Designing Mobile Phone Interfaces for Age Diversity in South Africa: "One-World" versus Diverse "Islands" | | BIBAK | Full-Text | 1-17 | |
Karen Renaud; Rénette Blignaut; Isabella Venter | |||
Designing for diversity is a laudable aim. How to achieve this, in the
context of mobile phone usage by South African seniors, is a moot point. We
considered this question from two possible perspectives: universal (one-world)
versus focused design (designing for diverse "islands" of users). Each island
would be characterised by a measure of relative homogeneity in terms of user
interface needs. Our particular focus in this paper is age diversity. The
universal approach attempts to deliver a design that can be all things to all
people -- meeting the needs of all users within one user interface. The
islander approach delivers specific and different designs for islands within a
diverse world. To determine which the best approach would be, in the South
African context, we dispatched a team of student researchers to interview
participants from an older generation, on a one-to-one basis. It was beneficial
to deploy aspiring designers to carry out this research because we wanted to
confront aspiring researchers with the differences between their own and other
generations' usage of, and attitudes towards, mobile phones. Our study found
that there were indeed significant age-related differences in mobile phone
usage. Our research delivered insights that led to a model of the factors
impacting mobile phone usage of the senior generation as a series of filters
between the user and their device. We conclude that the island approach is more
suitable for age-specific design. This approach might well become less fitting
as a more technologically experienced population ages, but at present there is
a clear need for an age-sensitive mobile interface design. Keywords: Mobile Phones; Design; Age |
PointerPhone: Using Mobile Phones for Direct Pointing Interactions with Remote Displays | | BIBAK | Full-Text | 18-35 | |
Julian Seifert; Andreas Bayer; Enrico Rukzio | |||
Large screens or projections in public and private settings have become part
of our daily lives, as they enable the collaboration and presentation of
information in many diverse ways. When discussing the shown information with
other persons, we often point to a displayed object with our index finger or a
laser pointer in order to talk about it. Although mobile phone-based
interactions with remote screens have been investigated intensively in the last
decade, none of them considered such direct pointing interactions for
application in everyday tasks. In this paper, we present the concept and design
space of PointerPhone which enables users to directly point at objects on a
remote screen with their mobile phone and interact with them in a natural and
seamless way. We detail the design space and distinguish three categories of
interactions including low-level interactions using the mobile phone as a
precise and fast pointing device, as well as an input and output device. We
detail the category of widget-level interactions. Further, we demonstrate
versatile high-level interaction techniques and show their application in a
collaborative presentation scenario. Based on the results of a qualitative
study, we provide design implications for application designs. Keywords: Mobile phone; pointing; interaction; collaboration |
Situating Asynchronous Voice in Rural Africa | | BIBAK | Full-Text | 36-53 | |
Nicola J. Bidwell; Masbulele Jay Siya | |||
Designing for oral users in economically poor places has intensified efforts
to develop platforms for asynchronous voice. Often these aim to assist users in
rural areas where literacy is lowest, but there are few empirical studies and
design tends to be oriented by theory that contrasts the mental functions of
oral and literate users, rather than by local practices in social situations.
We describe designing an Audio Repository (AR) based on practices, priorities
and phone-use in rural Africa. The AR enables users to record, store and share
voice files on a shared tablet and via their own cell-phones. We deployed the
AR for 10 months in rural Africa and illiterate elders, who have few ways to
use free or low-cost phone services, used it to record meetings. Use of, and
interactions with, the AR informed the design of a new prototype. They also
sensitized us to qualities of collective sense-making that can inspire new
interactions but that guidelines for oral users overlook; such as the fusion of
meaning and sound and the tuning of speech and bodily movement. Thus, we claim
that situating design in local ways of saying enriches the potential for
asynchronous voice. Keywords: Oral users; Rural Africa; Asynchronous voice; Social media |
A Field Trial on Mobile Crowdsourcing of News Content Factors Influencing Participation | | BIBAK | Full-Text | 54-73 | |
Heli Väätäjä; Esa Sirkkunen; Mari Ahvenainen | |||
We conducted a five-week field trial on mobile crowdsourcing of hyperlocal
news content to 1) understand the readers' experiences and 2) explore factors
affecting their participation. In the end of the study the participants were
surveyed with an online questionnaire (17/104 respondents) and five
participants were interviewed. Although respondents and interviewees were
enthusiastic about the trial, the activity in the trial was low. Results
indicate that participant characteristics (age, gender, participation
motivations and hobbyist background in photography) and task characteristics in
terms of the subjectively perceived task significance (possible impact on
important issues in the environment or on community), task relevance (related
to the background and participation motivation), and task engagingness have an
effect on the participation. In addition, participation was influenced by the
estimated needed effort vs. the expected benefit (monetary benefit or having a
possibility to influence), vicinity to the assignment location, enjoyment of
the activity, and the monetary reward. To plan and manage the crowdsourcing
activity the news publishers need information about the characteristics of the
participants, participation patterns and motivations that could be provided by
the crowdsourcing platform. Keywords: Crowdsourcing; user-generated content; hyperlocal; news; motivation;
location; mobile; ubiquitous; reader; photo; Scoopshot |
Nudging People Away from Privacy-Invasive Mobile Apps through Visual Framing | | BIBAK | Full-Text | 74-91 | |
Eun Kyoung Choe; Jaeyeon Jung; Bongshin Lee; Kristie Fisher | |||
Smartphone users visit application marketplaces (or app stores) to search
and install applications. However, these app stores are not free from
privacy-invasive apps, which collect personal information without sufficient
disclosure or people's consent. To nudge people away from privacy-invasive
apps, we created a visual representation of the mobile app's privacy rating.
Inspired by "Framing Effects," we designed semantically equivalent visuals that
are framed in either a positive or negative way. We investigated the effect of
the visual privacy rating, framing, and user rating on people's perception of
an app (e.g., trustworthiness) through two experiments. In Study 1,
participants were able to understand the intended meaning of the visual privacy
ratings. In Study 2, we found a strong main effect for visual privacy rating on
participants' perception of an app, and framing effects in a low privacy rating
app. We discuss implications for designing visual privacy ratings, including
the use of positive visual framing to nudge people away from privacy-invasive
apps. Keywords: Visual framing; privacy; privacy metrics; rating; nudge; framing effect;
valence; positive framing; negative framing; Mechanical Turk |
The Impact of Encumbrance on Mobile Interactions | | BIBAK | Full-Text | 92-109 | |
Alexander Ng; Stephen A. Brewster; John Williamson | |||
This paper investigates the effects of encumbrance (holding different types
of objects while using mobile devices) to understand the interaction
difficulties that it causes. An experiment was conducted where participants
performed a target acquisition task on a touchscreen mobile phone while
carrying different types of bags and boxes. Mobility was also evaluated since
people carry items from one place to another. Motion capture hardware was used
to track hand and arm postures to examine how holding the different types of
objects caused excessive movement and instability therefore resulting in
performance to decline. The results showed encumbrance and mobility caused
target accuracy to decrease although input while holding the box under the
non-dominant arm was more accurate and exerted quicker targeting times than
holding no objects. Encumbrance affected the dominant hand more than the
non-dominant hand as targeting error significantly increased and caused greater
hand instability. The issues caused by encumbrance suggest the topic requires
more attention from researchers and users would benefit greatly if better
interaction techniques and applications are developed to counteract the
problems. Keywords: Encumbrance; Mobility; Mobile interactions; Target acquisition |
Conception of Ambiguous Mapping and Transformation Models | | BIBAK | Full-Text | 110-125 | |
Christopher Martin; Matthias Freund; Henning Hager; Annerose Braune | |||
Model transformations are the linking element between the different levels
of abstraction in the model-based user interface development. They map source
elements onto target elements and define rules for the execution of these
mappings. Approaches for the reuse of transformation rules use formal
transformation models, which only specify the mappings and abstract from the
implementation. Current solutions are usually only able to describe unambiguous
(1-on-1) mappings. In general, however, there are ambiguous (1-on-n) mappings
from which the unambiguous mappings are only chosen during the design process.
The knowledge which source element can be mapped onto which target elements is
to date not being formalized. This paper therefore presents a proposal for an
ambiguous mapping and transformation model and describes its usage in an
iterative development process. Keywords: Model-based User Interface Design; Model Transformations; Mapping Model;
Transformation Model; Iterative Development |
Model Assisted Creativity Sessions for the Design of Mixed Interactive Systems: A Protocol Analysis | | BIBAK | Full-Text | 126-143 | |
Christophe Bortolaso; Emmanuel Dubois | |||
To help designers face the complexity of mixed interaction and identifying
original and adapted solutions, we developed and evaluated an original approach
to interaction design. This approach, called Model Assisted Creativity Sessions
(MACS), aims to combine the best elements of both a model of mixed interaction,
and a collaborative and creative session. The objective is twofold: to support
the exploration of the design space, and to establish a common language between
participants. To assess the viability of this approach, we relied on a protocol
analysis of the verbal recordings of two existing design situations. Results
show that the model impacts the generation of ideas and that participants use
the model concepts to share their thoughts during the session. Keywords: Design; Method; Mixed Interaction; Model; Creativity |
Model-Based Self-explanatory UIs for Free, but Are They Valuable? | | BIBAK | Full-Text | 144-161 | |
Alfonso García Frey; Gaëlle Calvary; Sophie Dupuy-Chessa; Nadine Mandran | |||
Model-Driven Engineering (MDE) has been extensively used for generating User
Interfaces (UIs) from models. As long as these models are kept alive at
runtime, the UIs are capable of adapting to variations of the context of use.
This paper investigates a potentially powerful side effect: the possibility of
enriching the UIs with explanations directly generated from these models. This
paper first describes a software infrastructure that supports this generation
of explanations. It then reports on a user study that evaluates the added value
of such model based self-explanations. Keywords: Self-Explanatory User Interfaces; Model-Driven Engineering; Models at
runtime; Self-Explanation |
Comparing Input Modalities for Peripheral Interaction: A Case Study on Peripheral Music Control | | BIBAK | Full-Text | 162-179 | |
Doris Hausen; Hendrik Richter; Adalie Hemme; Andreas Butz | |||
In graphical user interfaces, every application usually asks for the user's
full attention during interaction with it. Even marginal side activities often
force the user to switch windows, which results in attention shifts and
increased cognitive load. Peripheral interaction addresses this problem by
providing input facilities in the periphery of the user's attention by relying
on divided attention and human capabilities such as proprioception and spatial
memory. Recent work shows promising results by shifting tasks to the periphery
for parallel task execution. Up to now, most of these interfaces rely on
tag-based objects, tokens or wearable devices, which need to be grasped and
manipulated, e.g., by turning, moving or pressing the device.
To explore this design space further, we implemented three modalities for peripheral interaction with a desktop audio player application -- graspable interaction, touch and freehand gestures. In an eight-week in-situ deployment, we compared the three modalities to each other and to media keys (as the state-of-the-art approach). We found that all modalities can be successfully used in the (visual and attentional) periphery and reduce the amount of cognitive load when interacting with an audio player. With this work we intend to (1) illustrate the variety of possible modalities beyond graspable interfaces, (2) give insights on manual peripheral interaction in general and the respective modalities in particular and (3) elaborate on paper based prototypes for the evaluation of peripheral interaction. Keywords: Peripheral Interaction; Input Modalities; Audio Control |
Linetic: Technical, Usability and Aesthetic Implications of a Ferrofluid-Based Organic User Interface | | BIBAK | Full-Text | 180-195 | |
Jeffrey Tzu Kwan Valino Koh; Kasun Karunanayaka; Ryohei Nakatsu | |||
We present an OUI that combines Hall Effect sensing and actuation through
electromagnetically-manipulated ferrofluid. The movement of magnets worn on the
fingertips, over a surface embedded with a Hall Effect sensor array and
electromagnets, gives the user the ability to interact with ferrofluid. This
system provides a three-dimensional, physically animated response, as well as
three-dimensional, spatial-sensing inputs. The vibration of the magnets worn on
the fingertips, produced by the repulsing polarity of the electromagnets,
provides the user with haptic feedback. Linetic is a multimodal interface with
a visual, audio and haptic experience. In this manuscript we explain the
overall system from a technical, usability and aesthetic viewpoint by outlining
significant experiments conducted that contribute to the development of the
system. Furthermore we discuss the philosophical and aesthetical implications
of the Linetic system, as well as characterize Linetic's disposition to
Analogness or Digitalness. Keywords: Electromagnetic; haptic; TUI; OUI; morphable; shape changing |
When Paper Meets Multi-touch: A Study of Multi-modal Interactions in Air Traffic Control | | BIBAK | Full-Text | 196-213 | |
Cheryl Savery; Christophe Hurter; Rémi Lesbordes; Maxime Cordeil; T. C. Nicholas Graham | |||
For expert interfaces, it is not obvious whether providing multiple modes of
interaction, each tuned to different sub-tasks, leads to a better user
experience than providing a more limited set. In this paper, we investigate
this question in the context of air traffic control. We present and analyze an
augmented flight strip board offering several forms of interaction, including
touch, digital pen and physical paper objects. We explore the technical
challenges of adding finger detection to such a flight strip board and evaluate
how expert air traffic controllers interact with the resulting system. We find
that users are able to quickly adapt to the wide range of offered modalities.
Users were not overburden by the choice of different modalities, and did not
find it difficult to determine the appropriate modality to use for each
interaction. Keywords: Paper computing; augmented paper; digital pen; interactive paper; tangible
interfaces; air traffic control |
3D Visualization and Multimodal Interaction with Temporal Information Using Timelines | | BIBAK | Full-Text | 214-231 | |
Giannis Drossis; Dimitris Grammenos; Ilia Adami; Constantine Stephanidis | |||
This paper reports on the design, development and evaluation of TimeViewer,
a system allowing the storing, visualization and multimodal interaction with
temporal and semantic information using timelines in 3D environments. We focus
on the appliance of 3D interactive timelines for temporal information
visualization, extending their capabilities with the novel concept of a
time-tunnel. Our work is intended to investigate beyond the current state of
the art interaction with 3D environments using a variety of input modes, such
as touch and full-body kinesthetic interaction. Qualitative results were
elicited through an evaluation with 16 users in order to assess the users'
opinion of the system, the efficiency of the offered interactions and direct
future research in the area. Keywords: Interactive timelines; multimodal interaction; 3D information visualization;
full-body interaction; virtual environment; usability evaluation |
Activity Theory as a Tool for Identifying Design Patterns in Cross-Modal Collaborative Interaction | | BIBA | Full-Text | 232-240 | |
Oussama Metatla; Nick Bryan-Kinns; Tony Stockman; Fiore Martin | |||
This paper examines the question of how to uncover patterns from the process of designing cross-modal collaborative systems. We describe how we use activity patterns as an approach to guide this process and discuss its potential as a practical method for developing design patterns. |
Cross-Communicability: Evaluating the Meta-communication of Cross-Platform Applications | | BIBAK | Full-Text | 241-258 | |
Rodrigo de A. Maués; Simone Diniz Junqueira Barbosa | |||
Evaluating cross-platform systems is challenging due to the different
constraints and capabilities of each platform. In this paper we extend the
Semiotic Inspection Method (SIM), a Semiotic Engineering evaluation method, to
evaluate cross-platform systems. We introduce the term cross-communicability to
denote the quality of the meta-communication of the system as whole, taking
into account the user traversal between the different platforms. To assess
cross-communicability, we describe a novel approach to conduct the SIM, which
introduces a contrastive analysis of the designer-to-user meta-communication
messages of each platform, based on a semiotic framing of design changes
initially proposed for End-User Development. The results from an analytical
study indicate that this approach is capable of identifying and classifying
several potential communication breakdowns particular to cross-platform
systems, which in turn can inform the design or redesign of a cross-platform
application. Keywords: Cross-platform; user interface design; communicability; semiotic inspection
method; semiotic engineering |
On-Line Sketch Recognition Using Direction Feature | | BIBAK | Full-Text | 259-266 | |
Wei Deng; Lingda Wu; Ronghuan Yu; Jiazhe Lai | |||
Sketch recognition is widely used in pen-based interaction, especially as
the increasing popularity of devices with touch screens. It can enhance
human-computer interaction by allowing a natural/free form of interaction. The
main challenging problem is the variability in hand drawings. This paper
presents an on-line sketch recognition method based on the direction feature.
We also present two feature representations to train a classifier. We support
our case by experimental results obtained from the NicIcon database. A
recognition rate of 97.95% is achieved, and average runtime is 97.6ms using a
Support Vector Machine classifier. Keywords: Sketched symbol recognition; NicIcon database; multi-stroke shapes |
Beyond Rhetoric to Poetics in IT Invention | | BIBAK | Full-Text | 267-279 | |
Annie Gentes; Ted Selker | |||
Two kinds of discourse typically define scientific productions: logical
(epistemology of science) and rhetorical (sociology of science). We suggest
that research projects can also be analyzed as poetical productions. While
rhetorical strategies anticipate controversies and deploy techniques to defend
projects and findings, poetical practices deepen the cultural and symbolic
dimensions of technologies. Based on use cases that show different ways the
poetics come to bear on research and development projects in information
technology (IT), we discuss the play on words and images and how they
contribute to the definition and creation of a new technology within research
projects. Three cases of poetical practices are presented: naming technologies,
christening projects, and designing logos. We give examples of naming and
project identity formation to underscore how such a poetic stance impacts
projects. Images and words help people imagine what the technology is about by
giving imaginary traits and cultural substance. This paper's analysis is a call
for further work exposing the value of conscious use of poetical approaches to
deepen the framing of IT projects. Keywords: Rhetoric; Poetics; Project Definition; Design; Sociology of Science;
Sociology of Technology; Invention |
Storytelling in Visual Analytics Tools for Business Intelligence | | BIBAK | Full-Text | 280-297 | |
Micheline Elias; Marie-Aude Aufaure; Anastasia Bezerianos | |||
Stories help us communicate knowledge, share and interpret experiences. In
this paper we discuss the use of storytelling in Business Intelligence (BI)
analysis. We derive the actual practices in creating and sharing BI stories
from in-depth interviews with expert BI analysts (both story "creators" and
"readers"). These interviews revealed the need to extend current BI visual
analysis applications to enable storytelling, as well as new requirements
related to BI visual storytelling. Based on these requirements we designed and
implemented a storytelling prototype tool that is integrated in an analysis
tool used by our experts, and allows easy transition from analysis to story
creation and sharing. We report experts' recommendations and reactions to the
use of the prototype to create stories, as well as novices' reactions to
reading these stories. Keywords: Visual Storytelling; Business Intelligence |
Using Narrative Research and Portraiture to Inform Design Research | | BIBAK | Full-Text | 298-315 | |
Connie Golsteijn; Serena Wright | |||
Employing an interdisciplinary perspective, this paper addresses how
narrative research and portraiture -- methods originating from, and commonly
used in social sciences -- can be beneficial for HCI and design research
communities. Narrative research takes stories as a basis for data collection
and analysis, while portraiture can be used to create written narratives about
interview participants. Drawing on this knowledge, we show how a focus on
narrative data, and analysis of such data through portraiture, can be adopted
for the specific purpose of enhancing design processes. We hope to encourage
design and HCI researchers to consider adopting these methods. By drawing on an
illustrative example, we show how these methods served to inform design ideas
for digital crafting. Based on our experiences, we present guidelines for using
narrative research and portraiture for design research, as well as discussing
opportunities and strengths, and limitations and risks. Keywords: Qualitative research; methods; narratives; story-telling; narrative
research; portraiture; design research; interaction design; craft |
Hoptrees: Branching History Navigation for Hierarchies | | BIBAK | Full-Text | 316-333 | |
Michael Brooks; Jevin D. West; Cecilia R. Aragon; Carl T. Bergstrom | |||
Designing software for exploring hierarchical data sets is challenging
because users can easily become lost in large hierarchies. We present a novel
interface, the hoptree, to assist users with navigating large hierarchies. The
hoptree preserves navigational history and context and allows one-click
navigation to recently-visited locations. We describe the design of hoptrees
and an implementation that we created for a tree exploration application. We
discuss the potential for hoptrees to be used in a wide variety of hierarchy
navigation scenarios. Through a controlled experiment, we compared the
effectiveness of hoptrees to a breadcrumb navigation interface. Study
participants overwhelmingly preferred the hoptree, with improved time-on-task
with no difference in error rates. Keywords: Navigation; tree visualization; hierarchy; breadcrumbs; visual interfaces;
usability |
User-Centric vs. System-Centric Evaluation of Recommender Systems | | BIBAK | Full-Text | 334-351 | |
Paolo Cremonesi; Franca Garzotto; Roberto Turrin | |||
Recommender Systems (RSs) aim at helping users search large amounts of
contents and identify more effectively the items (products or services) that
are likely to be more useful or attractive. The quality of a RS can be defined
from two perspectives: system-centric, in which quality measures (e.g.,
precision, recall) are evaluated using vast datasets of preferences and
opinions on items previously collected from users that are not interacting with
the RS under study; user-centric, in which user measures are collected from
users interacting with the RS under study. Prior research in e-commerce has
provided some empirical evidence that system-centric and user-centric quality
methods may lead to inconsistent results, e.g., RSs that were "best" according
to system-centric measures were not the top ones according to user-centric
measures. The paper investigates if a similar mismatch also exists in the
domain of e-tourism. We discuss two studies that have adopted a system-centric
approach using data from 210000 users, and a user-centric approach involving
240 users interacting with an online hotel booking service. In both studies, we
considered four RSs that employ an implicit user preference elicitation
technique and different baseline and state-of-the-art recommendation
algorithms. In these four experimental conditions, we compared system-centric
quality measures against user-centric evaluation results. System-centric
quality measures were consistent with user-centric measures, in contrast with
past studies in e-commerce. This pinpoints that the relationship between the
two kinds of metrics may depend on the business sector, is more complex that we
may expect, and is a challenging issues that deserves further research. Keywords: Recommender systems; E-tourism; Evaluation; Decision Making |
Video Navigation with a Personal Viewing History | | BIBAK | Full-Text | 352-369 | |
Abir Al-Hajri; Gregor Miller; Sidney Fels; Matthew Fong | |||
We describe a new video interface based on a recorded personal navigation
history which provides simple mechanisms to quickly find and watch previously
viewed intervals, highlight segments of video the user found interesting and
support other video tasks such as crowd-sourced video popularity measures and
consumer-level video editing. Our novel history interface lets users find
previously viewed intervals more quickly and provides a more enjoyable video
navigation experience, as demonstrated by the study we performed. The user
study tasked participants with viewing a pre-defined history of a subset of the
video and answering questions about the video content: 83.9% of questions
(average) were answered correctly using the personal navigation history, while
65.5% were answered using the state-of-art method; they took significantly less
time to answer a question using our method. The full video navigation interface
received an 82% average QUIS rating. The results show that our history
interface can be an effective part of video players and browsers. Keywords: Video Navigation; Navigation History; Video Summarization |
A New Approach to Walking in Place | | BIBAK | Full-Text | 370-387 | |
Luís Bruno; João Pereira; Joaquim Jorge | |||
Walking in Place (WIP) is an important locomotion technique used in virtual
environments. This paper proposes a new approach to WIP, called
Speed-Amplitude-Supported Walking-in-Place (SAS-WIP), which allows people, when
walking along linear paths, to control their virtual speed based on footstep
amplitude and speed metrics. We argue that our approach allows users to better
control the virtual distance covered by the footsteps, achieve higher average
speeds and experience less fatigue than when using state-of-the-art methods
based on footstep frequency, called GUD-WIP.
An in-depth user evaluation with twenty participants compared our approach to GUD-WIP on common travel tasks over a range of short, medium and long distances. We measured task performance using four distinct criteria: effectiveness, precision, efficiency and speed. The results show that SAS-WIP is both more efficient and faster than GUD-WIP when walking long distances while being more effective and precise over short distances. When asked their opinion via a post-test questionnaire, participants preferred SAS-WIP to GUD-WIP and reported experiencing less fatigue, having more fun and having a greater level of control when using our approach. Keywords: Walking in place; virtual locomotion; virtual speed control; performance;
motor control |
Disambiguation Canvas: A Precise Selection Technique for Virtual Environments | | BIBAK | Full-Text | 388-405 | |
Henrique G. Debarba; Jerônimo G. Grandi; Anderson Maciel; Luciana Nedel; Ronan Boulic | |||
We present the disambiguation canvas, a technique developed for easy,
accurate and fast selection of small objects and objects inside cluttered
virtual environments. Disambiguation canvas rely on selection by progressive
refinement, it uses a mobile device and consists of two steps. During the
first, the user defines a subset of objects by means of the orientation sensors
of the device and a volume casting pointing technique. The subsequent step
consists of the disambiguation of the desired target among the previously
defined subset of objects, and is accomplished using the mobile device
touchscreen. By relying on the touchscreen for the last step, the user can
disambiguate among hundreds of objects at once. User tests show that our
technique performs faster than ray-casting for targets with approximately 0.53
degrees of angular size, and is also much more accurate for all the tested
target sizes. Keywords: Selection techniques; 3D interaction; usability evaluation; progressive
refinement |
Full Semantic Transparency: Overcoming Boundaries of Applications | | BIBAK | Full-Text | 406-423 | |
Andrea Kohlhase; Michael Kohlhase; Constantin Jucovschi; Alexandru Toader | |||
Complex workflows require intelligent interactions. In this paper we attack
the problem of combining user interfaces of specialized applications that
support different aspects of objects in scientific/technical workflows with
semantic technologies. We analyze the problem in terms of the (new) notion of
full semantic transparency, i.e., the property of user interfaces to give full
access to an underlying semantic object even beyond application lines. In a
multi-application case full semantic transparency is difficult, but can be
achieved by representing the semantic objects in a structured ontology and
actively supporting the application-specific framings of an object in a
semantic interface manager. We evaluate the proposed framework in a situation
where aspects of technical constructions are distributed across a CAD system, a
spreadsheet application, and a knowledge base. Keywords: Full semantic transparency; multi-application Semantic Alliance; frame
shifts; spreadsheets; CAD systems; semantic services |
A Comprehensive Study of the Usability of Multiple Graphical Passwords | | BIBAK | Full-Text | 424-441 | |
Soumyadeb Chowdhury; Ron Poet; Lewis Mackenzie | |||
Recognition-based graphical authentication systems (RBGSs) using images as
passwords have been proposed as one potential solution to the need for more
usable authentication. The rapid increase in the technologies requiring user
authentication has increased the number of passwords that users have to
remember. But nearly all prior work with RBGSs has studied the usability of a
single password. In this paper, we present the first published comparison of
the usability of multiple graphical passwords with four different image types:
Mikon, doodle, art and everyday objects (food, buildings, sports etc.). A
longitudinal experiment was performed with 100 participants over a period of 8
weeks, to examine the usability performance of each of the image types. The
results of the study demonstrate that object images are most usable in the
sense of being more memorable and less time-consuming to employ, Mikon images
are close behind but doodle and art images are significantly inferior. The
results of our study complement cognitive literature on the picture superiority
effect, visual search process and nameability of visually complex images. Keywords: usability; user authentication; multiple image passwords |
Security for Diversity: Studying the Effects of Verbal and Imagery Processes on User Authentication Mechanisms | | BIBAK | Full-Text | 442-459 | |
Marios Belk; Christos Fidas; Panagiotis Germanakos; George Samaras | |||
Stimulated by a large number of different theories on human cognition,
suggesting that individuals have different habitual approaches in retrieving,
recalling, processing and storing verbal and graphical information, this paper
investigates the effect of such processes with regard to user performance and
preference toward two variations of knowledge-based authentication mechanisms.
In particular, a text-based password authentication mechanism and a
recognition-based graphical authentication mechanism were deployed in the frame
of an ecological valid user study, to investigate the effect of specific
cognitive factors of users toward efficiency, effectiveness and preference of
authentication tasks. A total of 145 users participated during a five-month
period between February and June 2012. This recent study provides interesting
insights for the design and deployment of adaptive authentication mechanisms
based on cognitive factors of users. The results and implications of this paper
are valuable in understanding and modeling user interactions with regard to
authentication mechanisms. Keywords: User Authentication; Cognitive Factors; Efficiency; Effectiveness;
Preference; Usable Security; Diversity; User Study |
Survival of the Shortest: A Retrospective Analysis of Influencing Factors on Password Composition | | BIBAK | Full-Text | 460-467 | |
Emanuel von Zezschwitz; Alexander De Luca; Heinrich Hussmann | |||
In this paper, we investigate the evolutionary change of user-selected
passwords. We conducted one-on-one interviews and analyzed the complexity and
the diversity of users' passwords using different analysis tools. By comparing
their first-ever created passwords to several of their currently used passwords
(e.g. most secure, policy-based), we were able to trace password reuse,
password changes and influencing factors on the evolutionary process. Our
approach allowed for analyzing security aspects without actually knowing the
clear-text passwords. The results reveal that currently used passwords are
significantly longer than the participants' first passwords and that most
participants are aware of how to compose strong passwords. However, most users
are still using significantly weaker passwords for most services. These weak
passwords, often with roots in the very first passwords the users have chosen,
apparently survive very well, despite password policies and password meters. Keywords: password; evolution; security; policy; survey; human factor |
Travel Routes or Geography Facts? An Evaluation of Voice Authentication User Interfaces | | BIBA | Full-Text | 468-475 | |
Alina Hang; Alexander De Luca; Katharina Frison; Emanuel von Zezschwitz; Massimo Tedesco; Marcel Kockmann; Heinrich Hussmann | |||
Fallback authentication based on voice recognition provides several benefits to users. Since it is a biometric method, there are no passwords that have to be remembered. Additionally, the technique can be used remotely without the user having to be physically present. We performed stakeholder interviews and we iteratively designed and evaluated different voice authentication user interfaces with a focus on ease-of-use. The main goal was to keep embarrassment low and to provide an interaction as natural as possible. Our results show that small changes in the interface can significantly influence the users' opinions about the system. |
Exploring the Use of Distributed Multiple Monitors within an Activity-Promoting Sit-and-Stand Office Workspace | | BIBAK | Full-Text | 476-493 | |
Kathrin Probst; David Lindlbauer; Florian Perteneder; Michael Haller; Bernhard Schwartz; Andreas Schrempf | |||
Nowadays sedentary behaviors such as prolonged sitting have become a
predominant element of our lives. Particularly in the office environment, many
people spend the majority of their working day seated in front of a computer.
In this paper, we investigate the adoption of a physically active work process
within an activity-promoting office workspace design that is composed of a
sitting and a standing workstation. Making use of multiple distributed
monitors, this environment introduces diversity into the office workflow
through the facilitation of transitions between different work-related tasks,
workstations, and work postures. We conducted a background study to get a
better understanding of how people are performing their daily work within this
novel workspace. Our findings identify different work patterns and basic
approaches for physical activity integration, which indicate a number of
challenges for software design. Based on the results of the study, we provide
design implications and highlight new directions in the field of HCI design to
support seamless alternation between different postures while working in such
an environment. Keywords: Multi-Monitor; Distributed Display Environment; User Interaction |
Modeless Pointing with Low-Precision Wrist Movements | | BIBAK | Full-Text | 494-511 | |
Theophanis Tsandilas; Emmanuel Dubois; Mathieu Raynal | |||
Wrist movements are physically constrained and take place within a small
range around the hand's rest position. We explore pointing techniques that deal
with the physical constraints of the wrist and extend the range of its input
without making use of explicit mode-switching mechanisms. Taking into account
elastic properties of the human joints, we investigate designs based on rate
control. In addition to pure rate control, we examine a hybrid technique that
combines position and rate-control and a technique that applies non-uniform
position-control mappings. Our experimental results suggest that rate control
is particularly effective under low-precision input and long target distances.
Hybrid and non-uniform position-control mappings, on the other hand, result in
higher precision and become more effective as input precision increases. Keywords: Pointing techniques; constrained wrist movement; elastic devices; rate
control; clutching |
Wands Are Magic: A Comparison of Devices Used in 3D Pointing Interfaces | | BIBAK | Full-Text | 512-519 | |
Martin Henschke; Tom Gedeon; Richard Jones; Sabrina Caldwell; Dingyun Zhu | |||
In our pilot study with 12 participants, we compared three interfaces, 3D
mouse, glove and wand in a 3D naturalistic environment. The latter two were
controlled by the same absolute pointing method and so are essentially
identical except for the selection mechanism, grasp action versus button. We
found that the mouse performed worst in terms of both time and errors which is
reasonable for a relative pointing device in an absolute pointing setting, with
the wand both outperforming and favored by users to the glove. We conclude that
the presence of a held object in a pointing interface changes the user's
perception of the system and magically leads to a different experience. Keywords: "magic wand"; "3D mouse"; "hand gesture"; "fatigue"; "user satisfaction" |
Assisting the Driver with Distance Estimation: Usability Evaluation of Graphical Presentation Alternatives for Local Traffic Events | | BIBAK | Full-Text | 520-537 | |
Angela Mahr; Sandro Castronovo; Rafael Math; Christian Müller | |||
When integrating numerous in-car information and assistance systems, a
consistent way of spatial distance presentation for drivers is required. A
common practice is to use discrete textual information (e.g. 500 meters) in
combination with a graphical bar representing relative spatial information.
Hitherto there exists no design consistency with respect to bars for distance
illustration. Contemporary solutions differ in terms of movement direction
(upward vs. downward), composition type (decreasing vs. increasing), or
alignment (horizontal vs. vertical). We conducted a driving simulator
experiment to investigate user preferences, perceived location, and eye gaze
data for a meaningful subset of bars in a dynamic scenario. When approaching a
traffic event (road works), one out of four vertical bar alternatives indicated
the current distance. Subsequently, the associated horizontal bar type
(decreasing or increasing) visualized the driver's spatial progress within the
road works section. Our results indicate, that drivers prefer upwards-moving
approach bars and progress bars decreasing from left to right. Eye-tracking
data supports usage of decreasing bars instead of increasing bars. Accordingly,
we elaborated an initial version of design guidelines for bars representing
relative spatial information for local events. On this basis we implemented
approach and progress indicators, which were adopted for numerous use-cases in
a large field operational test for Vehicle-2-X Communication. Keywords: Distance; Assistance; Design; Usability Evaluation; In-car; Driving |
Culturally Independent Gestures for In-Car Interactions | | BIBAK | Full-Text | 538-545 | |
Sebastian Loehmann; Martin Knobel; Melanie Lamara; Andreas Butz | |||
In this paper we report on our ongoing work to introduce freehand gestures
in cars as an alternative input modality. Contactless gestures have hardly been
successful in cars so far, but have received attention in other contexts
recently. We propose a way to achieve a better acceptance by both drivers and
car manufacturers. Using a four-step process, we developed a small set of
culturally independent and therefore easy-to-learn gestures, which can be used
universally across different devices. We built a first prototype using distance
sensors to detect the stop gesture in front of several devices. We conducted a
user study during actual driving situations, testing the pragmatic and hedonic
quality of the approach as well as its attractiveness. The results show a high
acceptance of our approach and confirm the potential of freehand gestures as an
alternative input modality in the car. Keywords: freehand gestures; automotive user interface; culturally independent |
Don't Text While Driving: The Effect of Smartphone Text Messaging on Road Safety during Simulated Driving | | BIBAK | Full-Text | 546-563 | |
Kaspar Lyngsie; Martin S. Pedersen; Jan Stage; Kim F. Vestergaard | |||
Text messaging on smartphones uses a full soft keyboard instead of the
numeric buttons on traditional mobile phones. While being more intuitive, the
lack of tactile feedback from physical buttons increases the need for user
focus, which may compromise safety in certain settings. This paper reports from
an empirical study of the effect of text messaging on road safety. We compared
the use of a traditional mobile phone and a smartphone for writing text
messages during simulated driving. The results confirm that driver performance
when texting decreases considerably as there are significant increases in
reaction time, car-following distance, lane violation, number of
crash/near-crash incidents, perceived task load and the amount of time the
driver is looking away from the road. The results also show that smartphones
makes this even worse; on key performance parameters they increase the threat
from text messaging while driving. These results suggest that drivers should
never text while driving, especially not with a smartphone. Keywords: Driving; mobile phone; smartphone; text messaging; road safety; driver
distraction; simulated driving experiment |
Ageing, Technology Anxiety and Intuitive Use of Complex Interfaces | | BIBAK | Full-Text | 564-581 | |
Raghavendra Reddy Gudur; Alethea Blackler; Vesna Popovic; Doug Mahar | |||
This paper presents the outcome of a study that investigated the
relationships between technology prior experience, self-efficacy, technology
anxiety, complexity of interface (nested versus flat) and intuitive use in
older people. The findings show that, as expected, older people took less time
to complete the task on the interface that used a flat structure when compared
to the interface that used a complex nested structure. All age groups also used
the flat interface more intuitively. However, contrary to what was
hypothesised, older age groups did better under anxious conditions.
Interestingly, older participants did not make significantly more errors
compared with younger age groups on either interface structures. Keywords: Prior-experience; Technology anxiety; self-efficacy; Intuitive interaction;
Ageing; Complex Interfaces |
Emerging Technologies and the Contextual and Contingent Experiences of Ageing Well | | BIBAK | Full-Text | 582-589 | |
Toni Robertson; Jeannette Durick; Margot Brereton; Kate Vaisutis; Frank Vetere; Bjorn Nansen; Steve Howard | |||
Based on a series of interviews of Australians between the ages of 55 and 75
this paper explores the relations between our participants' attitudes towards
and use of communication, social and tangible technologies and three relevant
themes from our data: staying active, friends and families, and cultural
selves. While common across our participants' experiences of ageing, these
themes were notable for the diverse ways they were experienced and expressed
within individual lives and for the different roles technology was used for
within each. A brief discussion of how the diversity of our ageing population
implicates the design of emerging technologies ends the paper. Keywords: Ageing population; ageing well; social technologies; tangible technologies;
diversity |
Question-Answer Cards for an Inclusive Micro-tasking Framework for the Elderly | | BIBAK | Full-Text | 590-607 | |
Masatomo Kobayashi; Tatsuya Ishihara; Akihiro Kosugi; Hironobu Takagi; Chieko Asakawa | |||
Micro-tasking (e.g., crowdsourcing) has the potential to help "long-tail"
senior workers utilize their knowledge and experience to contribute to their
communities. However, their limited ICT skills and their concerns about new
technologies can prevent them from participating in emerging work scenarios. We
have devised a question-answer card interface to allow the elderly to
participate in micro-tasks with minimal ICT skills and learning efforts. Our
survey identified a need for skill-based task recommendations, so we also added
a probabilistic skill assessment model based on the results of the micro-tasks.
We also discuss some scenarios to exploit the question-answer card framework to
create new work opportunities for senior citizens. Our experiments showed that
untrained seniors performed the micro-tasks effectively with our interface in
both controlled and realistic conditions, and the differences in their skills
were reliably assessed. Keywords: Micro-Tasks; Gamification; Skill Assessment; Ageing; Elderly; Senior
Workforce |
An Experimental Study of Chinese Shopping Related Sharing Behaviors | | BIBAK | Full-Text | 608-615 | |
Min Li; Jun Zhang; Zhengjie Liu; Graham I. Johnson | |||
Social media has become an increasingly important venue for social
interaction and communication. Most previous research have shown the
information sharing on social media platforms, but few focus on shopping
related sharing (SRS) information and how these information influence consumer
decision-making. Through a combination of interviews with observations in our
lab to the users of social media and online shopping sites, we want to find
answers to the question: what are the factors that influence Chinese consumers'
SRS behaviors? It was discovered that the factors like why, what, whom, where,
when etc. have significant influence to Chinese consumers' SRS behaviors. The
study offers insights into the relationship between SRS and Chinese consumer
decision-making, and design implications are discussed. Keywords: Social media; shopping; sharing; social influence; consumer decision-making |
Perceptions of Facebook Privacy and Career Impression Management | | BIBAK | Full-Text | 616-623 | |
Danielle Pilcer; Andrew Thatcher | |||
Facebook was initially designed as a social tool representing a person's
social life, yet today it functions as a platform synthesizing all facets of
life, including the work context. Within the frame of the social capital
theory, a survey was conducted measuring Facebook users' experience,
perceptions of privacy and career impression management. Results found that
higher Facebook experience was related to increased levels of trust and career
impression management in terms of self-monitoring and work relations. Higher
work privacy was related to career impression management in terms of lower work
relations and higher perceived workplace outcomes; and career impression
management in terms of higher perceived self-monitoring and workplace outcomes
were related to lower levels of privacy awareness. It was concluded that how
one uses Facebook and one's perceived value in presenting an image of an
employable person is influenced by how one views their Facebook privacy. Keywords: Facebook; privacy; impression management; employability; social capital
theory |
Simplifying Remote Collaboration through Spatial Mirroring | | BIBAK | Full-Text | 624-631 | |
Fabian Hennecke; Simon Voelker; Maximilian Schenk; Hauke Schaper; Jan Borchers; Andreas Butz | |||
Even though remote collaboration through telepresence is supported by a
variety of devices and display environments, it still has some inherent
problems. One of these problems is the definition of a unified spatial
reference system for the shared workspace in combination with an immersive
representation of the collaborator. To mitigate this problem we propose a
technique we call spatial mirroring. It is based on a virtual collaboration
environment using two curved displays and aims to eliminate possible
communication errors due to left/right misunderstandings. We explain the
working principle and ideas behind spatial mirroring, and present two
consecutive user studies in which we were able to verify its benefits. Keywords: Remote collaboration; Telepresence; Orientation problem; Spatial reference;
Mirroring |
Social Influence from Personalized Recommendations to Trusting Beliefs of Websites: Intermediate Role of Social Presence | | BIBAK | Full-Text | 632-639 | |
Yanan Li; Yong Wang | |||
With the increasing prevalence of online shopping, many companies have added
"personalized recommendation" modules on their websites to collect customers'
click-stream data in real time and conduct relevant analysis, which will both
assist the decision-making of the web owners and enrich the interactive
experience of the customers. A website with more personalized recommender
system allows users to experience others as psychologically present being,
conveys a feeling of human warmth and sociability which is believed critical
for the formation of consumers' trust towards online stores. In this study, a
laboratory experiment was conducted to empirically examine the effects of the
level of perceived personalization on consumers' trusting beliefs towards
online store. The result also demonstrated that the perception of social
presence can partially mediate the effect of perceived personalization on
consumer's trusting beliefs. Keywords: Personalized Recommendation; Personalization; Social Presence; Trusting
beliefs |
Social Network Users' Religiosity and the Design of Post Mortem Aspects | | BIBAK | Full-Text | 640-657 | |
Cristiano Maciel; Vinicius Carvalho Pereira | |||
Social networks increase the challenges of designing real-world aspects
whose computational abstraction is not simple. This includes death and digital
legacy, strongly influenced by cultural phenomena, such as religion. Therefore,
it is important to analyze youngsters' concepts of death in the web, as the
Internet Generation outnumbers other groups of social network users. Besides,
due to their age, many of them face other people's death for the first time on
the web. This paper analyzes to what extent these users' religion and the
belief in afterlife may signal guidelines for a social network project that
considers volition towards digital legacy. The data herein analyzed
qualitatively and quantitatively come from a survey-based research with
Brazilian high school students. The contributions for Human-Computer
Interaction (HCI) studies comprise design solutions that may consider aspects
of religion, death and digital legacy, also improving users' and designers'
understanding on these issues in system design. Keywords: social networks; Internet Generation; post mortem; religion |
A Tale of Two Puppets, Two Avatars and Two Countries | | BIBAK | Full-Text | 658-665 | |
Yoram I. Chisik; Monchu Chen; M. Clara Corriea Martins | |||
We describe observations from studies conducted with school children in
Nepal and Portugal with the aim of exploring two questions: 1. Can we develop
an interactive game that will continue to engage the child in gameplay when the
electricity supply fails? 2. What are the discernable differences in the ways
children in Nepal and Portugal interact with the game given the huge
socio-economic and cultural differences between them? The studies highlight the
potential of the design in fostering continued engagement in the game when the
electricity supply fails. They also show surprising little difference between
the children in Nepal and Portugal. The observations suggest game mechanism and
basic interactions can be regarded as universal across cultures and levels of
income and can thus be designed and tested in any location and be expected to
work and be understood by children from any culture and background. Keywords: Games; Play; Children; Electricity; Design; Interaction; HCI4D |
Avalanche! Reanimating Multiple Roles in Child Computer Interaction Design | | BIBAK | Full-Text | 666-673 | |
Timo Göttel | |||
This paper values children as design partners in Child Computer Interaction
to ensure building environments highly suitable for the target group. However,
it appears beneficial to address underlying roles, align design processes on
school activities or give considerations to the voluntary nature of such
projects. We conducted eight projects with 75 pupils using initial learning
environments. We found that starting design processes with pupils as users
helps to identify further design steps that can be consequently tackled with
the former users as informants and design partners. Thus, we suggest the
Avalanche Design Cycle to engage children as fresh users at several stages
asking them to become informants and design partners consecutively. The
Avalanche Design Cycle is an iterative design process complying with school
life allowing pupils to join/leave design teams. Thereby, it is aiming at
sustained team sizes and more representative groups. Keywords: Child-centered design; users; informants; design partners |
Likeness and Dealbreakers: Interpreting Interpersonal Compatibility from Online Music Profiles | | BIBAK | Full-Text | 674-681 | |
Mo Kudeki; Karrie Karahalios | |||
How much would a stranger know about you if they knew only the last song you
listened to? Quite a bit, at least according to the stranger. Music taste often
acts as proxy for our personalities, and we constantly perform this taste
perception online. In our study, we find that good first impressions are
common, bad first impressions are extreme, and that people pick up on many
subtle cues about personality and whether they share common values based on
data found in an online music profile. Similar motivations for listening to
music and the perception of individuality are more highly valued than similar
taste in genres or artists, suggesting that social media applications could
benefit from incorporating these motivations in predicting compatibility
between users. Keywords: Music; listening history; taste performance; impression formation;
personality; social networking service |
Paraplay: Exploring Playfulness Around Physical Console Gaming | | BIBAK | Full-Text | 682-699 | |
John Downs; Frank Vetere; Steve Howard | |||
We present the concept of paraplay: playful activities that take place
within the context of an interactive game or other play activity, but outside
the activity itself. By critically examining work related to gaming and play
goals and motivations we argue that the concept of playfulness should have a
stronger role in our understanding of gaming sessions, and particularly social
gaming sessions. In order to further understand the role of playfulness in
social gaming we conducted an empirical field study of physical console gaming.
Six families with a total of 32 participants were provided with an Xbox 360
console, Kinect sensor, and three casual physical video games to play together
for a period of approximately two weeks. Participants were instructed to record
their social gaming sessions. We conducted video analysis on these recordings
as well as interviews with many of the participants. We found numerous types
and examples of playfulness within the gaming session even from those who were
not actively participating in the game. Drawing on the results of this study we
present a taxonomy of paraplay and discuss the ways that playfulness can be
exhibited in a social play session. We show that participants in a game
situation act within a wider context of playfulness, according to a variety of
significant roles ranging from active player through to audience member. We
explore these roles and their attributes to provide a rich account of paraplay
and its importance in understanding playful activities broadly. Keywords: Games; context of gaming; metagames; physical console gaming; play; social
gaming; videogames |
Exploring Twitter Interactions through Visualization Techniques: Users Impressions and New Possibilities | | BIBAK | Full-Text | 700-707 | |
Guilherme Coletto Rotta; Vinícius Silva de Lemos; Ana Luiza Moura da Cunha; Isabel Harb Manssour; Milene Selbach Silveira; André Fagundes Pase | |||
Social networking websites have been taking a huge space on the Internet.
With millions of members spread across the world, these services connect their
users through "friendship" relations, and within a short period of time the
information is disseminated in the network. Considering Twitter, we
investigated how standard techniques of information visualization can improve
the analysis of its users' behavior, i.e. the group of people who most closely
relate, and the frequency and type of messages they send. This investigation
was done through user's studies with a set of visualization techniques
implemented in an interactive system prototype. Keywords: visualization techniques; social networks; twitter users' behavior |
Helping Me Helping You: Designing to Influence Health Behaviour through Social Connections | | BIBAK | Full-Text | 708-725 | |
Noreen Kamal; Sidney Fels; Joanna McGrenere; Kara Nance | |||
Of key importance to avoiding significant health problems such as cardiac
disease and stroke is eating nutritious foods and leading an active lifestyle.
However, leading a healthy lifestyle remains elusive and obesity continues to
increase in North America. We investigate how online social networks (OSN) can
change health behaviour by blending theories from health behaviour and
participation in OSNs. We designed, prototyped and evaluated an OSN, called
VivoSpace, using factors derived from the blend of theoretical models with the
intention to change health behaviour. Our results from field studies with 35
participants from two clinical and one non-clinical social network groups
revealed that designing these factors into the online social network lead to
positive health behaviour change, namely, improved diet for the clinical group.
The use of theoretical models in the evaluation provided a means to understand
how the design can be improved to see further health behaviour change. Keywords: Health; behaviour change; social networks; diet; physical activity |
Who Would Pay for Facebook? Self Esteem as a Predictor of User Behavior, Identity Construction and Valuation of Virtual Possessions | | BIBAK | Full-Text | 726-743 | |
Jiaqi Nie; S. Shyam Sundar | |||
Self-presentation is a major preoccupation in Facebook. Users carefully
construct their online profile and assiduously edit postings on their wall in
order to strategically shape their online persona. This study examines some
psychological antecedents and consequences of such actions. In particular, we
propose that users' self-esteem affects their sense of agency and
self-monitoring tendencies, with the former leading to a fuller description of
their profile and the latter contributing to more frequent customization of
their wall. In turn, these behaviors are hypothesized to contribute to users'
personal and social identity respectively, en route to affecting their
valuation of Facebook as a virtual possession. Structural equation modeling
analysis of survey data (N=221) largely supports this model and reveals that
the personal identity reflected in one's Facebook account is a major predictor
of the degree to which one values it as a possession. We discuss the
implications of "I" vs. "Me" in self-esteem with regard to virtual possessions
in social networking environments. Keywords: self-esteem; Facebook activity; online identity construction; virtual
possession; survey; quantitative methods; structural equation modeling (SEM) |
Authoring Support for Post-WIMP Applications | | BIBAK | Full-Text | 744-761 | |
Katharina Gerken; Sven Frechenhäuser; Ralf Dörner; Johannes Luderschmidt | |||
Employing post-WIMP interfaces, i.e. user interfaces going beyond the
traditional WIMP (Windows, Icons, Menu, Pointer) paradigm, often implies a more
complex authoring process for applications. We present a novel authoring method
and a corresponding tool that aims to enable developers to cope with the added
level of complexity. Regarding the development as a process conducted on
different layers, we introduce a specific layer for post-WIMP in addition to
layers addressing implementation or traditional GUI elements. We discuss the
concept of cross layer authoring that supports different author groups in the
collaborative creation of post-WIMP applications permitting them working
independently on their respective layer and contributing their specific skills.
The concept comprises interactive visualization techniques that highlight
connections between code, GUI and post-WIMP functionality. It allows for
graphical inspection while transitioning smoothly between layers. A cross layer
authoring tool has been implemented and was well received by UI developers
during evaluation. Keywords: authoring processes; authoring tools; post-WIMP interfaces; cross layer
authoring; collaborative user interface development; combined post-WIMP
interactions; visual validation |
Existing but Not Explicit -- The User Perspective in Scrum Projects in Practice | | BIBAK | Full-Text | 762-779 | |
Åsa Cajander; Marta Larusdottir; Jan Gulliksen | |||
Agile software development processes are becoming more common, but this does
not mean that the user perspective in the development is catered for. It has
its challenges to integrate the users' aspects in Scrum projects in practice.
In order to better understand these challenges we have interviewed IT
professionals using Scrum focusing on four different areas: responsibility for
the user perspective, emphasis on usability and user experience through
documentation, usability activities with users and the organisational and
contextual settings for emphasizing the user perspective. Results show that the
responsibility for the user perspective is unclear in Scrum projects, and that
often the user perspective is neither discussed nor described in the projects.
However, the user perspective is often present through informal feedback used
to understand the context of use and inform design for example. Finally the
paper presents implications for working with the user perspective in Scrum
projects. Keywords: Usability; user experience; user perspective; responsibility; agile software
development; Scrum |
Fast Train to DT: A Practical Guide to Coach Design Thinking in Software Industry | | BIBAK | Full-Text | 780-787 | |
Muktha Hiremath; Visvapriya Sathiyam | |||
In this paper, we explain best practices of bringing together diverse teams
from business, technology and user experience in a large-scale software
development setup and coaching them to use design thinking as a methodology to
product definition and innovation, in less than 5 weeks. This paper can serve
as a primer for those who are new to design thinking and coaching. It
contributes to a better understanding of the importance of a coach in nurturing
a design thinking mindset. Keywords: Design Thinking; Innovation; Human Centered Design; Coaching |