17,984 research outputs found
A Cultural-Historical Activity Theory Approach to Users, Usability and Usefulness
This paper takes an historical overview of the field of Human-Computer Interaction. It describes how the cognitive psychology emphasis on user involvement in systems development of the 1980s reached its limit by the early 1990s. At this point the focus shifted onto support for the tasks of users using computer-based systems in real contexts, a focus that ideally suits the mobile, ubiquitous and social technologies of the new millennium. The Cultural-Historical Activity Theory provides an appropriate framework for understanding this phenomenon and is adopted in this paper to present the work, over a seven year period, of a usability laboratory grounded in Activity Theory principles
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Evaluating LAB@FUTURE, a collaborative e-learning Laboratory experiments platform
This paper presents Lab@Future, an advanced e-learning platform that uses novel Information and Communication Technologies to support and expand laboratory teaching practices. For this purpose, Lab@Future uses real and computer generated objects that are interfaced using mechatronic systems, augmented reality, mobile technologies and 3D multi user environments. The main aim is to develop and demonstrate technological support for practical experiments in the following focused disciplines namely: Fluid Dynamics - Science subject in Germany, Geometry - Mathematics subject in Austria, History and Environmental Awareness – Arts and Humanities subjects in Greece and Slovenia. In order to pedagogically enhance the design and functional aspects of this e-learning technology, we are investigating the dialogical operationalisation of learning theories so as to leverage our understanding of teaching and learning practices in the targeted context of deployment. To be able to evaluate the lab@future system in its entire complexity an evaluation methodology including several phases has been developed, performing formative as well as summative evaluations
Reflecting on the usability of research on culture in designing interaction
The concept of culture has been attractive to producers of interactive\ud
systems who are willing to design useful and relevant solutions to users\ud
increasingly located in culturally diverse contexts. Despite a substantial body of\ud
research on culture and technology, interaction designers have not always been\ud
able to apply these research outputs to effectively define requirements for\ud
culturally diverse users. This paper frames this issue as one of understanding of\ud
the different paradigms underpinning the cultural models being applied to\ud
interface development and research. Drawing on different social science theories,\ud
the authors discuss top-down and bottom-up perspectives in the study of users‟\ud
cultural differences and discuss the extent to which each provides usable design\ud
knowledge. The case is made for combining bottom-up and top-down perspectives\ud
into a sociotechnical approach that can produce knowledge useful and usable by\ud
interaction designers. This is illustrated with a case study about the design of\ud
interactive systems for farmers in rural Kenya
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Towards an activity-oriented design method for HCI research and practice
During the last two decades, designing for usability has been the focus of attention when developing computer systems. However, the dynamic nature of human use of computer systems has meant that designing for 'usefulness' or 'fitness for purpose' is increasingly becoming the primary concern for systems developers. Central to this concern are issues underpinned by the social context in which a computer user operates.Within the field of Human-Computer Interaction (HCI), this situation led to a search for appropriate theories for conceptualising these design concerns. Whilst Activity Theory has been identified as a suitable framework for conceptualising these user perspectives, the lack of a standard methodology for applying it to HCI research and practice has meant that many systems developers have failed to benefit from the richness of this framework. The objective of this thesis was therefore to develop an Activity Theory based methodology for HCI research and practice. This thesis, contributes the `Activity-Oriented Design Methodology' (AODM) both as a practical and analytical methodology for using Activity Theory within HCI design. AODM incorporates four methodological tools namely:- The `Eight-Step-Model'- The `Activity Notation'- The technique of `Generating Research Questions'- The technique of `Mapping AODM Operational Processes'AODM tools were constructed from empirical work carried out as part of this research. Empirical analysis of work practices in two organisations was conducted for a period of two years using Activity Theory. This empirical work formed the basis for validating AODM. AODM tools support the systems design processes of gathering, analysing and communicating (through modelling) research and design insights from an Activity Theory perspective. It is argued that AODM provides a valuable practical and analytical methodology for operationalising Activity Theory within HCI so as to support early phases of systems design: namely, requirements capture and evaluation
Dynamics of Affordances and Implications for Design
Affordance is an important concept in HCI. There are various interpretations of affordances but it has been difficult to use this concept for design purposes. Often the treatment of affordances in the current HCI literature has been as a one-to-one relationship between a user and an artefact. According to our views, affordance is a dynamic, always emerging relationship between a human and his environment. We believe that the social and cultural contexts within which an artefact is situated affect the way in which the artefact is used. Using a Structuration Theory approach, we argue that affordances need also be treated at a much broader level, encompassing social and cultural aspects. We suggest that affordances should be seen at three levels: single user, organizational (or work group) and societal. Focusing on the organizational level affordances, we provide details of several important factors that affect the emergence of affordances
User-driven design of decision support systems for polycentric environmental resources management
Open and decentralized technologies such as the Internet provide increasing opportunities to create knowledge and deliver computer-based decision support for multiple types of users across scales. However, environmental decision support systems/tools (henceforth EDSS) are often strongly science-driven and assuming single types of decision makers, and hence poorly suited for more decentralized and polycentric decision making contexts. In such contexts, EDSS need to be tailored to meet diverse user requirements to ensure that it provides useful (relevant), usable (intuitive), and exchangeable (institutionally unobstructed) information for decision support for different types of actors. To address these issues, we present a participatory framework for designing EDSS that emphasizes a more complete understanding of the decision making structures and iterative design of the user interface. We illustrate the application of the framework through a case study within the context of water-stressed upstream/downstream communities in Lima, Peru
An Activity Theory Evaluation of a User Interface for a Web-based Virtual Research Environment (VRE)
Activity Theory is a framework or descriptive tool which is commonly used in Human-computer Interaction. In particular, it is used more and more in the design and evaluation of some collaborative systems such as a modular object-oriented dynamic learning environment.
Activity Theory offers many advantages to interface design for interactive systems when compared with the traditional cognitive psychology approach. This is because the traditional cognitive method cannot penetrate the human side. Therefore, the thorough analysis of human activities in Activity Theory makes it an effective and efficient method for evaluation and design of a system.
There is currently some ongoing research work on the design or evaluation of interactive systems, in particular commercial information systems. However, none of them are about online virtual research environments.
Therefore, this project aims to evaluate the interface of an online virtual research environment called CRADLE using Activity Theory. We will conduct a humanities study in this project, which seeks to find contradictions between the current interface and user expectations, which will in turn be used to design the next generation of CRADLE. In order to find a better way to represent the human community in CRADLE’s digital humanities context, we proposed two candidate proposals and refined them based on participants feedback
Factors influencing the adoption of mobile services consumers' preferences using analytic hierarchy process
The rapid and widespread development of innovations in mobile services is changing societies and improving lives around the world. Due to lagging adoption, many of these new innovations have yet failed to generate revenue that was expected by mobile network operators, application and content developers. There are several factors which are affecting the service adoption by consumers. This paper aims to provide practitioners and academics, an insight on what consumers' preferences are by using an Analytic Hierarchy Approach (AHP). The objective of this paper is to identify factors influencing the adoption of the mobile services. In this study we have considered Payment Mode, Functionality, Added Value and PQCP (perceived quality, cost and performance) as the main service adoption factors. The survey results indicate that Functionality is the most important influencing factor for the respondents, followed by Added Value, PQCP and Payment Mode.Adoption,AHP,Mobile Value Services,Consumer's Preferences
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