to realize it the authors started the development of user adaptive learning
service which deals with English learning. This paper focuses on the automatic
delivery of learning contents for each user's mobile device, and verifies
practical effectiveness of item response theory for user adaptive learning
contents provision. This paper develops a server program to automatically
deliver learning materials consisted of some multiple choice questions. Based
on the result of preliminary experiment, for realizing e-Learning service with
learner adaptation functionality, the conceptions to evaluate each user's
learning effort and to realize the learning of knowledge acquisition are
discussed. Keywords: push-based e-Learning; mobile learning; English words learning; user
adaptive; item response theory |
Can Users Speak for Themselves? Investigating Users Ability to Identify Their Own Interactive Breakdowns | | BIBAK | Full-Text | 521-532 | |
Bernardo A. M. Mattos; Raquel L. S. Pereira; Raquel O. Prates | |||
The Communicability Evaluation Method (CEM) is based on Semiotic Engineering
HCI theory and involves observing users in a controlled environment and
capturing with software the user-system interaction. The analysis involves 3
steps: (1) tagging: watching the user-system interaction video, identifying the
communicative breakdowns, associating one of CEM's utterance (from a predefined
set of 13) to the breakdown; (2) interpretation: interpreting the problems that
are being indicated by the tagging performed in the first step; (3) semiotic
profiling: reconstructing the intended communication being conveyed by the
system and the problems identified. Originally CEM requires the evaluator to
perform all 3 steps. In this paper we investigate the possibility of users
themselves performing the tagging step of the analysis and the costs and
benefits of such a procedure. If users are able to identify and tag breakdowns
they can directly communicate the problems they have experienced. Our results
have shown that user tagging is possible and pointed to various directions in
which it could be very useful. We present the case study performed, the results
found and discuss costs and benefits of such procedure. Keywords: Evaluation; user participation; communicability; semiotic engineering;
communicability evaluation method (CEM) |
Reflections on the Cross-Platform Semiotic Inspection Method | | BIBAK | Full-Text | 533-544 | |
Rodrigo de A. Maués; Simone Diniz Junqueira Barbosa | |||
Evaluating cross-platform systems can be quite challenging. Unfortunately,
despite the increasing number of such systems and therefore growing need for
evaluation methods, little work has been done on the matter. We have extended
the Semiotic Inspection Method (SIM), a Semiotic Engineering evaluation method,
to evaluate cross-platform systems, producing the CP-SIM variant. However,
despite its support in identifying and classifying several potential issues
particular to cross-platform systems, the cross-platform aspects of the method
(called 'horizontal analysis') were only briefly illustrated by an analytical
study in the original work. This paper provides deeper reflection and a more
detailed account of the horizontal analysis in order to support evaluators in
using the method. It also situates CP-SIM among related work on cross-platform
system evaluation. Keywords: Cross-platform; user interface design; communicability; semiotic inspection
method; semiotic engineering |
Evaluating Methods and Equipment for Usability Field Tests in Public Transport | | BIBAK | Full-Text | 545-553 | |
Cindy Mayas; Stephan Hörold; Christina Rosenmöller; Heidi Krömker | |||
Usability experts require high quality of evaluation data, in order to
achieve detailed and meaningful results. In particular, evaluation in public
environment, e.g. in public transport, involves influences of different
contexts. In order to observe these context factors, a wide range of technical
test equipment, for instance eye-tracking or video glasses, are available. This
paper describes the evaluation of different combinations of test methods and
equipment for a field test in public transport. The goal of this study is to
identify a test setup which enables a natural behavior of the test persons and
a high quality of data. Keywords: usability; field test; methods; test equipment; context |
ErgoSV: An Environment to Support Usability Evaluation Using Face and Speech Recognition | | BIBAK | Full-Text | 554-564 | |
Thiago Adriano Coleti; Marcelo Morandini; Fátima de Lourdes dos Santos Nunes | |||
Usability test is a group of activities that should be performed by all
designers in order to identify interaction problems. Filming and Verbalization
are two techniques widely used due to the reason that they provide real
information about the software interaction capacity. Filming is performed using
one or several cameras and the verbalization is done encouraging the
participant to verbalize what he/she is thinking about the software. Both
techniques register the data in video and audio files to be analyzed forward.
Although these techniques has been widely used, the analysis process is
considered slow, difficult and expensive because the evaluator may need to
review all the data registered from the first second until the end of the test
to identify possible usability problems and this task could take from 2x to 10x
the test time. This paper presents the ErgoSV Software, a tool to support
usability evaluation test using speech processing that recognize specific
keywords pronounced by the participants and face images processed during the
test. These data are used to provide organized and relevant information to
support the data analysis and the identification of interfaces with possible
usability problems. Experiments performed in three different softwares
presented that this tool reduced the time of analysis to 1,5 times the test
time considering the keywords as the main data. This research is supported by
FAPESP. Keywords: Usability Evaluation; Usability Test; Face Recognition; Speech Processing;
Automatic analysis information |
Identifying Intention and Perception Mismatches in Digitally Augmented Museum Settings | | BIBAK | Full-Text | 565-576 | |
Hanna-Liisa Pender; David Lamas | |||
The key aim of introducing information and communication technology (ICT) in
museum settings is to enhance the visitors' experience. However, the concrete
strategies or best practices for digitally augmenting the museums remain to be
determined. The main role of the ICT solutions in a museum context should be
the mediation of the communication between the visitors and the museum
artefacts to support the meaning making process. However, a large number of
existing solutions fail to fulfil this task. In this paper we evaluate two
digital interactive displays in different museums with Semiotic Engineering
methods to detect mismatches between designers' intentions and visitors'
perceptions in this communication process. Keywords: Evaluation methods and techniques; semiotic inspection method;
communicability evaluation method; museums |
Heuristics for Assessing Emotional Response of Viewers during the Interaction with TV Programs | | BIBAK | Full-Text | 577-588 | |
Kamila Rios da Hora Rodrigues; Cesar Augusto Camillo Teixeira; Vânia Paula de Almeida Neris | |||
The analysis of emotional cues can provide practitioners a more accurate
understanding of the user's experience. The literature mentions several
techniques for gathering affective data which do not involve questioning users.
However, most of them have drawbacks as they can be intrusive, expensive or
require additional evaluation. To minimize these problems, methods using
inspection based on heuristics have been employed. These methods, on the other
hand, do not consider emotional responses. There are gestures and facial
expressions which are inherent in the interaction with this kind of media and
must be taken into account. We propose the TV Emotion Heuristics (TVEH), a set
of 23 heuristics that represent viewer's behavioral patterns when interacting
with TV programs or movies. These heuristics allow a comprehensive assessment
of the viewers' emotional responses. This paper reports the creation process of
the TVEH and describes how to apply the method. Two case studies are reported
using the proposed heuristics and we discuss some of the lessons that have been
learned. Keywords: Heuristic Evaluation; Emotional Response; Interactive Media; TV Emotion
Heuristics; Assessment Methods |
Evaluation of Industrial Touch Interfaces Using a Modular Software Architecture | | BIBA | Full-Text | 589-600 | |
Philipp Tiefenbacher; Fabian Bumberger; Gerhard Rigoll | |||
In the highly automated industry process surveillance is crucial for understanding current states and decisions of certain parts of the industrial line. Specific parts of the industrial line, however, may have their own user interfaces right beside of the machine. Thus obtaining a holistic impression of the state of the industrial line might be complicated. So on the one hand, important functionalities should be summarized into one user interface. On the other hand, the user interface must be mobile and easily accessible to have the information on site of the inspected part of the machine. In this work, we propose three different navigation concepts for touch interfaces and evaluate them on a thinkable story board based on tasks of an industrial plant. These concepts can be compared this way, as the single functional components of the interfaces are the same. All three concepts are evaluated on two different mobile devices with a 7" and a 12" screen. We show that the objective metrics of all concepts are invariant to the screen size. The subjective results in regard to the screen size, however, differ for the most flexible user interface (UI). We determine the best concept based on users' preferences and the obtained objective metrics. |
3D Face-Aware Electronics with Low-Resolution Imaging | | BIBAK | Full-Text | 603-610 | |
Yu-Jin Hong; Jaewon Kim; Junghyun Cho; Ig-Jae Kim | |||
What if your electronics with cheap cameras can reveal 3D faces of captured
people? In daily life, we use a lot of consumer electronics employing cameras
such as a mobile phone, a tablet PC, a CCTV, a car black box, and so on. If
such devices provide 3D facial shapes of 2-dimensionally framed people, it
would benefit new applications and services in higher dimensional imaging,
security, HCI (Human-Computer Interaction), AR (Augmented Reality), and mobile
applications like phone games. This paper introduces a novel method to realize
the functionality in computational electronics with low-resolution imaging. Keywords: 3D face reconstruction; Smart devices; High-resolution imaging; Image
processing |
Timeline Localization | | BIBAK | Full-Text | 611-622 | |
Ilona Nawrot; Antoine Doucet | |||
The research findings provide evidence that time-oriented data
visualizations can contribute to faster information processing, better
understanding and improved recall. Thus, they are used in many application
domains -- medicine, law enforcement, traffic and navigation control to name
but a few. Simultaneously, human's time perception varies depending inter alia
on culture, language, personal experience and situational factors. Although,
the differences caused by the aforementioned aspects were acknowledged and
addressed in the Human Computer Interaction (HCI) field for decades their
impact on time-oriented data visualizations was largely neglected.
To fill this gap, we investigate the influence of time spatializations (organization of time along axes) on the response time and accuracy of inferences based on time-oriented data visualizations. Moreover, we examine users' preferences toward different time arrangements. Our findings show that user-adapted organization of time along axes can speed up the decision-making process and increase the user experience. Keywords: timeline; localization; time perception; time spatialization; performance;
preferences |
Design Criteria for Public Display User Interfaces | | BIBAK | Full-Text | 623-630 | |
Alessandro Bendinelli; Fabio Paternò | |||
Recent technological advances have made large displays available on the mass
market at affordable prices. We present a set of design criteria that support
those who want to exploit such displays effectively to select the relevant
content and present it in such a way to take into account the features of the
specific devices and the context in which they are used. The discussion is
exemplified with concrete example application of the design criteria. Keywords: Public Displays; Guidelines and heuristics; Presentation design |
Recommender System to Support Chart Constructions with Statistical Data | | BIBAK | Full-Text | 631-642 | |
Taissa Abdalla Filgueiras de Sousa; Simone Diniz Junqueira Barbosa | |||
Research on statistical data visualization emphasizes the need for systems
that assist in decision-making and visual analysis. Having found problems in
chart construction by novice users, we researched the following question: How
can we support novice users to create efficient visualizations with statistical
data? To address this question, we proposed ViSC, a recommender system that
supports the interactive construction of charts to visualize statistical data.
It explores a visualization ontology to recommend a set of graphs that help to
answer information-based questions related to the current graph data. By
traversing the recommended graphs through their related questions, the user
implicitly acquires knowledge both of the domain and of visualization resources
that represent the domain concepts of interest well. We report here a
qualitative study conducted to evaluate ViSC using two methods: the Semiotic
Inspection Method (SIM) and a Retrospective Communicability Evaluation (RCE).
We first analyze how the questions influence the users' traversal through the
graph and then address the broader question. We concluded the questions were
important to generate efficient visualizations and thus, an efficient solution
to help novice users in chart constructions. Keywords: Statistical data visualization; recommender systems; semiotic engineering;
human-computer-interaction |
Deterministic Local Layouts through High-Dimensional Layout Stitching | | BIBAK | Full-Text | 643-651 | |
Martin Steiger; Hendrik Lücke-Tieke; Thorsten May; Arjan Kuijper; Jörn Kohlhammer | |||
In this paper we present a layout technique for dynamic views of large
static graphs. It aims to minimize changes between two consecutive frames and
most importantly, it is deterministic. First, a set of small layout patches is
pre-computed. Then, depending on the users view focus, a subset of these
patches is selected and connected to generate the final layout. In contrast to
the state-of-the-art approach that operates in the 2D screen space only, we
perform this process in high-dimensional space before projecting the results
into the 2D plane. This gives additional degrees of freedom and consequently a
smoother transition process between two consecutive frames. Whenever the user
visits an area of the graph for a second time, the layout will still look the
same. This enables the user to recognize areas that have already been explored
and thus preserve the mental map. Keywords: dynamic graph; projection; explorative analysis; mental map |
SyncBox -- Synchronizer and Interface for High-Speed Macro Photography | | BIBAK | Full-Text | 652-661 | |
Krzysztof Szklanny; Armand Stanczak; Pawel Wojtków; Sergio Cosentino; Alicja Wieczorkowska | |||
The goal of this work was to create a fully automated synchronizer for macro
photography, dedicated to water drop photography [2], [11]. An open-source
electronics prototyping platform called Arduino was used for this purpose. The
elaborated system includes a water system, a drop kit, and the synchronizer
itself, attached to a digital photo camera. This system, named SyncBox, is
simple, easy to use and fairly inexpensive. SyncBox can be operated using
Dripper (the application interface) by a single mouse click, the pictures taken
can be downloaded to a computer, and uploaded to the Internet. The proposed
solution can be used as an interface for high-speed photography for water drop
pictures, suitable for both amateur and professional purposes. The construction
of the device, the interface, and exemplary pictures taken are shown in this
paper. We conclude the paper with the proposed future works to make the entire
system even more user friendly. Keywords: Macro Photography; High-Speed Photography; Water Drop Photography |