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CHIuXiD Tables of Contents: 15

Proceedings of the International HCI and UX Conference in Indonesia 2015

Fullname:CHIuXiD 2015: International HCI and UX Conference in Indonesia
Editors:Eunice Sari; Johanna Hariandja
Location:Bandung, Indonesia
Dates:2015-Apr-08 to 2015-Apr-10
Standard No:ISBN: 978-1-4503-3334-4; ACM DL: Table of Contents; hcibib: CHIuXiD15
Links:Conference Website
Development of gamification-enriched pedagogical agent for e-Learning system based on community of inquiry BIBAFull-Text 1-9
  Andika Y. Utomo; Harry B. Santoso
Researchers have recognized that the success impact of e-Learning is not only affected by technical aspect but also pedagogical one. Facilitators in online learning class should be able to motivate their students to be active learners. One of the ways to do so is by giving personalized feedback. However, this is quite difficult to be applied. Therefore, the idea of developing a pedagogical agent arose to help the facilitators in providing automatic feedback to the students based on their behavior in e-Learning system. The pedagogical agent in the current study was built based on Community of Inquiry (CoI) model and enriched with gamification concept to be more attractive. The proposed design of pedagogical agent was evaluated by one-week online learning simulation, feedback form filling, and focus group discussion. The pedagogical agent is hoped to be able to boost students' motivation to use e-Learning system optimally, so that the learning objectives could be accomplished.
nRoom: an immersive virtual environment for collaborative spatial design BIBAFull-Text 10-17
  Cagri Hakan Zaman; Asiya Yakhina; Federico Casalegno
In this paper, we present the results of an experimental study aiming to explore the collaborative user experience in an immersive virtual environment. We designed and implemented an application that enables users to collaboratively design a spatial layout using head-mounted VR displays and hand tracking devices. With a strong emphasis on the relationship between spatial interaction and communication, we assert that a shared-view virtual environment allows collaborative articulation of spatial design problems and improves communication between designers. Our study combines qualitative and quantitative methods to test the usability of the proposed system, and to determine the aspects of spatial communication in virtual environments.
The evaluation of the usability and effectiveness of TELERECS e-collaboration system BIBAFull-Text 18-25
  Wan Fatimah Wan Ahmad; Alimatu-Saadia Yussiff; Emy Elyanee Mustapha
Electronic Collaboration environments can be used to facilitate collaborative teaching, learning and research environment. However, the current e-learning in higher educational institutions is not facilitating these activities. Hence the proposed e-collaborative system entitled Teach, learn and Research Collaboration System (TELERECS). A total of 30 undergraduate students undertaking introduction to business information system course participated in this study for two months. The objectives of the study were to evaluate the feasibility of the instruments and to evaluate students' perceptions regarding the usability and effectiveness of the system. The methodology employed multiple methods of data collection, including individual and team assessment through activities logs, instructor's personal observation as well as experimental and control group survey using pre-test and post-test. The findings show that the system is a usable and effective environment for e-collaboration. The results of the pre-test and post-test also indicated that there are significant difference between the mean scores of the experimental and control groups.
User experience on numerical application between children with Down Syndrome and autism BIBAFull-Text 26-31
  Naziatul Shima Abdul Aziz; Wan Fatimah Wan Ahmad; Nurul Jannah binti Zulkifli
The use of information technology in special education can enhance the ability in learning process. The purpose of this study is to compare the experience of children with Down Syndrome (DS) and children with autism in using a mobile numerical application named MathDS. Five children with DS and six children with autism involved in this study. The results indicate that the students with autism are more confident and satisfied with the application compared to the children with DS. Furthermore the analysis shows that the children with autism can easily understand on how to use the application and can get familiar with the product easily compared to children with DS. This might be because of the characteristics and also the behavior of the children.
Designing knowledge management system prototype for mental health practitioners BIBAFull-Text 32-36
  Khafidlotun Muslikhah
Quality of health services can be improved by improving quality of human resources. Knowledge management system provides some functionalities which can support human activities in order to improve knowledge. Unfortunately, in Indonesia, knowledge management in hospital, especially in mental health hospital has not been explored yet. Besides, mental health knowledge is getting rare and needed to overcome the larger number of mental disorder case. Moreover, only few people who know about benefit of knowledge management implementation. This research provides some analysis about the situation related with knowledge management in one of mental health hospital in Indonesia. This research proposed the use of soft system methodology as an approach to help analyzing the knowledge management system requirements. Prototype was developed to depict the requirement in a system. Some mental health practitioners were also asked to evaluate the prototype.
Supporting social and adaptive interaction in collaborative rehabilitation training BIBAFull-Text 38-46
  Johanna Renny Octavia; Karin Coninx
Collaborative training can be considered as a way to support social interaction and enhance training motivation of patients during their rehabilitation. When performing collaborative training exercises as part of the rehabilitation program, a patient collaborates with his/her training partner with the hope that social interaction develops between them. However, different physical abilities which bring a performance gap between a patient and the training partner may impair the course of collaborative rehabilitation training. This issue can be solved by providing adaptivity. The focus of our work is the investigation of social interaction and integration of adaptivity in collaborative rehabilitation training. We have implemented the automatic adaptation of interaction difficulty in a collaborative training exercise developed to support upper arm rehabilitation for Multiple Sclerosis patients. A user study was carried out to investigate the social interaction and the adaptation outcome. With adaptation, we found that a better progress of performance was shown, a better quality of interaction was perceived and the training sessions were more enjoyable. The development of social interaction was also observed during the collaborative rehabilitation training.
Measuring user experience of a potential shipment tracking application BIBAFull-Text 47-51
  Nova Eka Diana; Ocky Aditia Saputra
The existence of an application for monitoring the current position of product shipment can build user trust for the agency. Here, we have an application which simulates the status of travelling position. We assume that this application can be applied in shipment tracking problem. User experience describes the significance of the application on the end-user. Additional questionnaire items were given to participants for examining the merit of current application with shipment position monitoring. User Experience Questionnaire (UEQ) is employed to support a quick assessment of user experience for the product. Cronbach's Alpha value was measured to see the consistency of items of the scales and the relevancy of questionnaire items to the context.
Investigating social media potential for teacher learning in Aceh, Indonesia BIBAFull-Text 52-60
  Christine Pheeney; Helen Klieve
This study was designed to provide an initial descriptive analysis to investigate the potential of social media to support teacher professional learning for local content studies in Aceh, Indonesia. This paper explores the data that was collected from 381 primary school teachers from both urban and rural teaching locations. This data provides a means to explore the teachers' experiences, preferences and views on support for their learning and use of social media technology. Davis' technology acceptance model was consulted in initial development of constructs along with consequent research discussions on technology acceptance which emphasised the need to gather data relating to the community being studied. Thus the survey and focus group discussion questions were developed to provide knowledge about teachers' experiences and perceptions. In this mixed method research, teacher responses were analysed through the constructs of current practice, social media readiness, and support preferences. The results show that social media has the potential to support teachers in undertaking professional learning for local content studies. These results promote that harnessing social media to the traditional culture value of 'goyong royong' (loosely translated as cooperation and mentoring values), will facilitate teachers' abilities to professionally interact, collaborate and learn with one another and other stakeholders. However this potential must be activated. Doing so could assist in people-centred support for teachers' learning and the teaching of local content.
Developing deaf or hard of hearing children's social and emotional skills through interactive experiences BIBAFull-Text 61-64
  Tan Ching Ying Michelle
Deaf or hard of hearing (DHH) individuals experience decreased awareness and ability to regulate emotions, which negatively affect their overall wellbeing. Digital media can positively influence personal growth. Existing research into educational interactive media for DHH individuals focus on pedagogy, literacy and numeracy. The void of understanding how interaction design can enhance the development of their social and emotional skills as well as overall wellbeing must be filled. This paper contemplates the findings of the author's previous research that will contribute to the foundations of Can You Hear Me: Exploring designs of interactive experiences that enhance the emotional and social development of deaf and hard of hearing children, an exploratory research that aims to fill that void.
Understanding HCI education across Asia-Pacific BIBAFull-Text 65-68
  Eunice Sari; Bimlesh Wadhwa
The emergence of Internet of Things, social media, mobile, ubiquitous, and wearable computing has brought human-computer interaction (HCI) body of knowledge to the fore and has rooted it as an established field of teaching and research. Due to its unique and diverse characteristics, there is a lack of awareness and understanding on the importance of HCI education. The unique characteristics, interdisciplinary nature and rapid evolution of HCI bring not only challenges but also innovations in teaching and designing HCI curriculum in this region. In this paper, we present the key findings from our first attempt to bring together HCI educators in Asia-Pacific and sharing the experiences and challenges in HCI Education.
An eye tracking study: exploration customer behavior on web design BIBAFull-Text 69-72
  Juni Nurma Sari; Ridi Ferdiana; Paulus Insap Santosa; Lukito Edi Nugroho
With the growth of the Internet, more and more sites are available. In terms of e-commerce, more and more companies have started making use of the e-commerce to market their products. In order to attract customers, the products are made attractive. The interestability of a product can be analyzed using eye tracking. This paper discusses some measurements used to analyze customers' behavior on web design or to identify their interest in a certain product offered on an e-commerce website using the eye tracking method that has been discussed in the previous researches. Those researches will be classified based on Bojko's taxonomy for eye tracking measurement in order to analyze the implementation of eye tracking measures for user experience. The result of this paper is the measurements of eye tracking that are often used to analyze customer behavior, including Area Interest Measures (to identify user's interest), Cognitive Processing Measures (to explain the cognitive process of web exploration), and Target Recognizability Measures (to determine target's efficiency in web design). All metrics in eye tracking measures are used throughout the research, except for the pupil dilation.
A preliminary study to determine criteria for personalized e-commerce BIBAFull-Text 73-77
  A Rianto; Lukito Edi Nugroho; Paulus Insap Santosa
Web design is one of several critical factors for the acceptance and success of an e-commerce website. A good web design influences user's satisfaction and intention to use the website. The purpose of the study was to determine criteria for personalized e-commerce with a method recommended by users in using an e-commerce. This study used a qualitative method to analyze three components of web design i.e. information, navigation, and visual designs. Data collection was performed using in-depth interview technique on participants who have been familiar with online transactions. Data showed that participants preferred navigation and information designs rather than visual design.