Online Communities: Researching sociability and usability in hard to reach populations | | BIBAK | PDF | 1 | |
Jenny Preece | |||
Thousands of social gatherings -- online communities -- occur via ICTs
across the Internet. They use listservers, bulletin boards, instant messaging,
blogs, social network and meeting facilitation systems and purpose-build
platforms. Each community is the product of a complex set of interacting
variables. Some of these variables come from usability of the software but
social factors have a strong influence. Direct cause and effect relationships
are often difficult to tease out and identifying criteria for successful online
communities can be difficult. Furthermore several disciplines own this topic,
each with its own theories, research methods, community of researchers and
publication outlets. This is good for multidisciplinary research but it can be
challenging. In this paper I discuss two research projects. Each focuses on
community populations that are hard to reach. The first analyses why people do
not actively participate in online discussions, i.e., lurk. The second is a new
project to develop cross-cultural online book communities for children across
the world who do not speak each other's languages. I present the key findings
from each project and suggest ways of working with these hard to reach
populations. Keywords: Online community, networked community, ICT, social computing, usability,
sociability, lurking, children, digital library |
Distances in Design Communities: Sources of Social Creativity | | BIBA | PDF | 2 | |
Gerhard Fisher | |||
Design is a ubiquitous activity. The complexity of design problems requires communities rather than individuals to address, frame, and solve them. These design communities have to cope with the following distances: (1) spatial (across distance), (2) temporal (across time), (3) conceptual (across different communities of practice, and (4) technological (between persons and artifacts). Over the last decade, we have created socio-technical environments to turn the distances into opportunities for enhancing the social creativity of design communities. |
From Documents to User Interfaces: Universal Design and the Emergence of Abstraction | | BIBAK | PDF | 3 | |
Jason White | |||
Abstract representations of content which allow it to be automatically
adapted to suit the delivery context, have emerged historically with the
development of markup languages intended to facilitate the storage and
processing of electronic documents. This technological tradition is reviewed in
the first part of the paper, focusing predominantly on the nature and
advantages of a 'single authoring' approach to the creation of content. Some of
the lessons to be derived from the evolution and deployment of markup systems
are also discussed, then applied, in the second part of the paper, to the
question of how such abstractions can be extended to the design of user
interfaces. Innovative work related to the generic specification of user
interfaces is reviewed. It is argued that the advantages of an abstract
approach depend for their realization on the development of more expressive
style languages and more sophisticated adaptation mechanisms, as well as
continued refinement of the semantics of markup languages themselves. Keywords: Abstract representations; markup languages; electronic documents; user
interfaces; style languages; semantics |
Online Collaborative Learning Enhancement through the Delphi Method | | BIBAK | PDF | 4 | |
Murray Turoff; Starr R. Hiltz; Xiang Yao; Zheng Li; Yuanqiong Wang; Hee-Kyung Cho | |||
A variety of field trials have been conducted at NJIT in the past few years
to demonstrate the utility of a Delphi-like approach to promoting asynchronous
class wide collaboration. These utilized the Social Decision Support System
(SDSS) originally developed as a Computer Mediated Communication (CMC) system
for large group decision support. This paper provides an overview of these
studies and then focuses on a recent case study in the fall of 2003 that
demonstrated the ability of a computer mediated asynchronous Delphi process as
a tool to scaffold collaborative idea generation and evaluation in both face to
face and distance courses. Keywords: GDSS, GSS, CMC, SDSS, Delphi, eLearning, ALN, collaborative learning,
Knowledge systems, system security, distance learning, online learning, idea
generation |
A brief account of low-level interaction problems using cyclic interaction theory | | BIBAK | PDF | 5 | |
Hokyoung Ryu; Andrew F. Monk | |||
This paper aims to develop an understanding of cyclic interaction theory so
as to analyse low-level interaction problems: action-effect problems,
effect-goal problems, and goal-action problems. It will also provide practical
examples of low-level interaction problems in everyday life and develop an
interaction walkthrough method in terms of cyclic interaction theory. In all
cases, the analysis focuses on the issue of direct concern to the practitioner
who is not an expert of Human-Computer Interaction (HCI), identifying points in
the human-computer interaction systems may lead to inappropriate actions, or
goals. Keywords: Cyclic interaction, interaction problem, mode, goal reorganisation problem,
goal-action matching problem |
An interaction model: from a user model to an environment model | | BIBAK | PDF | 6 | |
Hokyoung Ryu; Andrew F. Monk | |||
This paper presents an approach to modelling man-machine dialog, and the way
the users tasks, interaction and feedback affect each other. The model is meant
to support the concrete design of a user interface, based on descriptions of
user's environment, goals and tasks. Throughout this paper, we assume that
Human-computer interaction (HCI) can reasonably be understood as a continuous
process of cyclic interaction between the user and the environment. The action
the user takes leads to changes to the system or the environment. These are
evaluated by the user, and then this evaluation results in changes to goals,
and then the user takes another action based on the changes to goals. In order
to effectively describe the continuous process of cyclic interaction, a dialog
notation that a user interface designer could reason about the interactivity is
needed. We claim that a cyclic notation is able to account for the intimate
connection between goal, action and the environment, allowing a user interface
designer to make explicit what a process achieves, as well as what triggers
that process. It is thus possible for designers to build interactive versions
of the designs so as to assess the assumptions made or being made regarding the
interaction between the user and the system. Keywords: Cyclic interaction, interaction model, user model, environment model, mode
problem |
Teaching the Design of Ubiquitous Computing Systems | | BIBAK | PDF | 7 | |
Lubna S. Alam; David Walker; Penny Collings | |||
Interaction design for a relatively new paradigm like ubiquitous computing
requires a deep understanding of everyday work practices and environments. To
design such systems requires that students use techniques like ethnographic
methods to explore work practices, technology probes, physical model building
and role-play to produce, test and demonstrate the designed artefacts in a
realistic way. In this report, we discuss our approach to designing learning
activities that provide a repertoire of HCI techniques to support the design of
ubiquitous computing systems, and show the outcomes of projects undertaken by
students in the form of work practices and requirements identified by them, and
their design solutions. In these projects students undertook an ethnographic
investigation into their own work practices to design ubiquitous support for
student group work. We also undertake an evaluation of the teaching approach. Keywords: Ethnography, technology probes, physical model building, role-play,
contextual scenario, ubiquitous computing, CSCW |
A usability instrument for evaluating websites -- navigation elements | | BIBAK | PDF | 8 | |
Julie Fisher; John Bentley; Rod Turner; Annemieke Craig | |||
Many small businesses websites have become an important advertising medium.
However little consideration is given to how these websites might be made more
effective. Many factors impact on website effectiveness, including navigation.
Research here describes a usability instrument developed for evaluating small
business websites and uses navigation as an example of its application. The
research found that the quality of navigation does have an impact on
ease-of-use of a site, user's emotional response and frustration levels and a
user's intention to return to that website. The research also established the
statistically significant elements that contribute to navigation. Keywords: Usability, usability instrument, website navigation |
Identifying Cognitive Activities and Processes in a Military Planning Training Exercise | | BIBAK | PDF | 9 | |
Terence Blackburn; Damien Bright; Rudi Vernik | |||
This paper reports on observations made during a military training planning
exercise. The motivation for the observations was to try and identify some of
the cognitive processes in intense collaborative activities. This work is part
of a research project that is investigating how to provide higher levels of
technological support for collaborative activities. The examination of models
that were built from these observations identified a cognitive interface
between the planning coordinators and their resources. This cognitive layer is
present in the training exercise but disappears in a bona fide planning
operation. This paper identifies some of the processes that disappear and
introduces the concept of an orchestration service, which is a human computer
interface that could be used to replace some of the missing functionality. Keywords: Cognitive activities, intense collaboration, orchestration service, planning
exercise |
Catching Emotions Elicited by Mobile Services | | BIBAK | PDF | 10 | |
Marika Tähti; Soili Väinämö; Vuokko Vanninen; Minna Isomursu | |||
The aim of this paper is to present the results of adapting and applying a
method called Emocards for the collection and evaluation of emotions elicited
by mobile services in real end user environment. Emocards is a non-verbal
self-report instrument originally developed for measuring emotions elicited by
the physical appearance of products. We adapted the method so that it could be
applied in the context of mobile services. We evaluated the adapted method by
applying it to three field experiments with 61 users made in real user
environment. Results suggest that Emocards provide a feasible method for
collection of emotional responses for services. The method is fast to use, the
users comprehend it easily and it provides an easily interpretable
representation of user emotions. Keywords: Emocards, emotions, mobile application, non-verbal measurement |
Machine Learning Tools applied to the Qualitative Analysis of Decision-Making Strategies | | BIBAK | PDF | 11 | |
Samuel Moyle; Jared Hayes; William Wong | |||
When conducting qualitative analysis a good deal of time is taken for the
purpose of establishing user requirements. Task analysis may yield inconsistent
results when dealing with a number of incidents occurring in a dynamic
environment. Particularly when issues related to making decisions in a timely
manner are involved, it is common for those making the decisions to enact
particular decision-making strategies. How do we establish what these
strategies are, then design a UI that supports all of the identified
strategies? By using machine learning techniques it is possible to
significantly reduce the time required to analyse qualitative datasets. In this
work a Self Organising Map (SOM) reduced the time taken to analyse qualitative
data compared to using an Emergent Themes Analysis (ETA), on the same initial
data. The results obtained from using the SOM were encouraging as it reduced
the analysis time and provided more in-depth data compared to the ETA. Keywords: Emergent Themes Analysis, Cognitive Domain Analysis, Self organising Map,
Qualitative Analysis |
Bimodal Modelling of Facial and Upper-Body Gesture for Affective HCI | | BIBAK | PDF | 12 | |
Hatice Gunes; Massimo Picardi; Tony Jan | |||
Multimodal systems allow humans to interact with machines through multiple
modalities such as speech, facial expression, gesture, and gaze. This paper
presents a bimodal model of facial and upper-body gesture for affective HCI
suitable for use in a vision-based multimodal system. What distinguishes the
present study from its predecessors is that, this model combines Facial Action
Units (FAUs) and Body Action Units (BAUs) to encode affective states. To our
best knowledge there has been no attempt to combine face and body gesture for
multimodal affect recognition yet. Keywords: Affective HCI, perceptual interface, bimodal emotion model, action units
(AUs), gesture recognition, facial expression recognition |
Desktop Computing | | BIBAK | PDF | 13 | |
Martin M. Nielsen; Susanne Bødker | |||
Based on a detailed study of the use of representations in a tax assessment
process, this paper presents an analysis of the use of the physical desktop and
of paper documents, files and electronic information. This analysis challenges
the normal ways in which the computer desktop is designed and used, and
presents a number of challenges to user interface design. Taking these
seriously, means to revisit several taken-for-granted elements of the current
WIMP regime: the randomly overlapping windows on a non-structured background;
the lack of traces of time and past location; and the individualised and
non-activity-oriented set-up of the desktop. Keywords: Distributed Cognition, Workplace Studies, Desktop Metaphor, User Interface |
A Comparison of Linear and Calendar Travel Itinerary Visualisations for Personal Digital Assistants | | BIBAK | PDF | 14 | |
Masood Masoodian; Daryl Budd; Bill Rodgers | |||
Various graphical travel itinerary visualization systems have in recent
years been developed to allow making easier references between different events
such as flights and hotel bookings on a travel itinerary, thereby addressing a
problem with tabular itineraries which list travel events in a chronological
order of date and time, and only allow referencing consecutive events. These
graphical travel itinerary systems are based on a linear visualization of
travel events. Although this linear visualization deals with some of the
problems associated with tabular itineraries, it is not the only form of
visualization which might be capable of addressing these issues. This paper
introduces a new visualization of travel itineraries, called the calendar
visualization, which relies on a more familiar concept of calendars to depict
the relationships between travel events. This paper also describes an empirical
study undertaken to compare the calendar and linear itinerary visualizations. Keywords: Handheld computing, mobile computing, travel itinerary, PDA, visualization |
Using Ambient Displays and Smart Artefacts to Support Community Interaction in Distributed Teams | | BIBAK | PDF | 15 | |
Carsten Röcker; Thorsten Prante; Norbert Streitz; Daniel van Alphen | |||
In this paper we point out the current changes and future trends of
organizational concepts and explain their influence on workplace awareness and
communication. We then elaborate the changing requirements for awareness and
informal communication in distributed teams. Finally, we present two artefacts
that support informal awareness and community interaction and describe their
evaluation in a living-lab situation. Keywords: ambient displays, distributed teams, informal communication, CSCW,
awareness, community support, HCI, collaboration |
Architecture Framework for Output Multimodal Systems Design | | BIBAK | PDF | 16 | |
Cyril Rosseau; Yacine Bellik; Frederic Vernier; Didier Bazalgette | |||
An output multimodal system aims at presenting information in an
"intelligent" way by exploiting different communication modalities. According
to the desired multimodal system, this notion of "intelligence" may vary.
However all existing systems share the same goal: the information presentation
must be the most suitable to the interaction context. In this study we present
a software architecture model for dynamic and contextual Human-Computer
Interaction systems. Our proposed architecture framework is more precisely
suited to the output side of multimodal systems and introduce certain
mechanisms, which are not available with classical GUI architectures, to tailor
the information expression to the interaction context. Two Applications of this
architecture framework (mobile telephony and military avionics) are also
described. Keywords: Human-Computer Interaction, output multimodality, multimodal system design,
interaction context |
The Artist and the Computer: Understanding the creative user | | BIBAK | PDF | 17 | |
R. T. Jim Eales | |||
This paper is focused on understanding the creative computer user for the
purposes of informing the design of future creativity support systems and
related software. We present an investigation of a successful Australian
artist, Jill Lewis, who paints on canvas. In particular, we highlight the
interesting part that existing digital technology plays in her creative
practice, and we identify and describe in detail two specific uses of this
technology. We term these uses "electronic collaging" and "media switching". We
go on to attempt to relate this artist's creative process to two theoretical
models of the creative process. Keywords: Creativity Support Systems, user study |
Designing Augmented Reality Board Games: The BattleBoard 3D experience | | BIBAK | PDF | 18 | |
Troels L. Andersen; Sune Kristensen; Bjorn W. Nielsen; Kaj Grønbæk | |||
This paper discusses the design of BattleBoard 3D (BB3D) which is an
ARToolkit based game prototype, featuring the use of LEGO bricks for the
physical and digital pieces. BB3D is a novel type of an AR game augmenting
traditional board games with features from computer games. The initial
experiments involving kids indicate that it is promising with respect to add
computer game excitement to board games and to add a social dimension to
computer games. The paper discusses the concept for the game, implementation
issues, the physical setting for the game, user interfaces, as well as
tailorable pieces and warriors. Based on qualitative experiments with children,
we discuss central design issues for future AR board games. Keywords: Augmented reality, ARToolkit, design with children, game interfaces,
multi-user board game, LEGO |
When the Whole is Less than the Sum of the Parts: Humanising convergence in interactive systems design | | BIBAK | PDF | 19 | |
Steve Howard; Elizabeth Hartnell-Young; Graeme Shanks; John Murphy; Jennie Carroll | |||
Convergence, viewed as the union of disparate technical solutions, is
frequently proposed as a way of maximising value for end users: reducing the
number of distinct technologies users have to purchase, learn and use. Yet few
empirical studies of use and convergent technology have been reported. Though
convergence as a catchphrase has had currency for over a decade now, a tension
remains between those who argue for strong-specific solutions, i.e. carefully
targeted 'information appliances', and those who prefer weak-general
approaches, the ICT equivalent of the Swiss army knife. We describe the dynamic
nature of the trade-off between usability and functional complexity that is
inherent in convergence. We contrast current products as examples of
'Convergence-by-Design' with empirical data that illustrates users' practices
in both combining previously non-converged solutions and separating previously
converged solutions. We conclude that effective resolution of the
usability/complexity trade-off involves both designers and users, and that
sub-optimal resolution can trigger the workarounds that we call
'Convergence-in-Use' and 'Divergence-in-Use'. Keywords: Convergence, Usability Knee, Divergence |
Shared Visualizations in Support of Distributed Creative Communities | | BIBAK | PDF | 20 | |
Alastair Weakley; Ernest Edmonds | |||
The paper is concerned with support for distributed groups of creative
knowledge workers: in this case designers. We consider requirements that
designers have regarding internalisation and externalisation of ideas and
concepts as well as requirements relating to collaboration. We review an online
system whose facilities for the graphical representation of data were found to
be popular. The evaluation was in the context of a group task and the results,
including instances of tacit knowledge sharing, have led us to formulate a
number of recommendations as to how such systems might be made still more
effective for collaborative working. Keywords: Design, creativity, collaboration, distributed groups, support systems |
Does touching a Projection Augmented model and interacting with it using a spatially coincident device, affect a user's perception of its size? | | BIBAK | PDF | 21 | |
Emily Bennett; Brett Stevens | |||
A Projection Augmented model (PA model) is a novel type of display. It
consists of a real physical model, onto which a computer image is projected to
create a realistic looking object. PA models provide their users with
whole-hand haptic feedback and support spatially-coincident haptic interaction
devices. This paper reports on an experiment that investigated the effect these
factors have on a user's perception of the size a PA model. Results showed that
touching a PA model increased the accuracy of size estimates; however using a
spatially-coincident haptic interaction device had no effect. Keywords: Projection Augmented models, haptic, Tangible User Interface, Size
Perception |
Pictures Made for Walking: Pilots & Orienteers 1 | | BIBAK | PDF | 22 | |
Nicola J. Bidwell | |||
A study of human navigation situated in unfamiliar physical environments is
described. This considers the efficacy of images of landmarks and other visual
features to communicate routes. Themes are derived from self-reported visual
and textual data on the intersubjective transfer and use of egocentric
perspectives. These relate to designing a mobile device which uses community
authored information to support navigation in physical environments. It is
proposed that some themes are significant for theory on spatial knowledge and
mobile collaboration. Design principles should distinguish features that are
"ready-to-hand" for navigation situated in unfamiliar environments from those
that are highly memorable. Keywords: Diary-study, spatial awareness, locational information, mobile
collaboration, navigation, egocentric perspective |
i-Map: An Interactive Visualisation and Navigation System of an Image Database for Finding a Sample Image to Initiate a Visual Query | | BIBAK | PDF | 23 | |
Suryani Lim; Ray Smith; Guojun Lu | |||
A traditional image database system relies on text annotation to retrieve
images. A Content Based Image Retrieval (CBIR) system automatically extracts
visual features using the content of the images so that users can retrieve the
images using the extracted features. Research in CBIR has mainly concentrated
on feature extraction. The Page 0 problem, the problem of initiating a visual
query without a sample image, has largely been neglected. Proximity
visualisation is a type of display in which the physical locations of images
reflect their perceptual distances as closely as possible. When the display is
contextually meaningful, users can navigate the image database to find the
target or sample image, potentially solving the Page 0 problem. In this paper,
we propose i-Map (image map) as a solution for the Page 0 problem. i-Map is an
interactive system which allows users to find an image by navigating a
proximity visualisation display of a large colour image database and to then
issue a visual query. Keywords: Visualisation, Content Based Image Retrieval, Multidimensional Scaling |
A Framework for Human-Web Interaction | | BIBAK | PDF | 24 | |
C. J. Pilgrim; G. Lindgaard; Y. K. Leung | |||
Navigation is a critical issue in the World Wide Web and as such there is
much interest in developing new navigation techniques and tools. Unfortunately,
many of these new developments focus on technological innovation without
considering other aspects of human-web interaction and underlying theories.
Conceptual frameworks provide structure and guidance for design and research.
This paper provides a comparative analysis of a number of conceptual frameworks
particularly addressing the role of goals and navigational strategies. A
schematic framework for human-web interaction is proposed providing interface
designers and researchers with an insight into the various components and
concepts in relation to web navigation. Keywords: Navigation, World Wide Web, framework |
Capturing User Experience: Using Distributed Cognition Theory to Inform the Sustainable Design of Meteorological Information Systems in Australia | | BIBAK | PDF | 25 | |
Jo-Anne Kelder; Paul Turner | |||
The Australian Bureau of Meteorology (BoM), faced with the challenge of
meeting rising end-user expectations and managing associated increases in the
workload of its forecasters, has initiated the Forecast Streamlining and
Enhancement Project (FSEP) to re-design its meteorological information systems
(MetIS). The challenge for FSEP and for the research is to acquire the
information requirements of forecasters without interrupting the continuous
work of forecasting. This research challenge is compounded by the fact that
many of the most critical information requirements arise in the cognitive
interactions between forecasters and because a 'key bottleneck' for weather
products remains the situated, embodied and distributed nature of the
interactions used to generate the forecast. This paper presents a case study
exploring the utility of distributed cognition (DCog) theory as one approach to
address these research challenges and to produce insights that capture
forecasters' experiences as a context for the design of the BoM's next
generation of MetIS. At the theoretical level, DCog theory allows for the
capture and validation of design insights through observing cognitive behaviour
as a system of individuals interacting within their natural environment. At the
methodological level, the data collection techniques deployed allowed for the
capture of the complex socio-technical nature of forecasters' information
sharing without interrupting their work. This paper highlights the utility of
DCog theory as a sustainable methodology for sensitising designers to an
awareness of the cognitive implications of changes to information systems
and/or work processes. Keywords: Distributed Cognition, Computer-mediated communication, Information Systems
research methods |
A Remote Interactive Master Class in Surgery | | BIBAK | PDF | 26 | |
Chris Gunn; Duncan Stevenson; Alex Krumm-Heller; Sakti Srivastava; Patricia Youngblood; LeRoy Heinrichs; Parvati Dev | |||
This paper describes a concept demonstration of a remotely conducted,
virtual surgical training master class. A networked immersive virtual
environment was used to link instructor and selected students, while the
remaining audience of health professionals observed both the contents of the
instruction and the instructor-student interactions. The demonstration
illustrated the multiple levels of computer-human interaction involved in this
large-scale scenario. The focus of the interactions between the computer
systems and the participants was at the level of the problem domain, so that
the participants, both the specific students involved and the wider auditorium
audience, would feel that their experience was in some way akin to the
instructor being present in person and conducting demonstration surgery. The
actual demonstration was conducted at a simulation technologies conference held
in Canberra, Australia. The medical and surgical instructors were at Stanford
University in the USA. The responses of the audience and participants were
collected in a questionnaire and the results are presented. Keywords: Haptics. 3D visualization. Collaborative virtual environment. Remote
instruction. Surgical simulation Surgical training. Presence. Distance learning |
Using Cultural Probes to Explore Mediated Intimacy | | BIBAK | PDF | 27 | |
Jesper Kjeldskov; Martin R. Gibbs; Frank Vetere; Steve Howard; Sonja Pedell; Karen Mecoles; Marcus Bunyan | |||
Intimacy is a crucial element of domestic life that has received
insufficient attention from Human-Computer Interaction (HCI) researchers
despite their rapidly growing interest in the design of interactive
technologies for domestic use. Intimate acts differ from other activities, and
there are unexplored opportunities to develop interactive technologies to
support these acts. This paper presents the first phase of a two-part study
exploring the potential of interactive technologies to support intimate
relationships. We contribute to this uncharted domain of HCI research a
literature review of concepts useful in understanding intimacy and methods for
its investigation. We conclude with preliminary results and suggestive design
ideas for interactive technologies intended to support intimacy. Keywords: Domestic Technology, Personal Technology, Intimacy, Cultural Probes,
Contextual Interviews |
Experimental Findings for Awareness Elements in Real-time, Distributed, Collaborative Authoring | | BIBAK | PDF | 28 | |
Gitesh K. Raikundalia; Hao Lan Zhang | |||
Real-time, distributed, collaborative writing systems allow a group of
distributed authors to work on a document simultaneously. An important factor
in achieving effective collaborative authoring is the incorporation of group
awareness. Group awareness provides comprehensive knowledge about other authors
and activities other authors perform upon the document. This paper reports
results about awareness elements from an empirical study of group awareness.
The four most important elements requiring support were found to be:
communication support, knowing the tasks for which other users are responsible,
the ability to comment on what other users have done and knowing where other
users are currently working within the document. Keywords: Real-time collaborative authoring, group awareness, awareness elements |
Representation of self-reported information usage during mobile field studies: Pilots & Orienteers 2 | | BIBAK | PDF | 29 | |
Jeff Axup; Nicola Bidwell; Stephen Viller | |||
This paper presents two representations of data arising out of an
exploratory diary study of mobile behaviour. They were developed as user
centred tools for analysing and communicating situated, self-reported data and
understanding environmentally immersed actions of mobile users. The Information
Flow Chart (IFC) focuses on use of environmental information and decision
making. The Contextual Information Map (CIM) depicts spatial activity data. The
representations were used to help understand navigation behaviour during the
study. Based on this experience, we believe they can assist efficient analysis
and presentation of contextual information and develop into useful tools for
developers of mobile technologies. Keywords: User modelling, diary studies, egocentric perspective, mobile ethnography,
User Centred Design |
Reading Marks: An Exploration of Online Reading and Annotation | | BIBAK | PDF | 30 | |
Eriko Tamaru; Kei Tanaka; Kimitake Hasuike; Gene Golovchinsky; Takeshi Nagamine | |||
Despite the proliferation of digital documents in the workplace, computers
provide poor support in understanding them. We are interested in exploring the
effect of sharing annotations that can help people comprehend documents. We
have developed a shared annotation system for active reading, and conducted an
experiment to evaluate its effect. While no significant effect was found on the
degree of understanding, such an effect might exist on the combination of an
interface and task. The acceptance of such reading was split depending on
readers' attitude to others' annotations. Readers who trust others' marks
showed higher acceptance. This suggests that the context of annotations is
essential to interpreting the marks. Keywords: Annotation, Active Reading, Reading Support System, Shared Document,
Annotation Sharing, Paper-like User Interface, Digital Documents, Experience
Design, Interaction Design, Understanding, Tablet PC |
Interactive Landmarks: Linking Virtual Environments with Knowledge-Based Systems | | BIBAK | PDF | 31 | |
Christian Mueller-Tomfelde; Cecile Paris; Duncan Stevenson | |||
This paper describes the concept of interactive landmarks for human computer
interaction in a three-dimensional virtual environment enhanced with
knowledge-based reasoning. The proposed concept of landmarks extends the
traditional and more passive role of landmarks for orientation and navigation
tasks. It enables the system to perform additional reasoning about the user's
interactions in space. This approach bridges the gap between a simulation of
physical system in a virtual environment and its potential representation in a
knowledge-based reasoning system and couples the systems to form a
knowledge-enhanced virtual environment. As a proof of concept, we present an
initial prototype of an application for surgical training using the concept of
interactive landmarks. The goal of the prototype is to demonstrate how training
can be authored and interaction can be designed in a coherent and effective
way. Keywords: Human Computer Interaction, interactive landmarks, virtual environment,
knowledge-based reasoning, surgical training |
Interactive spaces: Towards Collaborative Structuring and Ubiquitous Presentation in Domestic Environments | | BIBAK | PDF | 32 | |
Kaj Grønbæk; Marianne Petersen | |||
This paper analyses the use of media and material in private homes based on
empirical studies in a project on designing interactive domestic environments.
Based on the analyses we propose a Domestic Hypermedia infrastructure (DoHM)
combining spatial, context-aware and physical hypermedia to support
collaborative structuring and ubiquitous presentation of materials in private
homes. With DoHM we propose establishing new relationship between digital and
physical hyperspaces, folding hyperspaces into the physical space of the
household. Thus we strive to combine the qualities of physical domestic
materials and spaces with the flexibility and dynamics of digital hyperspaces.
We propose a variety of new ubiquitous home appliances called MediaWall,
MediaTable, MediaTray and MediaPort, which address these issues. Keywords: Interactive spaces, augmented reality, context awareness, ubiquitous
hypermedia, domestic technology, multimedia, physical hypermedia |
The Privacy of Money and Health: A User Study | | BIBAK | PDF | 33 | |
Supriya Singh; Kylie C. Bartolo | |||
In this paper we report on a qualitative and quantitative study of people's
control of personal information in Australia. User control is the central
requirement for privacy and identity. Control of personal information varies
according to activity and social context. Boundaries of privacy differ for
money and health. The challenge for design is to digitally replicate these
multifarious interpretations of privacy and identity while ensuring ease of
use. Keywords: Money, Health, Privacy, Identity, User study, Information |
"Help Me Pull That Cursor" -- A Collaborative Interactive Floor Enhancing Community Interaction | | BIBAK | PDF | 34 | |
Peter G. Krogh; Martin Ludvigsen; Andreas Lykke-Olesen | |||
In this paper we describe the development, experiments and evaluation of the
iFloor, an interactive floor prototype installed at the local central
municipality library. The primary purpose of the iFloor prototype is to support
and stimulate community interaction between collocated people. The context of
the library demands that any user can walk up and use the prototype without any
devices or prior introduction. To achieve this, the iFloor proposes innovative
interaction (modes/paradigms/patterns) for floor surfaces through the means of
video tracking. Browsing and selecting content is done in a collaborative
process and mobile phones are used for posting messages onto the floor. The
iFloor highlights topics on social issues of ubiquitous computing environments
in public spaces, and provides an example of how to exploit human spatial
movements, positions and arrangements in interaction with computers. Keywords: Interactive floor, library, ubiquitous computing environments, spaces as
interface, social computing, interaction design, designing for community
interaction, video tracking |
Understanding Movement as Input for Interaction -- A Study of Two Eyetoy Games | | BIBAK | PDF | 35 | |
Astrid T. Larssen; Lian Loke; Toni Robertson; Jenny Edwards | |||
Interaction between people and computers can now be driven by movements of
the human body without the need for mediation by other input devices. We
present a way of conceptualising movement-based interaction. Our approach uses
two existing frameworks for investigation of the relationship between bodily
actions and the corresponding response from technology. The first framework
examines characteristics of an interface in terms of "Sensible, Sensable, and
Desirable" movement properties. In the second framework movement is seen as a
form of "communication" between the user and technology, and the analysis looks
at the implications this has for realising the interaction. Keywords: Design framework, embodiment, embodied interaction, human body, human
movement, input, physical interaction, human-centred design |
From Piles to Tiles: Designing for Overview and Control in Case Handling Systems | | BIBAK | PDF | 36 | |
Stefan Blomkvist; Inger Boivie; Masood Masoodian; Jenny Persson | |||
Poor overview and control of workload in electronic case handling systems is
a potential health risk factor which affects the users. Case handling systems
must therefore be designed to give the users a better overview and maximum
control over their workload. In an earlier study, we developed a prototype
interface for managing cases, based on the piles metaphor. This paper
introduces a second prototype, which is designed to incorporate the findings of
an evaluation of the piles metaphor prototype. In this second prototype cases
are visualized as "tiles", reflecting the number and complexity of the cases.
This paper also describes some the results of the evaluation of the tiles
prototype. Keywords: Case handling, Occupational health, Overview, Control, Information
visualization, User interface design, Workflow management, Pile metaphor, Tile,
Design process |
Bridging Technical and HCI Research: Creating Usable Ubiquitous Computing | | BIBAK | PDF | 37 | |
Tim Cederman-Haysom; Margot Brereton | |||
This paper describes methods used to support collaboration and communication
between practitioners, designers and engineers when designing ubiquitous
computing systems. We tested methods such as "Wizard of Oz" and design games in
a real domain, the dental surgery, in an attempt to create a system that is:
affordable; minimally disruptive of the natural flow of work; and improves
human-computer interaction. In doing so we found that such activities allowed
the practitioners to be on a 'level playing ground' with designers and
engineers. The findings we present suggest that dentists are willing to engage
in detailed exploration and constructive critique of technical design
possibilities if the design ideas and prototypes are presented in the context
of their work practice and are of a resolution and relevance that allow them to
jointly explore and question with the design time. This paper is an extension
of a short paper submitted to the Participatory Design Conference, 2004. Keywords: Human-centered design, participatory design, interaction design, design
games, ubiquitous computing, multimodal interfaces |
Towards Understanding Information Architecture: A Distributed Cognition Study of an IT Community of Practice | | BIBAK | PDF | 38 | |
Sam Harvey; Toni Robertson; Jenny Edwards | |||
Intranets can play significant roles in medium to large organisations. They
provide the means for people to communicate and traverse through information
spaces, independently of geographical and/or temporal constraints. To date, the
term Information Architecture (IA) has been adopted by technology designers to
describe both structure and the process of organising information. This paper
presents a study of IA as situated in intranet use within a higher-education
organisation. The use of ethnographically-informed methods combined with a
distributed cognition analytic framework provides an opportunity to extend
existing conceptions of IA as it is realised and represented in daily work
activities. Keywords: Information architecture, intranets, information spaces, communities of
practice, ethnography, distributed cognition, HCI |
Trust in mobile guide design: exploiting interaction paradigms | | BIBAK | PDF | 39 | |
Connor Graham; Keith Cheverst; Steve Howard; Jesper Kjeldskov; Frank Vetere | |||
Trust is an important issue in the design of context-aware mobile guides.
Here we draw on the field evaluations of two different mobile guides to explore
trust related incidents. Important factors in trust relationships are user
expectations and managing the user's sense of vulnerability. However,
uncertainty is currently unavoidable with mobile guide systems. Consequently,
given the user's expectations, evidence of the system providing incorrect
information (e.g. caused by uncertainty in location due to limited network
coverage) is likely to adversely affect the user's trust in the system. We
argue here that the interaction paradigm supported by the system can play a
crucial role in managing the user's trust. Furthermore, we argue that
personified interaction paradigms (Local, Guide, Chaperone, Buddy, Captain) can
act as a useful tool for designers developing mobile guides. Keywords: Context-aware computing, User studies and fieldwork including ethnographic
methods |
Standing up to Falling Down -- Using the Familiar to Catch the Unusual | | BIBAK | PDF | 40 | |
Russell Beale; Sam Davies | |||
Detecting impairment is particularly difficult in people, and is especially
important if they are in charge of a vehicle. We describe how we have augmented
the familiar and unchallenging medium of pen and paper by using a digital pen
coupled with established paper tests in order to develop a screening device for
driver impairment which may be used at the roadside. This form of impairment
testing does not isolate or intimidate any member of the general public as a
computerized test may do, and proves to be highly acceptable and accurate.
Results presented show that impairment can be detected, but that the current
tests are not discriminatory enough. Keywords: Impairment, user testing, novel interaction, pervasive computing |
Social Circles and Intersections: Creating a Peer-based Supportive Community Online | | BIBAK | PDF | 41 | |
Russell Beale | |||
In this paper, we present a design study that describes how we used a
web-based bulletin board system to support children who suffer from cystic
fibrosis. Their illness tends to make them feel socially isolated, and
face-to-face group meetings are not possible, and hence we looked to the
internet to provide a suitable infrastructure for us to build a supportive
community dedicated to this patient group, which could provide support,
information and a social meeting place of which they could feel an important
part. We discuss the design issues that faced us in trying to create such a
community for this group of users. Keywords: Social circles, community, cystic fibrosis, design study |
Empirical Validation of a Computer-Mediated Coordination of Interruption | | BIBAK | PDF | 42 | |
Sonja Gievska; John Sibert | |||
User's cognitive state is extremely fragile and sensitive to external
interruption, especially when a user is performing a cognitively-taxing task.
Given that interruptions frequently occur during human-computer interaction,
and given the relative scarcity of human attention and their vulnerability to
interruptions, interruption-resistance is needed to be considered when
designing user interfaces. The main objective of this research has been to
explore the possibility of facilitating user's performance in a context of
interruption, by employing a context-sensitive computer-mediated coordination
of interruption. A novel Interruption Taxonomy, which synthesizes various kinds
of interruption-related context information, served as a basis for implementing
graceful coordination of interruption. An exploratory user study was conducted
to experimentally evaluate the adequacy of the proposed approach for mediating
interruptions and the utility of the Interruption Taxonomy. Keywords: Context-sensitive user interfaces, human interruptions, coordination of
human interruptions, interruption taxonomy |
A Design Approach for Tangible User Interfaces | | BIBAK | PDF | 43 | |
Sriram Subramanian; Bernard Champoux | |||
Tangible interfaces allow physical control and representation of digital
information. When designing such interfaces one needs to take into
consideration the potential conflicts between the hardware of the artifact and
the form of the user control. The design problem is a search for an appropriate
fitness (or effortless co-existence) between these two aspects. This problem
makes tangible interface design different from the traditional graphical
interface design. In this paper we present an approach to aid the design of
tangible interfaces based on the desired fitness. We investigate the potential
conflicts of tangible interaction by addressing the fitness problem and propose
a set of guidelines (in the form of eight questions) that help by defining the
boundaries of the electro-mechanics (hardware) and ergonomic design space,
identifying the nature of tangible interaction for various subtasks and finally
fitting the various components of the electro-mechanics and physical-ergonomics
of the artifact to provide a component level fitness. This component level
fitness can form the basis for the final form of the tangible interfaces. Keywords: Tangible computing, design approach, tangible user interface design,
collaborative design |
Usable Security and E-Banking: Ease of Use vis-á-vis Security | | BIBAK | PDF | 44 | |
Morten Hertzum; Niels C. Juul; Niels Jørgensen; Mie Nørgaard | |||
Electronic banking must be secure and easy to use. An evaluation of six
Danish web-based electronic banking systems indicates that the systems have
serious weaknesses with respect to ease of use. Analysis of the weaknesses
suggests that security requirements are among their causes and that the
weaknesses may in turn cause decreased security. Conceptually we view the
conflict between ease of use and security in the context of usable security,
intended to match security principles and demands against user knowledge and
motivation. Automation, instruction, and understanding can be identified as
different approaches to usable security. Instruction is the main approach of
the systems evaluated; automation relieves the user from involvement in
security, as far as possible; and understanding goes beyond step-by-step
instructions, to enable users to act competently and safely in situations that
transcend preconceived instructions. We discuss the pros and cons of automation
and understanding as alternative approaches to the design of web-based
e-banking systems. Keywords: Usable security, ease of use, security, electronic banking, public key
infrastructure, strong passwords |
Combining Developmental Theories and Interaction Design Techniques to Inform the Design of Children's Software | | BIBAK | PDF | 45 | |
Peta Wyeth; Mark Venz | |||
This paper describes a novel approach to developing design guidelines for
educational software for children. This approach involves the application of
theoretical research from the field of developmental psychology and practical
techniques from human-computer interaction to guide the design process. The aim
of the study was to determine the extent to which Interaction Design techniques
support theories from developmental psychology in informing the design of new
software systems for children. It was also intended to provide researchers and
practitioners with a comparison to these two methods. The study involved a
thorough review of literature on childhood development and learning as well as
a user study which integrated observations of and interviews with children. The
study has shown the effectiveness of each of the data gathering approaches in
the development of design guidelines based on the unique needs of children.
These two methods have proven to be complimentary on a number of levels, with
the literature review providing important high-level, all-purpose data and the
user study adding specific contextually rich detail. A combination approach
which includes both methods, each with their specific strengths, was found to
be successful as a first step in the design of software for children. Keywords: Interaction Design and Children, Novice Programming Environments, Design,
Developmental Psychology, Educational Applications |
The Complex Structure of Office Work: Tasks, Activities & Modes | | BIBAK | PDF | 46 | |
Wally Smith | |||
An observational study of the busy week of a solicitor is reported in which
the deep structure of work is revealed in terms of tasks, activities and modes.
The need to trade-off two sorts of contextual continuity (task vs mode) is
presented as a fundamental cause of work fragmentation. This analysis extends
recent research that has tended to analyse surface activity when investigating
the role of informational artifacts to aid task management. The findings here
show how meta-work is heavily integrated into task work and point to the
limitations of task management tools that separate things-to-do planners and
schedules from the content of work. Keywords: multitasking; interruptions; task switching; knowledge work |
Maintaining Human Agency in the Design of Context-Aware Systems: Design Games in a Dental Surgery | | BIBAK | PDF | 47 | |
Brett Campbell; Margot Brereton | |||
This paper describes a series of design games, specifically aimed at
exploring shifts in human agency in order to inform the design of context-aware
applications. The games focused on understanding information handling issues in
dental practice with participants from a university dental school playing an
active role in the activities. Participatory design activities help
participants to reveal potential implicit technical resources that can be
presented explicitly in technologies in order to assist humans in managing
their interactions with and amidst technical systems gracefully. Keywords: Human agency, context-aware, design games |
Cost-Benefit Analysis of Website Design and Its Effect on Revisit Intention | | BIBAK | PDF | 48 | |
Paulus Insap Santosa | |||
This paper presents a research in progress that investigates a cost-benefit
analysis of website design and its effect on user revisit intention. It borrows
the Social Exchange Theory in which visiting a website is considered as an
exchange transaction where users may get benefits and incur some costs. To
assess user revisit intention, this paper also borrows the Theory of Reasoned
Action. It is hypothesized that user intention to revisit is positively
determined by the benefit the users get from their previous visit and
negatively determined by the incurred cost. Proposed methodology is discussed. Keywords: Cost-benefit analysis, Social Exchange Theory, revisit intention, Theory of
Reasoned Action |
Supporting Multiple Identities in the Instant Messaging Virtual Community | | BIBAK | PDF | 49 | |
Hong Minh Tran; Yun Yang; Gitesh Raikundalia | |||
In recent years, Instant Messaging (IM) has become one of the most growing
online communities, reaching millions of users at home and at work worldwide.
As the community expands, assuming multiple identities (MID) becomes a common
behaviour of the IM members. This paper reports our ongoing research on the
support for MID. Our study used an online survey and face-to-face interviews to
identify user needs in supporting MID in IM. The study has identified five
themes including single nickname, multiple avatars, multiple statuses, boundary
control and interoperability. Reflecting on these themes, we propose a model of
MID support in IM. Keywords: Instant Messaging, multiple identities, virtual community |
Exploring Web Exploration: An Empirical Study | | BIBAK | PDF | 50 | |
Aaron Mullane; Sandrine Balbo | |||
The World Wide Web provides a wealth of resources, and coupled with its
structure, creates a unique exploratory environment that is quite different to
conventional applications. In this paper we present a refinement of exploration
for the web, based on the analysis of observations and interviews of end user's
exploring web sites. This refinement is necessary to support our future
research where we intend to model user's exploration. Keywords: Exploratory Behaviour, Human Navigation Method, World Wide Web |
Implementation of a User-Centered Design Process in a large Software Development Organization | | BIBAK | PDF | 51 | |
Natalie Woletz; Dirk Zimmermann | |||
Requirements for software systems are well known and can be found in
software-ergonomic literature in form of style guides, ISO standards or
guidelines. Also a lot of Usability Engineering models do exist, consisting of
stages, tasks and methods that are thought to be necessary to accomplish an
optimal design. In those models the Usability Engineering Process mostly is
described independently from other business processes within an organization,
like sales and marketing processes, software development, testing or
requirement engineering. Especially how to integrate a complete Usability
Engineering Process (UEP) into an existing organisation is not well described
in current publications. How can overlapping or differentiation from existing
processes be defined? What are the interrelations between organizational
aspects on one hand and a successful UEP on the other hand? The authors will
describe what aspects have to be considered while implementing a UEP not as a
"stand-alone" process but as one out of many processes, already implemented in
an organization. This will be described using an example, where a UEP was
gradually implemented in a large software development organization over a
period of three years. The aim of this paper is to provide a good practice
example that allows practitioners to derive ideas for introducing a UEP into
their organization. In addition, this article encourages research activity in
the field of organisational development in the HCI field. Keywords: User centered design process, usability engineering, process implementation,
organisational aspects of user centered design process, organisational
development, business process reengineering |
Towards a Platform for Usability Remote Tests via Internet | | BIBAK | PDF | 52 | |
Naouel Moha; Ahmed Seffah; Qing Li; Gabriel Michel | |||
Remote Usability tests over the Internet have become possible due to the
advent of new technologies, wireless networks and the Internet. The remote
usability labs raise the research issues beyond technical problems to resolve.
These issues consist in determining the interest of the remote usability
testing in comparison with traditional usability labs. This paper aims at
clarifying these questions and gives also an insight of the RANA project whose
goal is to provide a platform equipped with tools for conducting empirical
studies and remote usability testing. Keywords: Usability, Usability Labs, Remote Usability Testing, RANA (Remote
Architecture for Net-based Analysis) |
Integration of Speech and Gesture Inputs during Multimodal Interaction | | BIBAK | PDF | 53 | |
Julien Epps; Sharon Oviatt; Fang Chen | |||
Speech and gesture are two types of multimodal inputs that can be used to
facilitate more natural human-machine interaction in applications for which the
traditional keyboard and mouse input mechanisms are inappropriate, however the
possibility of their concurrent use raises the issue of how best to fuse the
two inputs. This paper analyses data collected from a speech and manual
gesture-based digital photo management application scenario, and from this
derives assumptions and fusion thresholds with which future speech/gesture
systems can be designed. Gesture input was found to overlap with speech input
in nearly all multimodal constructions (95%), and was completely subsumed by
speech input in most multimodal constructions (56%), in distinct contrast to
previous similar analyses for combined pen and speech input, in which the pen
input frequently precedes the speech input. Keywords: Multimodal interaction, speech and gesture input, fusion, synchronization,
segmentation, interaction styles |
Pair Writing: Towards the Support of Design Collaboration in Danish Retail Industry | | BIBAK | PDF | 54 | |
Adi Tedjasaputra; Eunice Ratna Sari | |||
Communication problems often occur in an engagement that involves several
diverse stakeholders. The problems are due in large part to some gaps in domain
knowledge among the stakeholders. A solution to communication problem is the
establishment of communication common ground among the stakeholders. Persona
and the narrative structure of scenario are powerful in providing a means of
communication. Nevertheless, the practice of scenario-based design is often
infeasible due to restricted resources. This paper will introduce Pair Writing
to foster design collaboration. A case study in the Danish retail industry
illustrating the support of design collaboration will also be presented. Keywords: Pair Writing, Design Collaboration, Communication, Retail Industry |
An Ethnography of Speech Recognition | | BIBAK | PDF | 55 | |
Ben Kraal | |||
This short paper reports the preliminary findings of our ethnographic
investigation into the use of commercial speech recognition technologies in
real work places. We discuss how our ethnographies have shown that the
usability of speech recognition is equally about the technology and the social
environment in which it is used. We also discuss our method and its wider
implications to areas other than speech recognition. Keywords: Ethnography, speech recognition, actor-network theory, locales framework,
ubiquitous computing |
Earcon for Intermittent Information in Monitoring Environments | | BIBAK | PDF | 56 | |
Marcus Watson; Toby Gill | |||
In this paper we discuss the first of a series of experiments evaluating
earcons for critical care environments. We examine peoples' ability to monitor
earcons conveying systolic and diastolic blood pressure while conducting a
distractor task. The results showed that when a beacon is present prior to the
earcon, participants' judgment of pitch and duration information improved. The
results of the study also indicated presence of historical information in the
earcon may interfere with participants' judgments. However, since participants
felt more confident in their recall of previous values when the historical
information was present, the results may reflect insufficient training. Keywords: Auditory displays, Earcon, Beacons, Blood pressure, Memory |
Can people learn about elevation following navigation through a virtual building? | | BIBAK | PDF | 57 | |
Michael Tlauka | |||
This study examined people's spatial knowledge of elevation following
exploration of a multistorey virtual environment. Fifty-four University
students explored a virtual house consisting of three floors that were
connected by a lift and two staircases. Each floor contained two distinctive
objects, which served as targets in a subsequent pointing task. When pointing
to the targets (which were hidden from view), the accuracy of the tilt
(up/down) responses was significantly better than chance level. Estimates
towards targets above and below were made with equal accuracy. Keywords: Virtual Reality, spatial memory, elevation |
The effect of music on monitoring a simulated anaesthetised patient with sonification | | BIBAK | PDF | 58 | |
Penelope Sanderson; Vivian Shek; Marcus Watson | |||
The idea of sonifying anaesthetised patients' vital signs is gaining
acceptance, but some anaesthetists are concerned about additional noise in the
operating theatre. We tested the effect of ambient music (jazz, classical and
rock) on participants' ability to monitor a simulated anaesthetised patient
with sonification and visual monitors. Participants liked working with ambient
music when workload was low. Participants preferred rock music, but reported
working better with classical. Ambient music has less effect on participants'
ability to monitor the simulated patient than a distractor task does. We
discuss practical implications of these findings. Keywords: sonification, auditory displays, music, musicality, anaesthesia, timeshared
tasks, noise |
Design of a customizable user interface for mobile communication devices focusing on the emotional aspects of design | | BIBAK | PDF | 59 | |
Bong Kug Kim | |||
The Emotional design theories can be categorised into 2 aspects --
operational aspects (response to functionality) and emotional aspects
(engagement to the product). The current focus upon emotional design has looked
at customisation of the appearance, not the functionality. This paper
investigates customising the functionality and how people respond to the
emotional design aspects such as embedding a user's identity into the system.
This design aims to make a customisable interface for mobile devices. Keywords: Customization, user interface (UI) design, emotional design, product
identity |
3G Multimedia Content Production as Social Communication | | BIBAK | PDF | 60 | |
Christine Satchell; Supriya Singh; John Zic | |||
Young people are taking advantage of the ever-increasing accessibility and
technical capabilities of 3G phones and the Internet to represent their
experiences through multimedia content. However, this practice is inhibited by
design shortcomings which don't adequately protect the privacy of content,
problemitise content management and which limit distribution. This paper
explores how possible design solutions were envisioned thorough the use of a
scenario, called the Trophy Room. Keywords: Multimedia content production, privacy, archiving, distribution, 3G phones |
Maintenance Activities with Wearable Computers as Training and Performance Aids | | BIBAK | PDF | 61 | |
David Liu | |||
Engineers refer to technical manuals when performing maintenance on complex
mechanical equipment, often located in difficult environments. Wearable
computers provide their users access to information at any time or place. It is
hypothesised that accessing technical manuals on a wearable computer would
allow maintenance engineers to perform their tasks faster and more accurately.
A planned case study involving Mechanical Engineering students is described in
this paper, including the expected outcomes and their possible implications. Keywords: wearable computers, head-mounted displays, performance aiding, interactive
electronic technical manuals |
Evaluating Computer Games for Children: Exploring Fun through the Concept of Flow | | BIBAK | PDF | 62 | |
Mikael B. Skov; Michal Gajos; Jeanette D. Thomsen | |||
This paper reports from an experiment on evaluating enjoyment of children
playing computer games. The experiment involved 40 children playing the same
computer game in different conditions. In order to measure enjoyment, we adapt
the concept of flow that characterizes a state of consciousness experienced by
people who are deeply involved in an enjoyable activity. Our results show that
children playing the same game in the same physical context perceive the
playing situation as more challenging than children playing in separate
contexts. On the hand, the same children find it more appealing and fun to play
and race against other children when they are located in the same physical
context. Keywords: Computer games, enjoyment, flow, children |
Picture Scenarios: An Extended Scenario-based Design Method for Mobile Appliance Design | | BIBAK | PDF | 63 | |
Sonja Pedell | |||
This paper presents an extended scenario-based design method for the design
of mobile appliances. This method builds on the results of two studies with
designers in industry. Central to the method is the representation of dynamic
use context, a core characteristic of mobile appliance use, with the use of
picture scenarios. The initial use of this method in three design workshops is
reported here, along with the feedback of the participants. Keywords: Methods, scenario-based design, mobile appliance design, dynamic use
context, picture scenarios |
Designing a Drawing Tool for Children: Supporting Social Interaction and Communication | | BIBAK | PDF | 64 | |
Mikael B. Skov; Berith L. Andersen; Kasper Duhn; Kasper N. Garnæs; Olga Grünberger; Ulrik Kold; Anders B. Mortensen; Jakob A. L. Sørensen | |||
Children constitute a growing segment of potential users of interactive
software technologies, and graphical interactive drawing tools may support
children in developing social skills and in expressing emotions and stories. In
this paper, we present Tuzz+ which is a graphical interactive drawing tool for
children that enables the sharing of drawings between children and facilitates
theme-based drawing. We outline the theoretical and empirical background for
the tool, present the graphical interface, and evaluate our solution in a
usability test. Keywords: Drawing technologies, children, social interaction |
Usability Attributes: an initial step toward effective User-Centered Development | | BIBAK | PDF | 65 | |
Vince Bruno; Ghassan Al-Qaimari | |||
The definition of usability has evolved over time. Some of the proposed
definitions have been general, and apply to all types of interactive systems.
Others were tremendously influenced by the experience of those who proposed the
definitions and the domain in which they practiced usability. The definitions,
in general, seem to agree that the targeted users, the complexity of the task,
the type of technology (the interactive system), and environment (context of
use) are the common factors that impact the usability of the interactive
system. However, the attributes of usability that describe "a measure of how
well actions are being performed with an interface" do seem to differ from one
definition to another. It is precisely these attributes that we wish to focus
on in this paper: how to identify them?, why they tend to differ from one
definition to another?, why identifying them is crucial to the success of the
interactive system?, and finally, how identifying the usability attribute can
lead to effective user-centred development? Keywords: Usability, attributes, human-computer interaction, universal usability,
quality of use, user-centred development |
Design and Use of Learning Styles in Flexible Environments -- an empirical grounded research proposal | | BIBAK | PDF | 66 | |
Rikke Orngreen; Bent Soelberg; Carsten Yssing | |||
Based on interesting results from a certification course, we have begun to
formulate a research proposal within the design and use of learning styles in
e-learning environments. In the course each participant's preferred learning
style is uncovered and an individual curriculum is developed. Simultaneously a
high degree of mutual learning takes place due to innovative ways of
collaboration; among others between mature adult employees and younger college
students. We have applied an HCI perspective in our analysis of this
preliminary or preparation phase case study, focusing on users of a flexible
e-learning course and on future design issues Keywords: design, research proposal, collaboration, learning style, community
interaction, e-learning |
Supporting the HCI community: methods, tools & techniques Some observations on the use of Cultural Historical Activity Theory (CHAT) | | BIBAK | PDF | 67 | |
Kevin Sweeney; Arola von Baggo | |||
This paper describes the experience of using Cultural-Historical Activity
Theory (CHAT) as a tool to evaluate and analyse computer systems designed to
support collaborative writing. Keywords: Cultural-Historical Activity Theory, Analytical Tools, Collaborative Writing |
Designing an Environment for Annotating and Grading Student Assignments | | BIBAK | PDF | 68 | |
Beryl Plimmer; Paul Mason | |||
A number of software tools are available to annotate documents with digital
ink. However, they only partly solve the problem of annotating and grading
student assignments, this task requires digital annotation capabilities,
recognition of digital ink and support for workflow practices. We are
particularly interested in marking student programming assignments. Programs
differ from essays and reports in that they: often need to be examined
non-sequentially, exist in multiple files and are usually compiled and executed
as a part of the marking process. In this paper we describe the design process
for our initial design of such a paperless environment, describe the design
decisions we have made and our first prototype, 'Penmarked'. We discuss how
this work may inform others designing pen-based applications and conclude with
future work. Keywords: Paperless environments, annotation, pen-based computing, design strategies |
Enabling local interaction and personalised networking in residential communities through action research and participatory design | | BIBAK | PDF | 69 | |
Marcus Foth; Margot Brereton | |||
This paper explores how to support the building of networks and network
social capital in place-based communities through the use of internet and
personal communications technologies. The trends away from conventional
neighbourhood interactions to interactions centred around the workplace,
personal interests and personalised networking are examined. Through a case
study, new forms of interactions in neighbourhoods are identified. Preliminary
implications for the support of neighbourhood interactions as well as a
framework for understanding community interactions are presented. Keywords: Community Networks, Residential Communities, Participatory Design,
Interaction Design, Community Informatics, Neighbourhoods, Urbanism |
Privacy and Security within Intelligent Environments | | BIBAK | PDF | 70 | |
Craig Chatfield; Rene Hexel | |||
This paper discusses the current research in maintenance of user's privacy
within an intelligent environment. The need to ensure user privacy within an
intelligent environment means the development is as much a socio-technical
challenge as a technical one. Users must have complete confidence in the
ability and willingness of an intelligent environment to keep their information
private before the system will be used. The consideration of user privacy at
the design stage is therefore essential to an intelligent environments success.
The paper presents a privacy aware intelligent environment architecture that seeks to incorporate the user privacy and security design requirements for an intelligent environment. The architecture uses secure communication and user pseudonyms to maintain user privacy, and trusted third parties for secure identity management. User information is managed by the user's privacy preferences, and the intelligent environment's services are utilised in a way that minimises the risk to a user's privacy. Keywords: Intelligent Environments, Privacy, Security |
Dual Monitors Support Group Awareness in Multiplayer Computer Games | | BIBAK | PDF | 71 | |
Hong Minh Tran; John Craik; Yun Yang; Gitesh Raikundalia | |||
This paper reports our exploratory study that investigates the potential of
dual monitors in facilitating multiplayer computer games (MCG's). We conducted
a laboratory experiment of MCG's played with single and with dual monitors.
Dual monitors were used to display awareness information about team players.
Participants showed overwhelming interest in playing games with dual monitors.
Overall, they found dual monitors useful in supporting their games as dual
monitors facilitate team communication and stimulate informal communication. Keywords: Dual monitors, awareness, multiplayer computer games, laboratory experiment |
Group Awareness Support for Past, Current and Future Work in Real-time Collaborative Authoring | | BIBAK | PDF | 72 | |
Gitesh K. Raikundalia; Hao Lan Zhang | |||
Group awareness has become important in improving the usability of
real-time, distributed, collaborative writing systems. However, the current set
of implemented awareness mechanisms is insufficient in providing extensive and
comprehensive awareness in collaborative authoring. This research extends the
pool of all known awareness mechanisms (including those yet to be implemented).
The research discovered several awareness mechanisms not found and reported
elsewhere, through conducting usability experiments with a real-time
cooperative editor. This paper describes several mechanisms, such as Task
Allocation Tree, User Action List and User-based History Tracking, discovered
from the experiments. Keywords: Computer Supported Cooperative Work, real-time collaborative authoring,
group awareness |
Scenario-based Design Methods in Mobile Appliance Development: A Case Study in Industry | | BIBAK | PDF | 73 | |
Sonja Pedell; Frank Vetere | |||
This paper investigates how scenario-based design methods can better support
the development of mobile appliances. We report the results of an industry case
study in a telecommunication organization. Insights were gained into the use of
scenarios in current design practice in industry. Because changing use context
is a main characteristic of mobile appliances, one focus was on the problems
and possibilities of capturing context in scenarios. Initial suggestions are
proposed for encoding use context and changing use context in scenarios. Keywords: Methods, scenario-based design, mobile appliance development, mobile use
context |
The Human Being in the 21st Century: Design perspectives on the representation of users in IS development | | BIBAK | PDF | 74 | |
J. Nielsen; N. Christiansen; K. Levinsen; L. Nielsen; C. Yssing; R. Ørngreen; T. Clemmensen | |||
In this theoretical paper we present a research proposal that focus on who
we are as humans in the perspective of the designers of the technologies of the
21st century. In the global world of today, we need rich portraits of human
beings in order to develop the mono-cultural and mono-dimensional models
embedded in the techniques and methods used currently by designers in software
companies. We outline the idea of creating rich multimedia portraits of the
human user of multimodal technologies and we suggest a possible framework and a
tentative methodology for initiating such a research enterprise. Keywords: User representations, HCI methods and techniques, cultural models, designer
perspective, multimodal interfaces |
Client Centred Design a collaborative case study on the feasibility of e-learning | | BIBAK | PDF | 75 | |
Rikke Orngreen; Janni Nielsen; Karin Levinsen | |||
Exploring the feasibility of e-learning in collaboration with the client
resulted in an outline of possibilities for e-learning strategies, focusing on
different design scenarios and barriers. Working together with the client
engaging in a mutual learning process was the main approach. It is a way for
both partners to investigate the client's current activities and knowledge,
competences and resources, and raise questions about what they need to consider
when contemplating a large e-learning project. Focus was on critical questions
to ask and further steps to explore and investigate in order to benefit from
the opportunities within an online Continuing Medical Education (CME)
programme. Point of departure for the work, and the core for the e-learning
scenarios outlined was the understanding that decisions about an e-learning
strategy must reflect and build on (but not be limited to) the client's
competences and resources. Hence mutual reflections on the client's ability to
provide for a possible solution are a pre-requisite. Keywords: Client centred studies, mutual learning, e-learning and collaboration |
Usability of Complex Systems in the Organisational Context | | BIBAK | PDF | 76 | |
Wannapa Suratmethakul; Helen Hasan | |||
This paper describes research into contextual factors that appear to
influence the successful implementation of a complex system in an organisation.
A grounded theory approach was used to collect and analyse data on the
introduction, into a large educational institution, of a timetabling system
that was already well established in another similar organisations. The results
of the study show that the usability of a system which supports complex tasks
can be critically determined by the organisational context but this can be
overlooked with detrimental consequences. Keywords: Usability, organisational context, complex systems |
Using a taxonomy of errors as a conceptual framework for differences in patterns of use for casual and novice users | | BIBAK | PDF | 77 | |
Jocelyn Harper; Peter Caputi; Rohan Jayasuria; Shae-Leigh Vella; Peter Hyland | |||
A taxonomy of errors was applied in a recent study of casual and novice
users of a statistical analysis software. The taxonomy was found to be useful
and several extensions to the taxonomy were proposed. The aim of this study is
to confirm the theoretical validity of the proposed extensions and the
usefulness of the taxonomy in describing the patterns of human-computer
interaction and predicting changes in use patterns with learning. Keywords: Human errors, Human-computer interaction, Usability, Taxonomy of errors |
Design-Side Considerations: A Reaction to DUEM | | BIBAK | PDF | 78 | |
Robert K. Brown | |||
Evaluation of a system's usability is a difficult task, but a new method,
DUEM, addresses several of the issues. Any evaluation conducted after the fact
however has limited effect, so further work is required at the design end of
the lifecycle. Early-Phase elicitation tools, such as i*, may form the basis
for new design tools which simplify software development, improve usability and
ensure greater system success. Informing such design tools with the principles
of the latest Activity Theory-based usability evaluation methods, such as DUEM
should facilitate easier testing. As an added benefit, such a design method can
form the first stage of an entire software development process where these
complex evaluations serve to verify and validate the product. Keywords: Usability testing, validation and verification, Activity Theory, DUEM,
interaction, early-phase, elicitation |
Designing Applications for Mobile Phones: The Mobile Subject Assistant | | BIBAK | PDF | 79 | |
Sam Jebeile | |||
The rapid adoption rate of mobile phones coupled with advancements in
supporting technologies suggests mobile phones may now be a viable tool for
classroom use. In this paper we introduce the Mobile Subject Assistant, a
proposed mobile phone based course tool. The tool is intended to assist in the
delivery of university level subjects with an emphasis on student
participation, collaboration and group or project work. We discuss a number of
issues related to the design of interfaces for mobile phone applications and
briefly describe the design of the interface to the Mobile Subject Assistant. Keywords: Mobile technologies, mobile phones, collaborative learning, course tool |
Usability/User Interface Design in Agile Processes | | BIBAK | PDF | 80 | |
Anne Fuller | |||
The increasing popularity of the "agile" software development methods has
prompted claims that such methods compromise the usability of the delivered
product. However, this need not be the case. While some authors have suggested
remedial extensions or additions that run in parallel with the chosen method,
we believe that any agile method, properly applied, will produce software
equally as useable as that produced by any other method.
The aim of this paper is twofold. Firstly we present a survey of many of the arguments made in the literature, thus bringing together a number of differing concerns. Then we set out to present our arguments debunking these claims. Keywords: Usability design, user interface design, agile development |
Mirroring Does Not Equal Transparency: The Importance of Culturally Aware Student | | BIBAK | PDF | 81 | |
Penney MacFarlane; Anne Fuller | |||
The University of Wollongong, along with most other Australian universities,
now has considerable investment in delivering courses to Asian markets. While
there is some concern regarding the relevance of a Western-based subject
delivery to an Asian culture, most transnational teachers do localize course
materials to varying degrees. However, the web-based interfaces to the subject
materials are rarely, if ever, similarly adapted to better suit the culture of
the intended target audience.
In this paper we argue that failure to take into consideration student perceptions of the interface provided to the materials may adversely affect the usability of such systems. Any advantages gained by localizing course content may thus be totally negated. We contend that providing a culturally aware student-computer interface is equally as important as ensuring local relevance of content. Keywords: distance education, culture, Hofstede, educational web design; human
computer interface |
Methods of Online Grocery Shopping: Linking and Searching | | BIBAK | PDF | 82 | |
Mark Freeman | |||
There are two dominant methods for locating information or goods on websites
and online systems: searching and linking. Most previous research on searching
and linking methods has focused on generic websites dedicated to locating
information, such as Yahoo, rather than the searching and linking mechanisms
used in specific applications, such as online shopping. In contrast, this study
assessed the searching and linking metaphors inherent in online grocery stores,
where each website must provide efficient tools for locating products if they
are to be successful e-commerce websites. Worldwide grocery sites were judged
against a checklist of advanced search features, and the use of searching and
linking methods on the sites was evaluated using results from shopping scripts
completed by eighteen participants. Keywords: World Wide Web, Searching, Linking, E-commerce |