An Activity Theory Approach to Intuitiveness: From Artefact to Process | | BIBAK | Full-Text | 3-13 | |
Sturla Bakke | |||
Intuition is a widely employed term when describing or evaluating user
interfaces in an HCI context. It is used in by most people in their daily life,
regardless of technology use; it is applied by users in various socio-technical
contexts; it is even utilized by developers themselves. While Susanne
Bødker and others brought activity theory into the HCI discourse, in
much of the literature, intuition has largely remained within the cognitive
science discourse. In an activity theoretical approach, this paper attempts to
connect intuitiveness to activity and pointing out the changing perception of
the concept of intuitiveness in relation to skill levels; changing from being
connected primarily to artifacts at an unskilled level, to being linked
exclusively to tasks and processes at expert level. Keywords: Intuitive use; User interfaces; Activity theory; Experience |
The Closer the Better: Effects of Developer-User Proximity for Mutual Learning | | BIBAK | Full-Text | 14-26 | |
Sturla Bakke; Tone Bratteteig | |||
In this paper we report from a software development project, where much
attention was given to the users -- so much, in fact, that the developers moved
in with them and stayed. Our aim has been to understand the effects of this
level of proximity in the cooperation between developers and users. We discuss
the impact on continuous knowledge exchange, organisational structure and
accountability when the developers move in. How do the participants experience
the mutual learning process? Based on the findings, we offer the two
suggestions: (1) that the mutual learning necessary for establishing a common
understanding of the character of a user-centred software system and its
intuitive operation has a greater possibility of succeeding when developers and
participating users are located in the immediate vicinity of each other, and
(2) the impact on user interface design is visible through early user
participation, leading to the sense of user interfaces facilitating an
immediate user interaction. Keywords: Participation; Reciprocal learning; Organisational structure |
How to Join Theoretical Concepts, Industry Needs and Innovative Technologies in HCI Courses? The Big Challenge of Teaching HCI | | BIBAK | Full-Text | 27-36 | |
Clodis Boscarioli; Sílvia Amélia Bim; Milene S. Silveira; Simone D. J. Barbosa | |||
The relation between HCI Education and the Industry needs is a challenge to
the HCI community. HCI professors should be aware of their role to persuade
students that user experience and experience design are cross-cutting concepts,
which therefore influence all other areas involved in innovative product and
service development, from conceptual design to implementation and testing. In
this paper we present a revised HCI Brazilian syllabus for undergraduate
Computer Science courses, discussing HCI requirements for UX professional and
academic formation of the students. We also describe some research questions
that have been raised in this context. Keywords: HCI education and industry needs; Syllabi recommendations; HCI in Brazil |
Challenges for Human-Data Interaction -- A Semiotic Perspective | | BIBAK | Full-Text | 37-48 | |
Heiko Hornung; Roberto Pereira; M. Cecilia C. Baranauskas; Kecheng Liu | |||
Data has become ubiquitous and pervasive influencing our perceptions and
actions in ever more areas of individual and social life. Data production,
collection and editing are complex actions motivated by data use. In this paper
we present and characterize the field of study of Human-Data Interaction by
discussing the challenges of how to enable understanding of data and
information in this complex context, and how to facilitate acting on this
understanding considering the social impact. By understanding interaction with
data as a sign process, and identifying the goal of designing human-data
interaction as enabling stakeholders to promote desired and to avoid undesired
consequences of data use, we employ a semiotic perspective and define research
challenges for the field. Keywords: Human-data interaction; Semiotics; Digital display |
Relationship Between Trust and Usability in Virtual Environments: An Ongoing Study | | BIBAK | Full-Text | 49-59 | |
Davide Salanitri; Chrisminder Hare; Simone Borsci; Glyn Lawson; Sarah Sharples; Brian Waterfield | |||
Usability and trust have been observed to be related in several domains
including web retail, information systems, and e-health. Trust in technology
reflects beliefs about the attributes of a technology. Research has shown that
trust is a key factor for the success of different systems -- e.g., e-market,
e-commerce, and social networks. Trust in technology can be supported or
prevented by the perceived usability. Therefore, a low level of usability could
compromise an individual's trust in their use of a technology, resulting in a
negative attitude towards a product. Even if this relationship has been seen as
important in the fields listed above, there is limited research which
empirically assesses trust and usability in virtual reality (VR). This work
will present the first set of data on the relationship between usability and
trust in VR. To gather this data, three different VR systems (Desktop 3D tool,
CAVE, and a flight simulator) were tested. The findings show that (i) the
best-known questionnaire to measure usability and trust could be applied to VR,
(ii) there is a strong relationship between people's satisfaction and trust in
the use of VR, (iii) the relationship between usability and trust exists for
different systems. Keywords: System usability scale; Trust; Trust in technology measures; Virtual
reality; Usability |
Cultural Issues in HCI: Challenges and Opportunities | | BIBAK | Full-Text | 60-70 | |
Luciana Salgado; Roberto Pereira; Isabela Gasparini | |||
Culture strongly influences people's values, expectations, behavior, and
even perceptions and cognitive reasoning. Although HCI researchers recognize
culture as an important factor, the research about cultural issues and HCI
needs to go further. This paper discusses why culture should not be viewed as a
threat or something that is better to relegated to minor importance in
Human-Computer Interaction, but that has a key role in the investigations and
development of new theories, methods and techniques. In the light of the grand
challenges prospected in GranDIHC-BR by the Brazilian HCI community, we explore
some of the opportunities and challenges culture brought to HCI as a research
area. Keywords: HCI and culture; Cultural aspects of HCI; Research challenges in HCI |
Biologically Inspired Artificial Endocrine System for Human Computer Interaction | | BIBAK | Full-Text | 71-81 | |
Hooman Samani; Elham Saadatian; Brian Jalaeian | |||
The aim of this paper is to illustrate the design process and development of
a novel model for cause-effect artificial intelligence system, which is based
on the digital endocrine model in human computer interaction. The model is
inspired by the architecture of the endocrine system, which is the system of
glands that each of them secretes different type of hormones directly into the
bloodstream. The digital hormonal model can provide a new methodology in order
to model various advanced artificial intelligence models for predictive
analysis, knowledge representation, planning, learning, perception and
intelligent analysis. Artificial glands are the resource of the causes in the
proposed model where the effects can be modeled in the data stream. In this
paper such system is employed in order to develop a robotic system for the
purpose of language translation. Keywords: Artificial endocrine system; HCI; Translation robot |
Improving IT Security Through Security Measures: Using Our Game-Theory-Based Model of IT Security Implementation | | BIBAK | Full-Text | 82-95 | |
Masashi Sugiura; Hirohiko Suwa; Toshizumi Ohta | |||
We developed a quantitative model based on game theory related to IT
security promotion and implementation in an organization. This model clarified
the kinds of organizational conditions in which an employee does or does not
carry out security measures. We also clarified the desired and undesired
conditions for security implementation in an organization. In addition, we
showed that an extremely undesirable dilemma that hitherto has not attracted
attention might occur. Then we applied this model to an incident that occurred
at a certain school. Using public information and survey data, we calculated
the parameters of the model quantitatively. Then we found what kinds of changes
to the parameters would be effective for making security improvements.
Furthermore, we used the model to show the appropriate order of promoting
security measures. Keywords: Security; Incident; Game theory; Model; Dilemma; Organization |
A Psychological Approach to Information Security | | BIBAK | Full-Text | 96-104 | |
Katsuya Uchida | |||
Information Systems are composed in four main portions, people, information,
appliance and facilities. These four portions are called information assets.
Information security protects information assets and keeps safe them from the
view point of Confidentiality, Integrity and Availability (CIA).
Recently, cyber-attacks to people in specific organizations are called advanced persistent threat (APT) or targeted attacks. APT attacks are attacks using psychological and behavioral science weakness of people, are not technical attacks. Kevin Mitnick, the most competent and the most famous attacker for people says "Security is not a technology problem. It is a human and management problems" in his book. By using the knowledge of psychology, behavioral science and criminology, the attackers attack people, and achieve the purposes. Targets of the attacks are not only the direct objects that are theft or destruction of information, but also the indirect objects that obtain the information necessary to achieve the goal. Sun Tzu, a Chinese military general, strategist and philosopher said "If you know your enemies and know yourself, you can win a hundred battles without a single loss". Attackers and victims are classified into people, appliance (hardware and software) and hybrid (people and appliance). The methods of attackers for each attack and cases of attacks are classified in this paper. Some organizations are beginning to use the elements of games and competitions to motivate employees, and customers. This is known as gamification which is the application of game elements and digital game design techniques to non-game problems, such as business and social impact challenges. Gamification is very useful for awareness training of information security, I believe. This paper attempts to classify and systematize attackers, victims and the methods of attacks, as by psychology, behavioral science, criminal psychology, and cognitive psychology I have proposed some ideas for education, training and awareness for information security using the findings of psychology and behavioral science. Keywords: Information security psychology; Social engineering; Deception |
Cross-Over Study of Time Perception and Interface Design | | BIBAK | Full-Text | 105-116 | |
Huizhong Zhang; Guanzhong Liu; Hai Fang | |||
Pace of life is getting faster today, and it even affects the quality of
people's life. Time is so important to human while it also troubles us a lot.
Sometimes time seems so valuable that we take everything to earn more seconds.
However, during a vacation, we ignore the passing of time. We are willing to
consider what kind of pace of life can bring us more happiness. Time sense
becomes an important experience in our daily life. This research is trying to
improve our time experiences of interaction with interface design. As we know,
people without specialized training cannot count time precisely without a
clock, while they surely have an individual habit of perceiving time.
Psychology of time is a psychology about human's time perception. Therefore,
the research is a cross-over study of interaction and time psychology in terms
of knowing how design can improve people's time experiences.
This study takes some time psychology theories as a foundation to know about the principles of human's perception of time. With the purpose of elevating the time experiences of people, three aspects are considered having effects on it: signal stimulus, time information processing and personal psychological condition. Signal stimulus -- human's perception of time always depends on some time signals, which are necessary materials of the brain processing. They could be numbers, visual dimensions, colors, temperatures, sound volumes, frequency of motion and so on. Time information processing: several time processing models and calculative strategies of the time duration explain basic rules of processing time information in a human brain. Personal psychological conditions: different time perceptions can trigger different emotions. And people in different moods can have different feelings about the same time interval. In the study, the author summarized four possibilities to bring people better time experiences. Following that, some assumptions in accordance with the research were made. Based on these assumptions, several experimental products, which are calendar design and traffic lights design, are designed. Finally, some experiments were conducted to test if the new designs can indeed create better time experiences. And one of the experiments would be reported in this article. Keywords: Interactive design; Psychology of time; Time experiences of users;
Experiments |
Guidelines to Integrate Professional, Personal and Social Context in Interaction Design Process: Studies in Healthcare Environment | | BIBAK | Full-Text | 119-131 | |
Janaina Abib; Junia Anacleto | |||
In this paper we're presenting the formalization of a set of guidelines to
support interaction designers in their activities during the processes to
design applications. We are using these guidelines in the construction phase of
the design process and these strategies are being applied to support the
interaction design of user's workflow, integrating professional, personal and
social contexts. These strategies were used in a hospital for treatment of
chronic mental illness in Brazil. During this study we observed healthcare
professionals in their daily activities and with these data we developed
information and communication solutions to bring new technologies into their
day-by-day activities, in the way not to interrupt their routines. After some
data collection and analysis we evaluated the results of our research. These
analyses helped us to understand some weak points in the design process that do
not simplify the integration of the different contexts in which users are
naturally inserted. Thus, we proposed a set of guidelines to an interaction
design process with the objective of supporting interaction designers in their
work of developing natural solutions, integrating the different contexts of the
users. Also, with the integration of contexts, we promote the extending of
user's abilities. Keywords: Design process; User interface; Interaction design; Non ICT user |
Practices, Technologies, and Challenges of Constructing and Programming Physical Interactive Prototypes | | BIBAK | Full-Text | 132-142 | |
Andrea Alessandrini | |||
The prototyping process is a key phase in the design of interactive systems.
Designing connections and communications for computational elements is a
challenging part of constructing physical interactive prototypes. The goal of
this study is to explore and describe the practices and technologies used in
the construction of physical interactive prototypes in a university course on
interaction design. This study reviews constructed physical interactive
prototypes, presents excerpts of interviews with students, and analyses
students' blogs. In particular, the study describes and analyzes how
connections and communications were made and which components and technologies
were used in a course on interaction design. Finally, the implications of the
findings of this study are discussed. Keywords: Interaction design; Prototyping; Design |
ISO 9241-11 Revised: What Have We Learnt About Usability Since 1998? | | BIBAK | Full-Text | 143-151 | |
Nigel Bevan; James Carter; Susan Harker | |||
A revision is currently being undertaken of ISO 9241-11, published in 1998
to provide guidance on usability. ISO-9241-11 defines usability in terms of
effectiveness, efficiency and satisfaction in a particular context of use. The
intention was to emphasise that usability is an outcome of interaction rather
than a property of a product. This is now widely accepted. However, the
standard also places emphasis on usability measurement and it is now
appreciated that there is more to usability evaluation than measurement. Other
developments include an increasing awareness of the importance of the
individual user's emotional experience as discretionary usage of complex
consumer products and use of the World Wide Web have became more widespread.
From an organisational perspective, it is now appreciated that usability plays
an important role in managing the potentials risks that can arise from
inappropriate outcomes of interaction. The revision of ISO 9241-11 takes
account of these issues and other feedback. Keywords: Standards; Usability; User experience |
Incorporating Marketing Strategies to Improve Usability Assurance in User-Centered Design Processes | | BIBAK | Full-Text | 152-162 | |
Iunia C. Borza; José A. Macías | |||
Nowadays, international companies have been using different strategies in
order to obtain more attractive products and get a higher impact on the market.
But when referring to software products, it is necessary to keep in mind that
such strategies are affected by specific quality criteria as usability.
Usability and marketing can be combined to offer more attractive products. In
fact, specific instances of marketing technics have been gradually adopted by
software engineers to improve usability. All in all, there is a lack of
systematic approaches dealing with the integration of both marketing and
usability through activities in a user-centered development process. To face
such challenge, in this paper we have selected the most important marketing
strategies to be integrated as activities in a user-centered process model.
Activities were classified into Pre-Development, Development and
Post-Development, and they have been sorted out depending on the marketing
processes taking place before, during and after the development of a software
product, respectively. Keywords: Usability; User-centered process; ISO 9241-210; Marketing |
Communication of Design Decisions and Usability Issues: A Protocol Based on Personas and Nielsen's Heuristics | | BIBAK | Full-Text | 163-174 | |
Joelma Choma; Luciana A. M. Zaina; Daniela Beraldo | |||
Although both agile developers and UX designers have a common concern
regarding to build software with quality, they usually have different viewpoint
of the user experience and usability. We have proposed a protocol in which
personas and Nielsen's heuristics were used as a common vocabulary between
designers and developers (SCRUM team) for the communication of recommendations
and/or design solutions. We have adopted action research to conduct our
research, performing a workshop and interviews to study the feasibility of the
proposal; and later two case studies to compare and evaluate the use and
non-use the protocol. In the final, adding to the case study comparison, we
interviewed the SCRUM team who revealed that the protocol improved the
understanding of recommendations and the Nielsen's heuristics contributed to
objectively communicate the main problems of interaction. Keywords: Action research; User experience; Interaction design; SCRUM; ERP |
Web-Systems Remote Usability Tests and Their Participant Recruitment | | BIBAK | Full-Text | 175-183 | |
Piotr Chynal; Janusz Sobecki | |||
In this paper we present a description of a proposed hybrid, remote
usability testing method and a comparison of different approaches to
participant recruitment for the test conducted according to this usability
evaluation method. Moreover this paper contains a description of the
implemented hybrid method and its characteristic. One of the main features of
this method is that it allows to perform remote online tests. These tests are
an alternative to traditional laboratory tests. They don't require a special
laboratory space, gathering participants in one place, a moderator or other
equipment to perform the tests. However we have to face a challenge -- how to
recruit participants for remote usability test, which is more complicated
because we must motivate our users to participate in such test without having a
direct contact with them.
This paper presents a comparison of a few selected methods that we used to encourage users of website HotelGo24.com to take part in usability evaluation test of that site. We present how many users were ready to participate in our study depending on the applied method of encouragement and their reward for participating in the study. Keywords: Usability evaluation; Remote testing; Participant recruitment methods |
User Experience Evaluation Towards Cooperative Brain-Robot Interaction | | BIBAK | Full-Text | 184-193 | |
Chris S. Crawford; Marvin Andujar; France Jackson; Sekou Remy; Juan E. Gilbert | |||
Brain-Robot Interaction (BRI) research has mainly focused on analyzing
system's performance through objective data. Recently research on
Brain-Computer Interfaces (BCI) has begun moving towards applications that go
beyond the lab and medical settings. To create successful BRI applications in
the future for healthy users User Experience (UX) should be evaluated
throughout the development process. This paper discusses single and cooperative
BRI systems and analyzes affective and objective task performance data
collected while cognitively controlling a robot. Also this paper discusses how
this approach can benefit future research on the usability of BRI applications. Keywords: Cooperative brain-robot interaction; Brain-computer interface; User
experience; Human-computer interaction |
Analysis of Factors Influencing the Satisfaction of the Usability Evaluations in Smartphone Applications | | BIBAK | Full-Text | 194-201 | |
Ayako Hashizume; Shuwa Kido | |||
It is often said that there is an age difference in the use of ICT devices
such as cell phones and smartphones, but the empirical evidences are rare
regarding the details of the literacy and the use of such devices. The
usability and satisfaction of such devices and applications are important for
users. In this paper, authors focus on the factors influencing satisfaction
with smartphone application use. Keywords: User experience; Usability; Smartphone; Elderly people; Satisfaction |
The Definition and Use of Personas in the Design of Technologies for Informal Caregivers | | BIBAK | Full-Text | 202-213 | |
Susanne Hensely-Schinkinger; Aparecido Fabiano Pinatti de Carvalho; Michael Glanznig; Hilda Tellioglu | |||
This paper refers to the significance of defining and using personas for the
design and development of technological solutions for informal care. It not
only argues for the importance of carefully defining personas, but also
discusses the influence that personas exert in the design decisions made
throughout the process. We illustrate these two aspects with empirical results
gathered in the project TOPIC -- The Online Platform for Informal Caregivers --
in which a series of online technological solutions are being designed and
developed to integrate a CarePortfolio to provide caregivers with emotional,
informational and tangible support, as they go on to handle their care
responsibilities. Keywords: Personas; User-centered design; Informal care; Ethnographic study |
An Interaction Design Method to Support the Expression of User Intentions in Collaborative Systems | | BIBAK | Full-Text | 214-226 | |
Cristiane Josely Jensen; Julio Cesar Dos Reis; Rodrigo Bonacin | |||
The communication and interpretation of users' intentions play a key role in
collaborative web discussions. However, existing mechanisms fail to support the
users' expression of their intentions during collaborations. In this article,
we propose an original interaction design method based on semiotics to guide
the construction of interactive mechanisms, which allow users to explicitly
express and share intentions. We apply the method in a case study in the
context of collaborative forums for software developers. The obtained results
reveal preliminary evidences regarding the effectiveness of the method for the
definition of interface components, enabling more meaningful and successful
communications. Keywords: Collaborative web; Intentions; Pragmatics; Collaboration; Interaction
design; Organizational semiotics |
Usability, Quality in Use and the Model of Quality Characteristics | | BIBAK | Full-Text | 227-237 | |
Masaaki Kurosu | |||
In this paper, a history of usability concept is reviewed including Shackel
and Richardson, Nielsen, and ISO standards to show how the usability is located
among relevant quality characteristics. Secondly, the importance of subjective
quality is emphasized in relation to the usability. Thirdly, the concept of
quality in use is considered in relation to the usability. Finally, a new
scheme on quality characteristics is presented. Keywords: Usability; Quality in use; Quality characteristics; ISO standards |
Creating Personas to Reuse on Diversified Projects | | BIBAK | Full-Text | 238-247 | |
Andrey Araujo Masiero; Plinio Thomaz, Jr. Aquino | |||
This paper presents an automatized creation process for Personas user
modeling focus on minimize stereotyping and to increase Persona's reuse on many
different projects. This creation process has focus on similarity and
automation which, are some main issues of variation from project to project. We
discuss this process applying it on two different projects. First is a medical
web system (HCI-M) and the second one is a human-robot interaction project with
Sony AIBO pet robot (HRI-P). Results show that the process makes possible to
minimize the stereotyping and also we reuse Personas from project HCI-M to help
us on planning phase of project HRI-P which, turns it practicable. Keywords: QSIM; Clustering; User modeling; Personas |
Using Diary Studies to Evaluate Railway Dispatching Software | | BIBA | Full-Text | 248-258 | |
Isabel Schütz; Anselmo Stelzer; Andreas Oetting | |||
In this paper, we present the application of User Diaries in the context of connection dispatching. Connection dispatching is a field with quickly rising requirements which also affect the used dispatching support software. The usage of User Diaries will be motivated for this specific domain. The diary will briefly be presented as well as the results of the study. We will point out the advantages and disadvantages using User Diaries in the given context. |
Heuristic Evaluation in Information Visualization Using Three Sets of Heuristics: An Exploratory Study | | BIBAK | Full-Text | 259-270 | |
Beatriz Sousa Santos; Beatriz Quintino Ferreira; Paulo Dias | |||
Evaluation in Information Visualization is inherently complex, and it is
still a challenge. Whereas it is possible to adapt evaluation methods from
other fields, as Human-Computer Interaction, this adaptation may not be
straightforward since visualization applications are very specific interactive
systems.
This paper addresses issues in using heuristic evaluation to evaluate visualizations and visualization applications, and presents an exploratory study in two phases and involving 25 evaluators aimed at assessing the understandability and effectiveness of three sets of heuristics that have been used in Information Visualization. Keywords: InfoVis evaluation; Usability, cognitive and visual heuristics; Heuristic
evaluation |
Extending MoLIC for Collaborative Systems Design | | BIBAK | Full-Text | 271-282 | |
Luiz Gustavo de Souza; Simone Diniz Junqueira Barbosa | |||
Much interaction design research has been devoted to collaborative systems,
resulting in diverse design methodologies. Despite these efforts, we still lack
a widely adopted interaction model for collaborative systems design. In this
paper, we present a study on model-based design approaches, focusing on their
limitations with respect to the 3C Model of Collaboration. Based on the 3C
Model, we propose an extension to MoLIC, an interaction design language
grounded in semiotic engineering but with no support for collaboration. We then
illustrate the expressiveness of the extended MoLIC in the interaction design
representation of a collaborative document editor. Keywords: Interaction design; Semiotic engineering; MoLIC |
Using Readers' and Organizations' Goals to Guide Assessment of Success in Information Websites | | BIBAK | Full-Text | 283-294 | |
Robert B. Watson; Jan Spyridakis | |||
Informational and reference websites benefit readers without providing their
publishing organizations with any direct or immediate financial benefit;
however, organizations do expect return on their investment. We propose two
website stakeholder taxonomies: one about the goals of readers when they use
informational websites and the other about the goals of organizations when they
produce sites. These taxonomies should help organizations measure readers'
success with their sites and understand how well their sites support the
organizations' goals, and in turn help them author and design better web
content to meet their readers' goals. Keywords: Reader goals; Organization goals; User goals; Usability; Measurement;
Metrics; Effectiveness; Efficiency; User satisfaction; User-Centered Design
(UCD) |
Designing Simulation-Based Training for Prehospital Emergency Care: Participation from a Participant Perspective | | BIBAK | Full-Text | 297-306 | |
Beatrice Alenljung; Hanna Maurin Söderholm | |||
Simulation-based training for prehospital emergency care is characterized by
high degrees of complexity. Thorough knowledge of both the work and the setting
is crucial and it is therefore important to involve both end-users and other
stakeholders during the whole design process. This paper investigates a design
process by focusing on how project participants experience the work process and
participation of a multi-disciplinary, research-practitioner design team. This
case study focuses on the work within a development project of a new
prehospital emergency training facility. Open-ended interviews were conducted
with the project participants halfway through the project. Strikingly, the
results show that while there are problems and tensions that potentially could
overturn the project, all participants express strong satisfaction with their
participation in the project. This implies that the accumulated positive
experiences are so strong that they overshadow tensions and problems that under
other circumstances could have caused a project breakdown. Keywords: User participation; Participatory design; Simulation-based training;
Prehospital emergency care |
What About Document Folding? User Impressions and a Design Approach | | BIBAK | Full-Text | 307-319 | |
Rodrigo Chamun; Angelina Ziesemer; Isabel H. Manssour; João B. S. de Oliveira; Milene S. Silveira | |||
Designing documents with folds is a difficult task with current desktop
publishing software, and this subject is also hardly explored in the academic
literature. Because the flat nature of the screen, document design is limited
to a two dimensional space, demanding extra effort from designers to place the
art with respect to the folds, sometimes forcing them to resort to paper
prototyping. Results from interviews performed with design experts, helped us
to understand the challenges and needs faced by them during the document
creations. This paper presents an interactive visualization approach to compose
foldable documents and to interact with the results without resorting to
external means. We consider that a foldable document such as brochure is
composed by panels joined at the edges and the content of each panel is
designed separately. We describe our interactive approach and the results
generated by a prototype we developed to support the composition of foldable
documents. Keywords: Document folding; User interfaces; Document layout |
Designing of a Natural Voice Assistants for Mobile Through User Centered Design Approach | | BIBAK | Full-Text | 320-331 | |
Sanjay Ghosh; Jatin Pherwani | |||
With rapid advances in natural language generation (NLG), voice has now
become an indispensable modality for interaction with smart phones. Most of the
smart phone manufacturers have their Voice Assistant application designed with
some form of personalization to enhance user experience. However, these designs
are significantly different in terms of usage support, features, naturalness
and personality of the voice assistant avatar or the character. Therefore the
question remains that what is the kind of Voice Assistant that users would
prefer. In this study we followed a User Centered Design approach for the
design of a Voice Assistant from scratch. Our primary objective was to define
the personality of a Voice Assistant Avatar and formulating a few design
guidelines for natural dialogues and expressions for the same. The attempt was
kept to design the voice assistant avatar with optimal natural or human like
aspects and behavior. This paper provides a summary of our journey and details
of the methodology used in realizing the design of a natural voice assistant.
As research contribution, apart from the methodology we also share some of the
guidelines and design decisions which may be very useful for related research. Keywords: Voice assistant; Conversational agent; User centered design |
Comparative Analysis of Regular Grid Based Algorithms in the Design of Graphical Control Panels | | BIBAK | Full-Text | 332-339 | |
Jerzy Grobelny; Rafal Michalski | |||
The paper presents comparative investigation of the effectiveness of three
algorithms used for optimizing control panel objects' arrangements. We examined
two modified classical approaches involving changing of objects' pairs, that is
CRAFT, and its simplified version as well as our implementation of the
Simulated annealing concept. Their behavior was investigated in experimental
simulation studies of two real-life problems: the truck control panel (small
number of objects) and the control panel from a nuclear energy plant (big
number of items). The statistical analysis of the obtained results showed the
supremacy of the proposed version of the simulated annealing algorithm in both
case studies. Keywords: Display design; Control panels; Layout optimization; Ergonomics; CRAFT;
Simulated annealing |
Towards Paperless Mobility Information in Public Transport | | BIBAK | Full-Text | 340-349 | |
Stephan Hörold; Cindy Mayas; Heidi Krömker | |||
Following the integration of mobile applications into the mobility
information system of public transport, public transport companies seek new
opportunities to reduce paper-based information. A common example for these new
opportunities is the so called 'paperless stop point'. This paper describes
different expansion stages of public displays for mobility information at stop
points, based on empirical evaluations with users and experts. Four stages are
discussed, which range from static information screens to individual
interactive displays. In addition, the widespread expectations of users and
transport companies are described, which provide the base for the stage
development, are described. As a result, this paper provides insight into
typical challenges towards paperless mobility information at stop points in
public transport. Keywords: Public displays; Mobility information; Usability; Public transport |
Study of Uninterruptible Duration Prediction Based on PC Operation | | BIBAK | Full-Text | 350-359 | |
Hokuto Iga; Takahiro Tanaka; Kazuaki Aoki; Kinya Fujita | |||
In order to manage interruptions adequately, the prediction of an office
worker's uninterruptible duration is desired. We assumed three factors that may
affect this uninterruptible duration: the type of work, the person's level of
concentration, and the frequency with which the person is disturbed by others.
For features related to the type of work, we adopted category of using
application and determined the ratio of key-to-mouse usage. The rates of
keystroke and mouse operation and the application-switching frequency were
selected to reflect a person's concentration at work. A time of day was
selected as an index which reflects the disturbance frequency. We then analyzed
the relationship between these indices and the uninterruptible duration using
1200-h data. The results showed that, except for the time of day, a significant
relationship exists between the uninterruptible duration and these indices. The
combination of these indices appears promising for predicting the
uninterruptible duration. Keywords: Interruption; Prediction; Interruptibility; Uninterruptible duration; Work
rhythm |
Development of Tidy-up Promotion System by Anthropomorphication of Shared Space | | BIBAK | Full-Text | 360-369 | |
Takayoshi Kitamura; Tiange Jin; Motoki Urayama; Hirotake Ishii; Hiroshi Shimoda | |||
Although it is important for our daily lives and works to keep things tidy
and in order, it is difficult to always keep it especially in the shared space
because it is unclear who has the responsibility. In this study, therefore, a
method to persuade them to change their daily behaviors has been proposed from
the concept of Ambient Intelligence. In order to realize the method, a system
has been developed to encourage them to keep things tidy and in order by
personifying the shared space. The personified system expresses its emotions in
response to the degree of the disorder. The system consists of (1) a disorder
estimation function from the captured image of the shared space by a camera,
(2) an emotion creation function of the personified space by the transition of
the disorder, and (3) an emotion expression function in appropriate timing. In
addition, a case study had been conducted for 31 days to evaluate the system in
a student room of a laboratory. As the result, the longer they stayed in the
room, the more they watched the messages of the personified room, and improved
their consciousness and habituation of keeping the room in order. However, the
users who rarely stayed in the room did not improve the habituation. Keywords: Ambient Intelligence; Persuasion; Nurturance; Anthropomorphism |
E-Mail Delivery Mediation System Based on User Interruptibility | | BIBAK | Full-Text | 370-380 | |
Yasumasa Kobayashi; Takahiro Tanaka; Kazuaki Aoki; Kinya Fujita | |||
To eliminate the distraction caused by inappropriately timed e-mail delivery
notification, we constructed a prototype e-mail delivery mediation system. The
system was designed to mediate incoming e-mails based on user interruptibility,
which is estimated from PC operational activities of the user. The system
delivers e-mails at higher interruptibility times, especially at application
switching moments, which are considered a substitute for task breakpoints in
work which uses PC. A trial experiment with eight participants in an ordinary
working environment was conducted. The experiment results suggested that
e-mails were delivered at higher estimated interruptibility times and decreased
feelings of hindrance regarding incoming e-mails. However, there were e-mail
deliveries at low interruptibility moments even though participants were using
the system. Therefore, further study must be conducted to improve the system
and to conduct analysis on work efficiency. Keywords: E-mail; Interruptibility; Interruption; Work efficiency |
Workflow-Based Passenger Information for Public Transport | | BIBAK | Full-Text | 381-389 | |
Cindy Mayas; Stephan Hörold; Heidi Krömker | |||
This paper presents a workflow-based concept of passenger information in
public transport, in order to ensure a more intuitive and effective usage of
mobile passenger information systems. The workflow-based navigation concept is
derived from a pattern analysis and a field test of current mobile applications
of passenger information, which mainly provide a function-based navigation. The
results of a comparative usability test of workflow-based and function-based
navigation concepts show, that workflow-based navigation can reduce the number
of required tap actions in relation to function-based navigation concepts. Keywords: Usability; Mobile applications; Workflow; Public transport |
Concrete or Abstract User Interface? | | BIBAK | Full-Text | 390-395 | |
Abbas Moallem | |||
This study investigates what kind of mental image a design triggers when a
user views the user interface and whether that image would be matched with the
image of the real object in the user's mind.
In this study, a standard scenario to design a remote control for lighting and temperature controls was given to 200 students completing an HCI course at graduate and undergraduate levels. The given scenario asked each student to provide a low fidelity prototype of a suggested design within a timeframe of 10 min. These prototypes were then classified and grouped into either concrete or abstract designs. The results of these investigations show that a majority of participants perceive abstract representations for their design rather than concrete: a depiction of a real light switch to represent turning lights on and off. Keywords: UI design; Paradigms; UI designer; Mental image |
Airway Cursor: A Pointing Technique Based on Direction of Mouse Movement Towards a Targets | | BIBA | Full-Text | 396-404 | |
Tomohiro Nakatsuji; Keiko Yamamoto; Itaru Kuramoto; Yoshihiro Tsujino | |||
In conventional pointing cursor environments, selecting a small object or an object that is at a distance from the cursor takes a considerable amount of time. To solve this problem, we propose a new pointing technique called "Airway Cursor." In the proposed technique, to select a target object, all users need to do is to specify the direction toward the target object. To specify the direction, the user simply moves the cursor a little toward the target object and then clicks. If there are multiple objects between the cursor and the target object, the user can select the target object by carrying out this operation on the intervening non-target objects until the target object is reached. This technique reduces the time to select an object by shortening the distance the mouse has to move. |
Interactive Clinical Pedigree Visualization Using an Open Source Pedigree Drawing Engine | | BIBAK | Full-Text | 405-414 | |
João Miguel Santos; Beatriz Sousa Santos; Leonor Teixeira | |||
Advances in Genetics have revealed that many diseases are related to genetic
factors. In this context, family health histories play an increasingly
important role in healthcare, aiding practitioners in the diagnosis, risk
assessment and treatment of various conditions. The clinical pedigree, a
graphic representation combining family structure and clinical information, is
a well-accepted tool to represent family health histories. At present this tool
remains underused, possibly due to the lack of pedigree management tools in
health information systems. OntoFam addresses this problem by offering a
clinical pedigree information system that can be integrated with current health
information systems. This paper presents the method used to create OntoFam's
interactive pedigree visualization by wrapping an existing open source pedigree
drawing engine. The resulting environment allows practitioners to interactively
view, create and manipulate pedigrees. This paper also describes the evaluation
strategy that was developed to assess the system and includes its preliminary
results. Keywords: Family health history; Clinical family history; Pedigree; Health information
system; Electronic health record; Ontofam; Hemophilia care |
User Requirements for Intermodal Mobility Applications and Acceptance of Operating Concepts | | BIBAK | Full-Text | 415-425 | |
Ulrike Stopka; René Pessier; Katrin Fischer | |||
The mobility behavior of the European population has undergone significant
changes in recent years. New services like bike, car and ridesharing are
arising. The integrated use of different transport modes can be supported
effectively by the features and services of sophisticated smartphones. This
paper describes the methodology and research results concerning users'
behavior, needs, and requests with regard to intermodal mobility applications. Keywords: Intermodal mobility; Public transport; Mobility services; Mobile
applications; User requirements; Preferences; Habit; Focus group; Operating
concept |
Reduce Complexity by Increasing Abstraction in Interactive Visual Components | | BIBAK | Full-Text | 426-437 | |
Pedro M. Teixeira-Faria; Javier Rodeiro Iglesias | |||
The objective of this study is to introduce a method to abstract complex
components in order to create a complete and functional user interface,
simplifying the complexity process of user interface design. An example of a
simple user interface of a game for younger children is explained and its
visual states and transitions represented through a state diagram. However, the
level of detail provided by simple components, to represent the user interface
is very extensive, making lengthy the interface designing process. Thus, it was
decided to increase the abstraction level by introducing a new complex
component structure which, due to its encapsulation feature, allows to group
components into other more complex components, but with more functionality. An
abstraction process through grouping components by levels is detailed, with the
intention of proving the validity of the complex component concept to simplify
the creation of complete, free and functional user interfaces. Keywords: Abstract interaction objects; Complex components; Visual interface
representation |
Graphical User Interface for Search of Mathematical Expressions with Regular Expressions | | BIBAK | Full-Text | 438-447 | |
Takayuki Watabe; Yoshinori Miyazaki | |||
This paper discusses a pattern-matching method with regular expressions for
mathematical expressions on electronic documents. In ordinary regular
expressions, a pattern is described as a string with meta-characters. However,
strings are unsuitable for mathematical expressions because of their
two-dimensional structure (e.g., fractions, superscripts, and subscripts). In
addition, meta-characters for regular expressions are frequently used as normal
characters, forcing users to type escape characters. Therefore, in this study,
we propose a graphical user interface (GUI) to create patterns for mathematical
expressions. Keywords: Mathematical expressions; Pattern-matching; Regular expressions; GUI |
Understanding Visual Appeal and Quality Perceptions of Mobile Apps: An Emotional Perspective | | BIBAK | Full-Text | 451-459 | |
Upasna Bhandari; Tillman Neben; Klarissa Chang | |||
In this study we look at user judgments like perceived quality and also
visual appeal from an emotional perspective. This is important to examine since
unlike existing studies that focus on the cognitive mechanism of first
impression judgments, we use aesthetics framework forwarded by Lavie and
Tractinsky, and Russells' circumplex model of emotions to examine the
phenomenon. We also try to answer whether aesthetics lead to significant
affective responses from users, which then trickle into quality perceptions and
visual appeal, which are otherwise considered higher order judgments.
Measurement of emotions has mostly been done through subjective evaluation e.g.
self-report or survey. We use objective data (electro-dermal activity for
arousal and facial electromyography for valence) in addition to subjective data
to measure emotions. We design custom mobile app interfaces which users get
exposed to achieve effective aesthetic manipulation. Keywords: Mobile apps; Quality; Appeal; Emotions; Aesthetics; Neurosis |
A Smartphone Application to Promote Affective Interaction and Mental Health | | BIBAK | Full-Text | 460-467 | |
Maurizio Caon; Leonardo Angelini; Stefano Carrino; Omar Abou Khaled; Elena Mugellini | |||
In this paper, we describe a smartphone application that aims at motivating
users to use facial expressions. This has a twofold goal: to reintroduce the
use of facial expressions as nonverbal means in the computer-mediated
communication of emotions and to provide the opportunity for self-reflection
about the personal emotional states while fostering smiles in order to improve
mental wellbeing. This paper provides a description of the developed prototype
and reports the results of a first observation study conducted during an
interactive event. Keywords: Positive technology; Affective interaction; Computer mediated communication;
Mental wellbeing; Facial expressions |
A Study on the Relationships Between Drivers' Emotions and Brain Signals | | BIBAK | Full-Text | 468-476 | |
Songyi Chae | |||
In this study, the correlation between six basic emotions (happy, sad,
angry, disgusted, scared, and neutral) and brain signals evoked by head-up
display (HUD) images were found. 20 participants were exposed to 18 different
HUD images in the laboratory and driving simulator-based settings. 16-channel
electroencephalography (EEG) signals were obtained during exposure to each HUD
image and were later used to calculate three EEG indices (EEG activity,
concentration level and relaxation level). The participants reported their
emotions induced by the observation of each HUD image on semantic differential
scales with two bipolar adjectives (range: 1-7). Results showed that color was
a key factor for determining the type of emotion evoked, whereas the amount of
information provided determined the levels of brain activity in the central
lobe. Neural activities in the temporal lobe showed a strong association with
the concentration level. These findings between emotions and EEG signals can be
used for designing a new type of DVI (driver-vehicle interface). Keywords: Driver's emotion; Brain signal; Electroencephalography (EEG); Driver-vehicle
interface (DVI) |
Interactions in Affective Computing: Sharing a Haptic Experience Increases Calmness and Closeness | | BIBAK | Full-Text | 477-488 | |
Norene Kelly | |||
Our body representation and sense of self is constantly updated starting
from the integration of different sensory inputs. Synchronous bodily
stimulation has been used to manipulate sense of self, and can be applied to
user experience design. This study manipulated multimodal stimulation to test
factors potentially affecting mood and interpersonal closeness. The independent
variables were: (1) the presence or absence of a haptic device (neck massager)
on the participant; (2) the presentation of one of two videos, in which an
actor expressed either energy or calmness while wearing the haptic device; and
(3) the pre- and post-intervention time factor. The results showed a main
effect for time for all dependent variables. A three-way interaction effect was
evident for the measures of calmness and interpersonal closeness. The greatest
reported increase in interpersonal closeness occurred in the haptic-energy
video condition, an effect that was consistent with one of the study's
hypotheses. Keywords: Human computer interaction; Haptics; Affective computing; Mood;
Interpersonal closeness; Embodied cognition; Social cognition; User experience;
Therapeutic HCI; Multisensory integration; Self boundary |
The Effect of Gamification on Emotions -- The Potential of Facial Recognition in Work Environments | | BIBAK | Full-Text | 489-499 | |
Oliver Korn; Sandra Boffo; Albrecht Schmidt | |||
Gamification means using video game elements to improve user experience and
user engagement in non-game services and applications. This article describes
the effects when gamification is used in work contexts. Here we focus on
industrial production. We describe how facial recognition can be employed to
measure and quantify the effect of gamification on the users' emotions.
The quantitative results show that gamification significantly reduces both task completion time and error rate. However, the results concerning the effect on emotions are surprising. Without gamification there are not only more unhappy expressions (as to expect) but surprisingly also more happy expressions. Both findings are statistically highly significant. We think that in redundant production work there are generally more (negative) emotions involved. When there is no gamification happy and unhappy balance each other. In contrast gamification seems to shift the spectrum of moods towards "relaxed". Especially for work environments such a calm attitude is a desirable effect on the users. Thus our findings support the use of gamification. Keywords: Gamification; Assistive technology; Facial recognition; Affective computing;
Computer-assisted instruction; Augmented reality; Human machine interaction |
Towards the Evaluation of Emotional Interfaces | | BIBAK | Full-Text | 500-511 | |
Damien Lockner; Nathalie Bonnardel | |||
The emotional design approach has become increasingly preponderant for the
design teams. However, we observed that most of the efforts of the designers to
elicit positive emotions are based on empirical and subjective approaches. This
paper shares the state of our current research towards the proposal of
heuristics for emotional and empathic interfaces. We focus on the actual design
practices, and discuss methodologies to assess the emotions elicited by these
design strategies. Keywords: User experience design; Emotional design; Empathic design; Ergonomics |
Analytical Steps for the Calibration of an Emotional Framework | | BIBAK | Full-Text | 512-519 | |
Nicholas H. Müller; Martina Truschzinski | |||
The emotion model of the Smart Virtual Worker is the result of three years
of interdisciplinary research. After successful implementation and
pre-validation of the model and the surrounding simulation architecture, the
model had to be calibrated by using real life working scenarios. The task of
carrying differently weighed boxes over a 30 m distance was chosen as the
foundation for the model. Subsequent fitting of the model led to a positive
evaluation outcome which presented a mean 88% fitting of the model's simulated
emotional valence in relation to the observed real world behavior. Keywords: Emotion framework; Work simulation; Workflow simulator; Emotional valence;
Emotional model; Evaluation |
Automatic Interpretation of Negotiators' Affect and Involvement Based on Their Non-verbal Behavior | | BIBAK | Full-Text | 520-529 | |
Zhaleh Semnani-Azad; Elnaz Nouri | |||
Valid interpretation of the nonverbal behavior of the people involved in
negotiations is important. Computational agents that are designed for
negotiation benefit from the ability to interpret human nonverbal behavior for
communicating more effectively and achieving their goals. In this paper, we
demonstrate how the mode of involvement and relational affect of the
negotiators involved in the interaction can be determined by several nonverbal
behaviors such as that of the mouth, head, hand movements, posture and the
facial expressions of the negotiators. We use machine learning to study
involvement and affect in negotiation. Our results show that the prediction
models built based on non-verbal cues can help identify the negotiator's
attitudes and motivation in the interaction. Keywords: Relational affect recognition; Involvement recognition; Negotiation;
Nonverbal behavior interpretation |
HCI and Natural Progression of Context-Related Questions | | BIBAK | Full-Text | 530-541 | |
Aggeliki Vlachostergiou; George Caridakis; Amaryllis Raouzaiou; Stefanos Kollias | |||
The ability of humans to effectively interact socially relies heavily on
their awareness of the context the interaction takes place. In order for
computer systems to accordingly possess the same ability, it is crucial they
are also context-aware in terms of a formalization of context based on the W5+
framework aspects of Who, What, Why, Where, What and How. Research work
presented in this paper contributes towards this goal by bridging the
conceptual gap and exploiting semantics and cognitive and affective information
of non verbal behavior and investigating whether and how this information could
be incorporated in automatic analysis of affective behavior. A semantic concept
extraction methodology is proposed and its application to indicative examples
from the SEMAINE corpus is presented that validates the proposed approach. Keywords: Human Computer Interaction; Affective Computing; Context awareness;
Interaction context semantics extraction; SEMAINE |
Emotional Engagement for Human-Computer Interaction in Exhibition Design | | BIBAK | Full-Text | 542-549 | |
Mengting Zhang; Cees de Bont; Wenhua Li | |||
Research of human-computer interaction in exhibition design previously
focuses more on how technologies could be used to create splendid effect or
impressive experience [1], rather than to interwoven technology with
metaphoric, intuitive and narrative content. While in socio-cultural
exhibition, the communication of meaning and knowledge itself is more
emphasized. Besides, emotional engagement, which could evoke memory, feelings
and cognition, could be an important method for HCI in exhibition design.
However, less study has explored this area. In this article, the potentials of
emotional engagement for HCI in exhibition design are outlined through a
project in Shek Kip Mei district in Hong Kong. The project have three stages:
documentation, abstraction and conceptualization. It represents one possible
flow that could generate emotional engagement from the socio-cultural contents
for visitors. The experience gained from this project could facilitate
designers, planners, museum curators and academic researchers in creating
emotional engaged exhibition. Keywords: Emotion trigger; Interaction design in exhibition |