Elderly Speech-Gaze Interaction | | BIBAK | Full-Text | 3-12 | |
Cengiz Acartürk; João Freitas; Mehmetcal Fal; Miguel Sales Dias | |||
Elderly people face problems when using current forms of Human-Computer
Interaction (HCI). Developing novel and natural methods of interaction would
facilitate resolving some of those issues. We propose that HCI can be improved
by combining communication modalities, in particular, speech and gaze, in
various ways. This study presents elderly speech-gaze interaction as a novel
method in HCI, a review of literature for its potential of use, and discusses
possible domains of application for further empirical investigations. Keywords: Multimodal; Gaze; Eye tracking; Speech; Elderly; Interaction |
Design Engineering and Human Computer Interaction: Function Oriented Problem Solving in CAD Applications | | BIBAK | Full-Text | 13-24 | |
Gisela S. Bahr; Stephen L. Wood; Anthony Escandon | |||
CAD Software such as CREO and SolidWorks are used to develop mechanical
parts and assemblies and do not explicitly support the function of the feature,
component, part or assembly. Therefore, the reasoning of why and how a design
is developed has not been incorporated into current CAD systems. At the same
time, CAD systems support sophisticated functions such automated routing,
modelling and simulation of dynamic and geometric properties and design
solutions tracking. In this paper we investigate (a) to what degree CAD tools
have advanced beyond drafting tools to include cognitive supports that
facilitate problem solving and (b) which possibilities exist to enhance CAD
with cognitive tools that with focus on the intersection between cognitive
psychology, interaction design and design engineering remain unexplored. Keywords: Engineering design; Design reasoning; Design support; Design cognition;
Problem solving; Creo; SolidWorks; Functional fixedness |
Assessing the Inclusivity of Digital Interfaces -- A Proposed Method | | BIBAK | Full-Text | 25-33 | |
Michael Bradley; Patrick Langdon; P. John Clarkson | |||
In the assessment of the inclusivity of products with interfaces for digital
devices, there are difficulty and validity issues relating the cognitive demand
of using and learning an unfamiliar interface to the capabilities outlined in
the population source data. This is due to the disparity between the types of
cognitive tasks used to create the source data, and those needed to operate a
digital interface.
Previous work to understand the factors affecting successful interactions with novel digital technology interfaces has shown that the user's technology generation, technology prior experience and their motivation are significant. This paper suggests a method which would permit digital interfaces to be assessed for inclusivity by similarity to known interaction patterns. For a digital device interface task that contained a non-transparent or novel interaction pattern, then the resulting cognitive workload could also be assessed. Keywords: Inclusive design; Exclusion audit; Errors; Older user; Usability; Prior
experience |
Socio-Technical Barriers Induced by the Design of Emerging Technologies | | BIBAK | Full-Text | 34-45 | |
Samuel B. Buchdid; Roberto Pereira; Heiko H. Hornung; M. Cecília C. Baranauskas | |||
Emerging technologies may impose barriers on groups of people or even the
whole society. These barriers are of a socio-technical nature and impact the
acceptance, adoption and use of technology. In this paper we investigate
Interactive Digital TV (iDTV) as an example of such emerging technology. We
identify and discuss socio-technical barriers that arise in the domain of iDTV.
As our method, we present, analyze and discuss a study of iDTV application
design situated in the real context of a Brazilian broadcasting company. News
and documents from the Brazilian Digital TV Forum portal were used to
understand external forces that act on Digital TV and the society. Our findings
indicate that iDTV acceptance is negatively influenced by project decisions
that do not consider socio-technical constraints, and also the beneficial of
the "Socially Aware Computing" perspective to propose design solutions that
make sense for stakeholders, including end users. Keywords: Interactive Digital TV; Human-Computer Interaction; Socially Aware
Computing; Organizational Semiotics; Participatory Design |
Consideration of Measuring Human Physical and Psychological Load Based on Brain Activity | | BIBAK | Full-Text | 46-53 | |
Hiroaki Inoue; Shunji Shimizu; Ishihara Hirotaka; Yuuki Nakata; Hiroyuki Nara; Takeshi Tsuruga; Fumikazu Miwakeichi; Nobuhide Hirai; Senichiro Kikuchi; Satoshi Kato; Eiju Watanabe | |||
In Japan and developed countries, it has become aged society, and wide
variety welfare device or system have been developed. But these evaluation
methods of welfare device or system are limited only stability, intensity and
partial operability. Because of, it is not clear to determine the standard to
evaluation for welfare device or system of usefulness. Therefore, we will
attempt to establish the standard for evaluation about usefulness for
objectively and quantitatively for including non-verbal cognition. We examine
the relationship between human movements and brain activity, and consider the
evaluation method of welfare devices and systems to measure the load and
fatigue which were felt by human. In this paper, we measure the load for
sitting and standing movement using NISR. We tried to make sure for the
possibility of the quantitatively estimation for physical or psychological load
or fatigue by measuring of brain activity using NIRS (Near Infra Red
Spectroscopy). As results, when subjects perform the movement task, the
statistical significant difference was shown in the specific part of the brain
region. Keywords: NIRS; EMG; Welfare technology; Useful welfare device evaluation |
Defining Acceptable Interaction for Universal Access | | BIBAK | Full-Text | 54-63 | |
Simeon Keates | |||
Many new assistive input systems developed to meet the needs of users with
functional impairments fail to make it out of the research laboratory and into
regular use by the intended end users. This paper examines some of the reasons
for this and focuses particularly on whether the developers of such systems are
using the correct metrics for evaluating the functional attributes of the input
technologies they are designing. In particular, the paper focuses on the issue
of benchmarking new assistive input systems against a baseline measure of
useful interaction rate that takes allowance of factors such as input
success/recognition rate, error rate, correction effort and input time. By
addressing each of these measures, a more complete understanding of whether an
input system is practically and functionally acceptable can be obtained. Keywords: Interaction rate; Universal access; HCI; Input technologies; Error rate;
Assistive technologies; Acceptability |
The Bridge Connecting Theory to Practice -- A Case Study of Universal Design Process | | BIBAK | Full-Text | 64-73 | |
Yilin Elaine Liu; Seunghyun (Tina) Lee; Ljilja Ruzic Kascak; Jon A. Sanford | |||
In a typical design process, the decision making process by which desirable
and predictive outcomes are achieved is clearly defined by problem definition,
goals and objectives setting, design criteria development, design solution
generation and evaluation of the solutions. In contrast, the current literature
on Universal Design typically jumps from Universal Design as an ideal and set
of principles to Universal Design as an artifact. Without interpreting
Universal Design principles into specific design criteria, it is not possible
to understand design intent, reliably evaluate design outcomes, replicate
design processes or outcomes, or generalize findings to other products and
environments. In this paper, an universal design process has been proposed and
illustrated in a case study of a universally designed voting system in which
Universal Design has been applied throughout the design process in a consistent
and explicit way to produce a desirable Universal Design outcome. Keywords: Universal design; Design process; User interface |
Camera Mouse + ClickerAID: Dwell vs. Single-Muscle Click Actuation in Mouse-Replacement Interfaces | | BIBAK | Full-Text | 74-84 | |
John Magee; Torsten Felzer; I. Scott MacKenzie | |||
Point-and-click interface modalities are a pervasive method of interacting
with graphical user interfaces. Users of mouse-replacement interfaces use
alternative input devices to replace the mouse for pointing and clicking. We
present a comparison of click actuation modalities with users of the Camera
Mouse, a motion-tracking mouse interface. We compare dwell-time click
generation against detecting a single intentional muscle contraction with an
attached sensor (ClickerAID). A preliminary evaluation was conducted as well as
an in-depth case study with a participant with the neuromuscular disease
Friedreich's Ataxia. The case study shows modest temporal differences among the
test conditions in movement time and throughput, though the participant
subjectively favored the ClickerAID interface. Keywords: Human-computer interaction; Mouse-replacement interfaces; Camera mouse;
ClickerAID; Dwelling; Intentional muscle contractions; Neuromuscular diseases;
Friedreich's ataxia |
Analyzing the Design Space of Personal Informatics: A State-of-practice Based Classification of Existing Tools | | BIBAK | Full-Text | 85-97 | |
Fredrik Ohlin; Carl Magnus Olsson; Paul Davidsson | |||
We are presently seeing a rapid increase of tools for tracking and analyzing
activities, from lifelogging in general to specific activities such as exercise
tracking. Guided by the perspectives of collection, procedural, and analysis
support, this paper presents the results from a review of 71 existing tools,
striving to capture the design choices within personal informatics that such
tools are using. The classification system this creates is a contribution in
three ways: as a standalone state-of-practice representation, for assessing
individual tools and potential future design directions for them, and as a
guide for new development of personal informatics tools. Keywords: Personal informatics; Quantified self; State-of-practice; Design choices;
Classification |
Eye Tracking Evaluation of User Experience on Large-Scale Displays | | BIBAK | Full-Text | 98-108 | |
Andrew Schall | |||
Recent advancements in technology have made eye tracking less expensive,
much easier to use, and flexible enough to track a variety of display sizes and
configurations. Larger high-resolution displays have become an increasingly
prominent format for many users. New user behavior patterns have been emerging
between primary and secondary (also known as second screen) displays. This
paper describes a new research approach in order to understand what attracts
user attention and identifies what they see when interacting with these
devices. A case study is presented that demonstrates the procedures and
findings for a study that involves eye tracking of a large-screen television
display. The study described is a user experience evaluation of dynamic
on-screen content presented as a part of the display during a television
program. Keywords: Eye tracking; Large-scale displays; Television; User experience; Second
screen; Study design; Case study |
Design and Development of Multimodal Applications: A Vision on Key Issues and Methods | | BIBAK | Full-Text | 109-120 | |
Samuel Silva; Nuno Almeida; Carlos Pereira; Ana Isabel Martins; Ana Filipa Rosa; Miguel Oliveira e Silva; António Teixeira | |||
Multimodal user interfaces provide users with different ways of interacting
with applications. This has advantages both in providing interaction solutions
with additional robustness in environments where a single modality might result
in ambiguous input or output (e.g., speech in noisy environments), and for
users with some kind of limitation (e.g., hearing difficulties resulting from
ageing) by yielding alternative and more natural ways of interacting. The
design and development of applications supporting multimodal interaction
involves numerous challenges, particularly if the goals include the development
of multimodal applications for a wide variety of scenarios, designing complex
interaction and, at the same time, proposing and evolving interaction
modalities. These require the choice of an architecture, development and
evaluation methodologies and the adoption of principles that foster constant
improvements at the interaction modalities level without disrupting existing
applications. Based on previous and ongoing work, by our team, we present our
approach to the design, development and evaluation of multimodal applications
covering several devices and application scenarios. Keywords: Multimodal interaction; Design and development; Evaluation |
Creating Forms and Disclosures that Work: Using Eye Tracking to Improve the User Experience | | BIBAK | Full-Text | 121-131 | |
Jonathan Strohl; Christian Gonzalez; Jacob Sauser; Soodeh Montazeri; Brian Griepentrog | |||
Forms and disclosures are a central component of business and customer
interactions. However, they often lack good visual organization or clear and
concise language, highlighting a distinct need for more extensive usability
testing and research. In particular, eye tracking serves as an excellent tool
for evaluating and improving paper and electronic forms. In this paper, we
present numerous examples of the benefits of eye tracking for form usability as
well as practical considerations for conducting eye tracking on paper forms. In
addition, we provide two case studies of paper form eye tracking. One involves
a paper diary designed to track users' television viewing habits and the other
is a multi-page government form. Our experiences suggest that paper forms are
amenable to traditional usability testing practices and also benefit from the
additional insights gained through eye tracking. Keywords: Eye tracking; Usability testing; Form design; User experience research |
Using Interpretive Structural Modeling to Make Decisions for Direction of Caring Design | | BIBAK | Full-Text | 132-142 | |
Ming-Tang Wang | |||
Interpretive structural modelling (ISM) is a well-established methodology
for identifying relationships among specific items, which define a problem or
an issue. The natural caring is born with human beings; besides caring persons
the natural environment is also important. In this research, Interpretive
structural modeling (ISM) is used to make decision for design direction of
rescuing injury in landslide disaster, recognized the main target to solve ease
of use and independent problems (level 1) and the main problem are reliability
issues (level 2), the safe issue (Level 3), the security issue (level 4) for
the proposed stretcher. Finally, the design direction is concluded, new
stretcher structure was proposed to be independent and confident for conveying,
and collecting the scenario for ATV drag rescue stretcher. Keywords: Caring design; Design direction; ISM; Make decision |
How to Construct UX and Story in HCI or Service Design | | BIBAK | Full-Text | 143-150 | |
Toshiki Yamaoka; Misako Sakamoto | |||
The three attributions of products, the four stories, the ten feelings and
the six experiences are important items in HCI or service design. The three
attributions of products: usefulness, usableness and desirableness, the four
stories: historical story, newest story, fictitious story and actual story, the
ten feelings: joy, familiarity, surprising, satisfaction, lovely, longing,
expectation, comfort, interest, impression, experience: experience of obtaining
something, unusual experience, experience of getting something after doing
tasks, experience of getting convenience, experience of longing for something,
experience of feeling through the five senses. These items are integrated into
a basic or applied UX-Story system diagram. These relationship are clarified
and UX designer or engineer can construct a flame of UX design or service
design. Keywords: UX; Story; UX-Story system diagram; HCI; Service design |
Social Networks: Technological and Social Aspects of Social Network-Mediated Interaction of Elderly People | | BIBAK | Full-Text | 153-161 | |
Laura Burzagli; Paolo Baronti; Lorenzo Di Fonzo | |||
Services for the social interaction of elderly persons are here considered
here and described. After an initial analysis, the implementation within the
framework of an existing Social Network Site, such as Facebook, is proposed. Keywords: Social network sites; Elderly people; Social interaction |
Accessibility in E-Commerce Tools: An Analysis of the Optical Inclusion of the Deaf | | BIBAK | Full-Text | 162-173 | |
Maria Eduarda de Araújo Cardoso; Daniela de Freitas Guilhermino; Rafaella Aline Lopes da Silva Neitzel; Laura Sanchéz Garcia; Roberto Elero Junior | |||
The deaf communities are members of a unique culture and language, the Sign
Language. Worldwide, the spoken/oral language is predominant, however, Deaf may
encounter several hindrances to establish social relationships using
spoken/oral language. E-commerce systems are significantly important not only
to the listeners, but also to the Deaf, as E-commerce systems are the main
vehicle for online shopping. Currently, the majority of the population shops
online; nevertheless, the conditions in which information is disclosed in such
systems may not appropriately respect the particularities of the Deaf. In this
context, this paper supports the hypothesis that, identifying the accessibility
requirements for the Deaf, the development of inclusive E-commerce systems is
feasible and, thus, ensuring that the benefits and utilities provided by
E-commerce systems are also accessible by deaf people. Therefore, in order to
prove our hypothesis, the implications that the Sign Language (first language
of the Deaf infers to the communication, to improve the accessibility of such
environments, must be identified. This paper investigates the necessities of
the deaf community when accessing Web systems, and based on evaluation
mechanisms, analyses the environments developed using E-commerce tools
concerning accessibility aspects. Keywords: Accessibility; Web accessibility; Deaf community; E-commerce tools |
Generating User Interfaces for Users with Disabilities Using Libraries of XSLT, UIML, and Stylesheet Files | | BIBAK | Full-Text | 174-182 | |
Lawrence Henschen; Julia Lee; Ning Li; Xia Hou | |||
We describe a method for reconfiguring and reformatting documents, in
particular web pages, to meet the needs of users with different abilities. The
method merges our previous work on semantic markup [1] and presentation of
intelligent documents [2] with a new approach to interoperability of document
processing [3]. Semantic markup provides information about the purpose of
elements in a document, in the spirit of HTML5 [4]. The work on intelligent
documents provides means for dynamically adding functionality to a presentation
system. The first new concept in this paper is to use XSLT [5] to reformat and
reconfigure the material in a document to better meet the needs of a user. The
second new concept is to create public libraries of XSLT, UIML, and stylesheet
files for classes of users with different needs. A user then configures his or
her browser for that user's abilities. When the browser opens a document, it
retrieves an appropriate publicly accessible library to use in transforming and
presenting the document. Keywords: Universal access; XSLT translation; UIML; Semantic mark-up; Document
presentation |
Medium-Fidelity Usability Evaluation for the American Community Survey Website | | BIBAK | Full-Text | 183-192 | |
Temika Holland; Erica Olmsted-Hawala | |||
The American Community Survey (ACS) website provides supplementary
information about ACS participation and about ACS data (e.g., data collection,
data utilization, survey procedures, etc.). Additionally, the ACS website is a
portal to the American Fact Finder (AFF) for access to ACS data. The U.S.
Census Bureau is undergoing a new initiative to change the look and feel of
Census sites, and various design features have been modified on a web based
prototype for the redesigned American Community Survey (ACS) website, including
navigational tools and layout. Feedback on whether users of the site would be
able to obtain the information they need given the new design features was
warranted. The site was tested in its early stages of development using a
web-based prototype with limited functionality (i.e., medium-fidelity). Eye
tracking was incorporated in the evaluation of the site to gain an in-depth
understanding of users' visual interaction and to add support to observed
findings. In addition, differences in eye-fixation duration on Areas of
Interest during optimal task performance and non-optimal task performance were
explored. Keywords: Usability; Eye tracking; Task performance; Fixation duration |
Effects of Facebook Like and Conflicting Aggregate Rating and Customer Comment on Purchase Intentions | | BIBAK | Full-Text | 193-200 | |
Yu-Hsiu Hung; Hsueh-Yi Lai | |||
The conflict between an aggregate rating and a customer's comment oftentimes
cause consumers' negative feelings on the quality of a product. The purpose of
this study was to investigate whether such conflict influenced an individual's
purchase intentions. Particularly, this study looked at how social influence
mediated the effects of a conflicting aggregate rating and a customer's comment
on purchase intention. To achieve the goal, an online mixed factorial
experiment was conducted with one hundred and eighty-four student volunteers.
The independent variables of interest were: consistency of aggregate rating and
customer comment and number of Facebook likes. The dependent variable was
purchase intention. In this study, participants were mainly recruited through
the social groups on Facebook. Participants were instructed to provide their
degrees of purchase intentions to snack food on our experimental website
(containing pages reflecting differing treatment conditions under the
independent variables). Results of the experiment showed that the conflict
between a aggregate rating and a customer's comment, as well as the number of
Facebook likes respectively had significant impacts on purchase intentions.
Results of this study have implications on the design of social interfaces on
social commerce websites. Keywords: Aggregate rating; Customer comment; Purchase intention |
(Digital) Social Innovation Through Public Internet Access Points | | BIBAK | Full-Text | 201-212 | |
Christoph Kaletka; Bastian Pelka | |||
The post-industrial innovation system with its distinct focus on social
innovation allows for theoretical and conceptual connections between innovation
research and new fields of social practice. In this article we elaborate on the
potential of social innovation and especially digital social innovation to
tackle digitally excluded persons' needs. Public internet access points are key
infrastructures driving the digital inclusion of marginalized persons.
Empirical results presented in this paper shows that these players act socially
innovative by creating collaborative spaces for digital inclusion, by
developing hybrid staff competence profiles and by creating community-based,
intergenerational learning content. The paper relates research perspectives
from the social innovation and the digital inclusion discourse and argues
against the background of research and development results of six EU funded
projects on social innovation and/or digital inclusion in the years 2011-2015. Keywords: Telecentre; Digital gap; Digital inclusion; Social innovation; Digital
social innovation |
On the Need for Assistance in HTML5 Web Authoring Systems | | BIBAK | Full-Text | 213-220 | |
Julia C. Lee; Lawrence J. Henschen | |||
HTML5 incorporates semantics, including among others the purpose and
intention of the web author, as an integral part of the language and
specification. The goal is to allow more sophisticated browsers to render the
content in ways that are appropriate for both the platform and the abilities of
the user, thereby achieving universal access. However, achieving that goal
depends on web authors using the elements and attributes correctly. We
illustrate why this will be difficult for most web authors. We propose that web
editors be enhanced to provide guidance to web authors in the correct and
proper usage of the HTML5 features and give some examples of how this might
work. Keywords: HTML5; WAI-ARIA; Semantic web; Universal access |
A WYSIWYG Editor to Support Accessible Web Content Production | | BIBAK | Full-Text | 221-230 | |
Hedi Carlos Minin; Javier Jiménez Alemán; Carolina Sacramento; Daniela Gorski Trevisan | |||
In a world where lay users on web languages and standards are responsible to
produce content to web, it's essential the presence of tools which support the
creation of accessible content. This paper proposes to make Web accessibility
concepts more understandable to these users with the incorporation of WCAG 2.0
accessibility guidelines in HTML WYSIWYG editors they use. For that we designed
and prototyped such Editor and performed preliminaries usability tests with
target users. Results shown that accessibility warnings were easy to understand
and to apply but difficult to perceive them. Keywords: Accessibility guidelines; WYSIWYG HTML editor; WCAG 2.0; ATAG 1.0 |
Video Accessibility on the Most Accessed Websites -- A Case Study Regarding Visual Disabilities | | BIBAK | Full-Text | 231-241 | |
Johana M. Rosas-Villena; Bruno Ramos; Rudinei Goularte; Renata P. M. Fortes | |||
The availability of video content has increased along with the popularity of
the Web due to the large amount of interactive systems and video sharing. This
scenario should be carefully considered by video authors since the content
needs to be accessible to a variety of final users (including people with
disabilities). Although efforts have been made to improve accessibility for
embedded videos on webpages, there still the need to develop accessibility
solutions for video content. In this study we aim to analyze the video
accessibility on the most accessed websites, identify the accessibility
controls they had or not and which navigation mode they used to help people
with visual disabilities. We analyze each video player of the top 50 websites
to identify which controls they use. Also, we made a case study with a blind
user, who was interviewed too. As results we realize that the most accessed
websites are not accessible. Additionally, the blind user reported the problems
he has to understand video content, to navigate through webpages and to use
video players. The most accessed websites did not have accessible controls,
only two sites allow to watch videos with captions. The blind user has reported
main issues and barriers that he usually faced while trying to access video
contents in the websites, and these comments are specially lessons that all
video developers should have in mind. Keywords: Facilitas player; Video accessibility; Blind users |
The Accessibility of Web-Based Media Services -- An Evaluation | | BIBAK | Full-Text | 242-252 | |
Norun C. Sanderson; Weiqin Chen; Siri Kessel | |||
Online digital media is becoming the most important arena for general
information sharing and public debate. Making this arena accessible to all is
essential for equal participation in today's society. However, the
accessibility of web-based media services has not been given much attention
despite their importance for the democracy of our society. The overall
objective for this research is to gain knowledge on universal design of
websites containing complex multimedia, in order to ensure equal access for
diverse groups operating different devices in various situations. To achieve
this objective, we have conducted heuristic evaluations of the news web pages
at the Norwegian Broadcasting Corporation (NRK), the authoring tools for
journalists, and focus group interviews on the accessibility of NRK.no. The
preliminary results show that although participants expressed general positive
attitude towards the design of NRK.no, many accessibility challenges remain to
be addressed. Keywords: Universal design; Web accessibility; Media service; Heuristic evaluation;
Focus group; WCAG; ATAG |
Interactive Software Technology for Deaf Users: Mapping the HCI Research Landscape that Focuses on Accessibility | | BIBAK | Full-Text | 253-264 | |
Alexandros Yeratziotis; Panayiotis Zaphiris | |||
The purpose of this paper is to chart research developments in HCI
literature that focuses on accessibility for the deaf user group. A map for
this particular landscape has been constructed based on a review of the four
most relevant sources in HCI that focuses on accessibility, from 2000 to 2013.
The map describes topics of research that are covered under the umbrella of
Interactive Software Technology (IST) for deaf users in HCI literature that
focuses on accessibility. To construct the map and identify these topics a
systematic approach was applied, involving a number of stages and employing
several research methods (literature review, focus group and card sorting). The
resulting map, which underwent three revisions, consists of 23 code categories
in total: 3 main categories, 8 subcategories, 7 second-level subcategories and
5 third-level subcategories. This paper can act as a guide for other
researchers interested in conducting research within this landscape. Keywords: Map; Deaf user; HCI; Accessibility; Interactive software technology |
Speech Recognition Native Module Environment Inherent in Mobiles Devices | | BIBA | Full-Text | 267-278 | |
Blanca E. Carvajal-Gámez; Erika Hernández Rubio; Amilcar Meneses Viveros; Francisco J. Hernández-Castañeda | |||
Applications on mobile devices have been characterized for their usability. The voice is a natural means of interaction between users and mobile devices. Traditional speech recognition algorithms work in controlled media are targeted to specific population groups (e.g. age, gender or language to name of few), and also require a lot of computational resources so that the algorithms are effective. Therefore, pattern recognition is performed in mobile applications as web services. However, this type of solution generates high dependence on Internet connectivity, so it is desirable to have an embedded module for this task that does not consume many computational resources and have a good level of effectiveness. This paper presents an embedded mobile systems for voice recognition module is presented. This module works in noisy environments, it works for any age of users and has proved that it can work for several languages. |
Advances on Breathing Based Text Input for Mobile Devices | | BIBA | Full-Text | 279-287 | |
Jackson Feijó Filho; Wilson Prata; Thiago Valle | |||
This paper highlights the progress of exploring a puffing activated keyboard for mobile phones. This approach aims to stand as an assistive technology for users with motor disabilities. From the implementation of prior versions we were able to identify recurring and persistent issues, such as ambient noise handling and keyboard layout. Some of these issues were detected during the experiments and some were reported by users. The advances achieved in this work are narrated from the outcomes of the implementation and experimentation of a mobile phone application that handles e.g. background noise by performing signal processing and a new keyboard layout. |
BeaconPass: A Location Based APP Game for Traveler | | BIBAK | Full-Text | 288-297 | |
Tsung-Yuan Ho; Chien-Hsu Chen; Sheng-Fen Chien; Yi-Hsuan Chen; Su-Yu Liu; Juan Sebastian Bayona | |||
BeaconPass is a smartphone/tablet application inspired by shared problems
among travelers. Following our previews research; lack of internet access, GPS
inaccuracy, battery life and insufficient site-specific information, reflect on
travelers getting lost and missing on their touring expectations. Thus it was
decided that the application's goal is to narrow the gap between previously
planned activities and the exploration of a city. Beacon technology was
selected as the means, from which the application would develop, to ease the
exploration of a city. Given the potential that beacon technology holds for
showcasing a wide offer of visiting alternatives, on a site-specific basis, the
application has been packaged into a game that seeks to encourage the traveler
to meet unplanned locations. Graphically, the game uses a "pirate's journey"
metaphor that allows the user to level up while engaging in an open exploration
of the city. Keywords: Ibeacon; Location based game; APP; Traveler; Service design; Mobile
application |
Difference in Readability of Mobile Devices by Age Groups | | BIBAK | Full-Text | 298-305 | |
Kohei Iwata; Yuki Ishii; Tatsuya Koizuka; Takehito Kojima; R. Paul Lege; Masaru Miyao | |||
We carried out experiments to evaluate the readability of e-books under
various conditions of illuminance. We used two types of e-paper, Amazon Kindle
Paperwhite and Sony Reader, as well as plain paper as a reference. In this
study, we focused on the effects of the contrast ratios between characters and
background of e-book readers in terms of readability. This study found a
dependency between the contrast ratio of the text of each device and their
readability according to age groups. Keywords: Evaluation of accessibility; Usability; Readability; User experience;
Contrast ratio; E-books; E-paper; Kindle paperwhite; Sony reader |
Mobile Assistive Technology Mapping and Integration | | BIBAK | Full-Text | 306-317 | |
Luis Felipe Jimenez; Patricia Morreale | |||
Assistive technology (AT) is designed to identify and provide individuals
with disabilities independence and equal access to interact with their
environment. With this type of assistance, people can maximize their
independence and their performance of tasks they were not able to accomplish
before. The research project illustrated here identifies one approach for an
campus accessibility map to allow a population with mobility impairments to
improve their daily experience when navigating through the Kean University
campus. This project integrates an accessible campus map design with an
interactive Android navigation mobile application to permit the identification
of convenient accessible pathways within campus. In the project design phase,
after a review of available accessibility maps elsewhere, usability studies
were conducted in order to ensure that the application will meet the needs of
the users. In the development phase, an accessibility layer was created on top
of Google maps to display the accessible information on campus buildings,
including convenient paths. This two-phase approach provides all students and
visitors with critical accessibility information about the Kean University
campus, while assisting researchers to design better overall user experiences
in human computer interaction. Keywords: Assistive technology; Accessibility; User experience; Navigation experience |
Finger-Based Pointing Performance on Mobile Touchscreen Devices: Fitts' Law Fits | | BIBAK | Full-Text | 318-329 | |
Sandi Ljubic; Vlado Glavinic; Mihael Kukec | |||
In this paper we investigate the utility of Fitts' law for predicting the
performance of finger-based pointing on mobile touchscreens, by taking into
account both different screen sizes and appropriate interaction styles. The
experimental design bases on randomly generating pointing tasks in order to
provide a wider range of both suitable target sizes and required finger
movements, thus targeting a better representation of common pointing behavior
with respect to the usual static test design with a smaller set of
predetermined tasks. Data obtained from the empirical study was evaluated
against Fitts' law, specifically its revision which defines target size as the
smaller dimension of a 2D shape. Results show a strong model fit with our data,
making the latter a fair predictor of pointing performance on mobile
touchscreen devices. Altogether ten finger-based pointing models are derived,
revealing Fitts' law pragmatic utility regarding various mobile devices,
interaction styles, as well as real target sizes commonly found in mobile
touchscreen interfaces. Keywords: Fitts' law; Pointing performance; Mobile devices; Touchscreens; Finger input |
Behavioral Biometrics for Universal Access and Authentication | | BIBAK | Full-Text | 330-339 | |
Liam M. Mayron | |||
Behavioral biometrics, such as gait, voice, handwriting, and keystroke
dynamics can provide a method of authenticating users that is both secure and
usable, particularly on mobile devices. Behavioral biometrics can often be
collected in the background, without requiring a specific security task to be
completed by the user. Many behavioral biometrics can be recorded with hardware
that has already been deployed in many mobile devices. In this paper, we
consider the use of behavioral biometrics for authentication in systems
designed for universal access. Requirements for security and authentication are
discussed, and several behavioral biometrics are introduced. Considerations for
universal access are presented. Keywords: Biometrics; Behavioral biometrics; Security; Usability; Authentication |
Evaluation of the Android Accessibility API Recognition Rate Towards a Better User Experience | | BIBAK | Full-Text | 340-349 | |
Mauro C. Pichiliani; Celso M. Hirata | |||
Mobile applications are based on interactive common UI elements that
represents pointing targets visible on the screen. The usage of mobile
applications in eyes-free scenarios or by individuals with vision impairments
requires effective alternative access to visual elements, i.e. accessibility
features. Previous works evaluated the accuracy of UI element's identification
by accessibility APIs on desktop applications reporting that only 74% of the
targets were correctly identified, but no recent research evaluated the
accuracy for similar mobile APIs. We present an empirical evaluation based on
the Android accessibility API that computes the UI recognition accuracy rate on
ten popular mobile applications. Our findings indicate that accessibility
average recognition rate is 97%. Keywords: Accessibility; Android; Mobile; API; Evaluation; User interface; User
experience |
Smartphones as User Interfaces in Public Events | | BIBAK | Full-Text | 350-359 | |
Maximiliano Romero; Marta Zambelli; Arturo Di Lecce; Simone Pontiggia | |||
Nowadays, smartphone has become a diffused interface with digital world in
daily life. The present paper describes an interactive installation based on
smartphone appliance designed to control multimedia user experience. A survey
of other case studies is presented. The entire system and function are
described in detail. The user test and the results are presented as support of
the conclusion. Is it possible to find an interactive presentation of the
project at www.phycolab.it/pickchroma Keywords: Smartphone; User Interface; Interaction design; Physical Computing |
A Model for the Use of Social Paradigms in Mobile Ubiquitous Interactions | | BIBAK | Full-Text | 360-371 | |
Vitor Santos | |||
The mobile devices and their use for Internet access, for georeferentiation
and services consumption had a huge increase. Nowadays, these devices ability
to establish cooperation networks and to interact intelligently and
cooperatively with the surrounding environment has growing importance. In this
work we present a model where a minimum set of features and information could
be embedded in mobile devices to dynamically enable their integration into
computer systems with pre-defined formal structure. It is argued that if a
device is only partially competent to perform a particular role in a given
context, may yet play this role in collaboration with other devices also partly
responsible for the performance of this role in this context. This model is
inspired by concepts originating in organization theory and sociology as they
are typical, the notions of "social role", "ownership" and "responsibility." Keywords: Mobile computing; Context-aware computing; Organization theory; Knowledge
systems |
An Enriched ePub eBook for Screen Reader Users | | BIBAK | Full-Text | 375-386 | |
Valentina Bartalesi; Barbara Leporini | |||
Our study aims at obtaining ePub accessibility for all, including screen
reader users. Since an ePub document is made up of several (X)HTML files, we
analysed and worked with those (X)HTML tags that affect the blind user's
experience in the reading. As a case study we developed an "enriched" ePub book
which applies technical solutions (i.e. tags and attributes) with the purpose
to overcome the accessibility and usability issues observed when interacting
via screen reader. In this work we present the results collected through an
online survey conducted with 25 users to evaluate the "enriched" ePub compared
with the original PDF format in terms of accessibility and usability. Positive
responses about the proposed solutions emerged from the survey: the easy access
to the table of content, to the images, to the text and also the ease of
navigation. In short, 88% of the users preferred the ePub format instead of the
PDF. This confirms that quite simple technical solutions can really improve the
reading experience for not only visually impaired people. The results from the
survey also showed accessibility issues and limitations of the screen readers
and eBook reader software which still exist. Keywords: eBook accessibility; eBook usability; ePub format; Blind users |
On the Understandability of Public Domain Icons: Effects of Gender and Age | | BIBAK | Full-Text | 387-396 | |
Gerd Berget; Frode Eika Sandnes | |||
Icons and symbols are often deployed in graphical user interfaces. It is
commonly believed that icons add to the user friendliness of products.
Developers have great trust in icon libraries and they are likely to use icons
they understand themselves without verifying users' understanding. Interfaces
relying on icons that are misinterpreted can lead to erroneous operation. In
this study a set of icons in the public domain was interpreted by 64
participants to assess how well general icons are understood. Of the 105 icons
included only 67 were correctly identified by all the raters. The results
confirm that some basic icons are universally known. However, nearly half of
the icons where not identified by all. Recognition correlated with gender, as
males were more likely to identify icons connected to masculine concepts and
females were more likely to recognize icons connected to feminine concepts.
Moreover, a positive correlation was found between the age of the participants
and icons depicting ideas from the past versus timeless icons. The results thus
support the practice of user testing of icons rather than relying on
assumptions. Keywords: Icons; Recognition; Gender; Age |
Visual Communication of Lovely Characters in Digital Development Arena | | BIBAK | Full-Text | 397-405 | |
Cheih-Ying Chen; Xu-Qin Zhunag | |||
The term character economy starts to emerge, when a particular image is
authorized and transferred onto a variety of goods sold into retail channels
and formed economic benefits, thus the creation of character economy, such as:
Hello Kitty, Mickey Mouse, Angry Birds and other images. In addition, with the
increase sales for tablets and smartphones, and the economic rise of APP, we
can foresee that besides the basic content and function demands in digital
development, the interface design of digital APP has included design elements
and symbol values to attract consumers, which will create a more diverse human
sensory experience and a luminous digital humanities civilization. Our plan is
to look into these characters' simple designs, forthright colors, and cute
images, and research the influence of these symbolic characters on consumers'
willingness to spend, we explored the consumer preference related to these
lovely characters in consumer goods industry and digital development arena. Keywords: Lovely characters; Character economy; Digital APP |
Universal Access to Alternate Media | | BIBAK | Full-Text | 406-414 | |
Lars Ballieu Christensen; Tanja Stevns | |||
This paper discusses the need for automated alternate media solutions in a
world of increasing mainstream inclusion. While society as a whole is shifting
from educational, vocational and social segregation of people with disabilities
towards inclusion and equal rights, the need to support the blind, partially
sighted, dyslexic and other print impaired with textual material in alternate
formats remains. Production of alternate media is non-trivial and subject to
significant skills and technical proficiency. However, the shift towards
mainstream inclusion also means distribution, dilution and erosion of
competencies, practices and experience involved in producing alternate media.
RoboBraille, an alternate media conversion service, has attempted to distil the
competencies and experience of producing alternate media into a set of
automated workflows. While emerging digital media and technical platforms
should make it easier to obtain alternate versions of mainstream publications,
a number of counterproductive measures work in the opposite direction. Keywords: Alternate media; Inclusion; Braille; E-books; Audio books; Digital
accessibility; Universal design; Copyright |
A Grounded Theory Approach for Designing Communication and Collaboration System for Visually Impaired Chess Players | | BIBAK | Full-Text | 415-425 | |
Sujit Devkar; Sylvan Lobo; Pankaj Doke | |||
Social interactions for visually impaired take place in the traditional way,
such as meeting and calling, digital platforms are largely not utilized by
them. Empirical research for visually impaired has focused largely on
accessibility, usability and is yet to understand the problems from CSCW aspect
holistically. We carried out a qualitative study of communication and
collaboration activities for 43 visually impaired chess players in India.
Through semi-structured interviews, the participants' experiences in using
existing collaboration and communication channels were noted. A Grounded Theory
based analysis was performed using Atlas.ti and themes were identified.
Research indicates that -- social collaboration and 'staying in touch',
searching and sharing new information, exploiting existing ways of mobile
interactions, and having several interests help visually impaired in their
daily lives for social collaboration and communication. This study provides
insights concerning designing CSCW mediums for them. Keywords: Grounded theory; Visually impaired; Human-computer interaction;
Communication and collaboration mechanism; Computer Supported Collaborative
Work |
Context-Aware Communicator for All | | BIBAK | Full-Text | 426-437 | |
Paola García; Eduardo Lleida; Diego Castán; José Manuel Marcos; David Romero | |||
We describe the design of a communicator for people with speech impairments
of several ages, but that can also be used by everybody. The design is based on
the accurate definition of user models and profiles from which we extracted
technical goals and requirements. The current design shows the factors to
consider to provide a successful communication between users. The system is
prepared to be used with children and elderly people with some kind of speech
impairment. Moreover, the communicator is able to spontaneously adapt to each
user profile and be aware of the situation, summarized in: location, time of
the day and interlocutor. Therefore, the vocabulary to be used relates to a
particular situation with the possibility to be broadened by the user if
needed. This "vocabulary" is not restricted only to the word or syntactic
domain but to pictograms and concepts. Several machine learning tools are
employed for this purpose, such as word prediction, context-aware communication
and non-syntactic modeling. We present a prototype scenario that includes
examples of the usage of our target users. Keywords: Communicator; Augmentative and alternative communication; Pictograms; Word
prediction; Context-aware communication; Non-syntactic modeling; Speech
impairment |
Mediating Asymmetries in Family Communication: Supporting the eInclusion of Older Adults | | BIBAK | Full-Text | 438-448 | |
Francisco J. Gutierrez; Sergio F. Ochoa; Julita Vassileva | |||
Background: The rise of mobile Web-based technologies has diversified the
mechanisms used by people to socialize, which results in issues in family
communication. Among these concerns, the reluctance of older adults to use
digital media may cause them social isolation, leading to negative effects in
their physical and mental health.
Objective: This paper aims to formalize a model to mediate asymmetries in cross-generational communication and support the eInclusion of older adults. Methods: We conducted semi-structured interviews to the members of 20 cross-generational families. Following the grounded theory approach, we identified emerging themes regarding asymmetries in family communication practices when older adults are involved. We then derived and formalized computer-based mediation strategies using a model-driven engineering approach. Results: We identified three main sources of asymmetries: (1) implicit family agreements in terms of social interaction, (2) capability and preferences for using particular media, and (3) unbalanced socio-affective coupling between the involved parties. The proposed model addresses these asymmetries and provides strategies to coordinate the communication effort of family members with their elders. Conclusions: By using the proposed model, designers of software that supports family communities can conceive effective mechanisms to coordinate and mediate social communication among cross-generational family members through digital means. This allows the elderly to show a better reaction to digital media, thus facilitating their acceptance and appropriation of information technologies. Keywords: Family communication; Older adults; Asymmetry; Model; Mediation; Social and
digital inclusion |
Comparison of Age Groups on the Readability of an E-Reader with a Built-in Light | | BIBAK | Full-Text | 449-454 | |
Yuki Ishii; Tatsuya Koizuka; Kohei Iwata; Takehito Kojima; Paul Lege; Masaru Miyao | |||
We carried out experiments to evaluate the readability of e-paper devices
using different systems. In the experiments, we conducted subjective
evaluations under staged illuminance conditions. This study found that
different age groups showed differences in reading e-paper devices with a
built-in light under different conditions of illuminance. Keywords: Evaluation of accessibility; Usability; User experience; E-books; E-paper;
Kindle DX; Ipad; Readability; Illuminance |
Visualizing Database-Performance Through Shape, Reflecting the Development Opportunities of Radar Charts | | BIBAK | Full-Text | 455-463 | |
Verena Lechner; Karl-Heinz Weidmann | |||
At a time where databases contain millions of data records and their
organization gets complex, the visualization especially of metadata gets a
necessity to get an overview of the database performance. In this paper we'll
provide an insight into a research project commissioned by Crate Technology
GmbH, who developed an elastic SQL Data Store that is massively scalable [1].
The aim of our efforts in the UCT Research Institute is to find different ways
to visualize the data state in such a cluster. In particular we investigated
the development opportunities of radar charts in database metadata
visualization and the visual appearance of the developing shapes. During the
paper, the primary challenges of the project will be displayed and comparable
products will be investigated. In the last part, we'll give a short insight to
our work in progress, deal with the issue of form perception and also present
further required efforts. Keywords: Database visualization; Big data; Form perception; Shape perception; Radar
chart; Spider chart; Gestalt perception; HCI; Visualization |
Rapid Model-Driven Annotation and Evaluation for Object Detection in Videos | | BIBAK | Full-Text | 464-474 | |
Marc Ritter; Michael Storz; Manuel Heinzig; Maximilian Eibl | |||
Nowadays, the annotation of ground truth and the automated localisation and
validation of objects in audiovisual media plays an essential role to keep pace
with the large data growth. A common approach to train such classifiers is to
integrate methods from machine learning that often demand multiple thousands or
millions of samples. Therefore, we propose two components. The first
constraints the annotation space by predefined models and allows the creation
of ground truth data while providing opportunities to annotate and interpolate
objects in keyframes or in-between by granting a user-friendly frame-wise
access. The graphical user-interface of the second component focuses on the
rapid validation of automatically pre-classified object instances in order to
alter the assignment of the class label or to remove false-positives to
clean-up the result list which has been successfully applied on the task of
Instance Search within the TRECVid evaluation campaign. Keywords: Model-based annotation; Object detection; Instance search; Rapid evaluation;
Image and video processing; Big data |
SweetBuildingGreeter: A Demonstration of Persuasive Technology for Public Space | | BIBAK | Full-Text | 475-486 | |
Ted Selker; Shih-Yuan Yu; Che-Wei Liang; Jane Hsu | |||
This paper shows how a persuasive interactive system can impact community
behavior. SweetBuildingGreeter includes an interactive display and a gumball
dispenser with environmental sensors. It provides media and tangible rewards.
It has been located in buildings' public entry areas to encourage people to be
conscious of and to empower saving energy. What makes the system ignored or
engaging? The first experiment attracted participants to fill out a
questionnaire to dispense candy and display problems which could be fixed in
the building. Newcomers to the building filled out the questionnaire, but few
returned to do it again. The second experiment provided images of energy
savings and was effective at making people aware of energy issues, but it did
not change their likelihood of using the system. Soliciting people with sound
was more effective. This was especially true in a case where people had earlier
negative experiences. Keywords: Persuasive computing; Green technology; ACM H.5.2 information interfaces and
presentation; UI styles; Input devices and strategies |
Speech Enabled Ontology Graph Navigation and Editing | | BIBAK | Full-Text | 487-494 | |
Dimitris Spiliotopoulos; Athanasios Dalianis; Dimitris Koryzis | |||
Graphs are commonly used to represent multiple relations between many items.
Ontology graphs implement the connections and constraints between levels of
interdependence between nodes; the nodes themselves being the members of the
data types. As part of a design-for-all approach, this paper reports on the use
of speech for ontology graph navigation and editing. The graphs can be fully
created by using voice commands only, essentially creating large and complex
ontologies by speech. The formative usability evaluation and user involvement
experimentation results revealed that the introduction of speech, greatly
enhanced specific parts of the navigation and improved the speed of editing,
especially for the trivial, yet time consuming tasks of editing large and
complex graphs. Keywords: Speech; Ontologies; Graph editing; User interface design |
Promoting Better Deaf/Hearing Communication Through an Improved Interaction Design for Fingerspelling Practice | | BIBAK | Full-Text | 495-505 | |
Rosalee Wolfe; John McDonald; Jorge Toro; Souad Baowidan; Robyn Moncrief; Jerry Schnepp | |||
Fingerspelling is a manual system used by many signers for producing letters
of a written alphabet to spell words from a spoken language. It can function as
a link between signed and spoken languages. Fingerspelling is a vital skill for
ASL/English interpreters, parents and teachers of deaf children as well as
providers of deaf social services. Unfortunately fingerspelling reception can
be a particularly difficult skill for hearing adults to acquire. One of the
contributing factors to this situation is a lack of adequate technology to
facilitate self-study. This paper describes new efforts to create a practice
tool that more realistically simulates the use of fingerspelling in the real
world. Keywords: Deaf; Deaf accessibility; American sign language; Fingerspelling; Voice
input |