137 research outputs found

    Study and proposal of a framework for designing tailorable user interfaces

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    Orientador: Maria Cecilia Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: A socialização dos sistemas computacionais trouxe um desafio a mais para os pesquisadores de Interação Humano-Computador: como prover interfaces que propiciem acesso ao maior número possível de usuários independentemente de suas capacidades sensoriais, físicas, cognitivas e emocionais? Um dos caminhos que se apresenta é desenvolver sistemas flexíveis, i.e. que permitam modificações em seu comportamento durante a interação, oferecendo ao usuário a possibilidade de ajustar a interface de acordo com as suas preferências, necessidades e situações de uso. O design de interfaces flexíveis, que façam sentido e sejam acessíveis a mais pessoas, demanda abordagens que permitam conhecer e formalizar os diferentes requisitos de interação, definir funcionalidades e determinar o comportamento ajustável do sistema. Soluções encontradas na literatura relacionadas ao tema interfaces ajustáveis, (ou tailoring em inglês) enfatizam questões relacionadas à infra-estrutura necessária para o ajuste, não tendo sido encontrados trabalhos que apoiassem os designers de forma prática durante o processo de concepção dessas interfaces. Esta tese propõe e apresenta um framework para o design de interfaces de usuário ajustáveis, denominado PLuRaL. O termo framework é utilizado aqui no seu sentido mais amplo como uma estrutura composta por diretrizes, mecanismos, artefatos e sistemas usados no planejamento e na tomada de decisões de design. O PLuRaL adota uma perspectiva sócio-técnica para a concepção das interfaces ajustáveis e uma visão abrangente dos requisitos de interação, incluindo aqueles que são controversos ou minoritários e advindos não somente de usuários, mas também de diferentes dispositivos e ambientes de interação. Aspectos semânticos, pragmáticos e o impacto social da interação também são considerados. Por fim, o comportamento ajustável do sistema é modelado utilizando-se o conceito de normas. O referencial teórico-metodológico adotado para o trabalho de pesquisa envolveu as disciplinas de Interação Humano-Computador e Semiótica Organizacional. A construção do framework foi pautada por 2 estudos de caso envolvendo populações de usuário heterogêneas em contextos de sistemas de governo eletrônico e de rede social inclusiva. A validação do framework foi realizada com 17 designers e os resultados sugerem uma avaliação positiva considerando a utilidade, flexibilidade para apoiar mudanças, liberdade de criação e satisfação com as propostas de design resultantesAbstract: The socialization of computer systems has brought a new challenge to Human-Computer Interaction researchers: how to design interfaces that provide access to as many users as possible regardless of their sensory, physical, cognitive and emotional characteristics? One approach to answer this question is to develop flexible systems, i.e. those that allow changes in their behavior during the interaction, offering users the possibility to tailor the interface according to their preferences, needs and situations of use. The design of flexible interfaces, which make sense and are accessible to more people, demands approaches to understand and formalize the different interaction requirements, define functionalities and determine the system tailorable behavior. Solutions found in the literature about tailorable interfaces have focused on the infrastructure needed to offer flexibility and works to support designers in a practical way during the conception of such interfaces were not found. This thesis proposes and presents a framework for the design of tailorable user interfaces, named PLuRaL. The term framework is used here in its broadest sense as a structure consisting of guidelines, mechanisms, artifacts and systems used in design planning and decision-making. PLuRaL adopts a socio-technical approach to design tailorable interfaces and a comprehensive view for interaction requirements, including those that are controversial or from minority, and arising not only from users, but also from different devices and interaction environments. The semantic, pragmatic and social impacts of the interaction are also considered. Finally, the behavior of the tailorable system is modeled using the concept of norms. The theoretical and methodological references adopted in this work involved the disciplines of Human-Computer Interaction and Organizational Semiotics. The framework's construction was guided by 2 case studies with heterogeneous populations, in the context of electronic government and inclusive social network system. The framework's validation was performed with 17 designers and the results suggest a positive evaluation considering the usefulness and flexibility to support changes, freedom to create and satisfaction with the final design proposalsDoutoradoMetodologia e Tecnicas da ComputaçãoDoutor em Ciência da Computaçã

    Semantic technologies: from niche to the mainstream of Web 3? A comprehensive framework for web Information modelling and semantic annotation

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    Context: Web information technologies developed and applied in the last decade have considerably changed the way web applications operate and have revolutionised information management and knowledge discovery. Social technologies, user-generated classification schemes and formal semantics have a far-reaching sphere of influence. They promote collective intelligence, support interoperability, enhance sustainability and instigate innovation. Contribution: The research carried out and consequent publications follow the various paradigms of semantic technologies, assess each approach, evaluate its efficiency, identify the challenges involved and propose a comprehensive framework for web information modelling and semantic annotation, which is the thesis’ original contribution to knowledge. The proposed framework assists web information modelling, facilitates semantic annotation and information retrieval, enables system interoperability and enhances information quality. Implications: Semantic technologies coupled with social media and end-user involvement can instigate innovative influence with wide organisational implications that can benefit a considerable range of industries. The scalable and sustainable business models of social computing and the collective intelligence of organisational social media can be resourcefully paired with internal research and knowledge from interoperable information repositories, back-end databases and legacy systems. Semantified information assets can free human resources so that they can be used to better serve business development, support innovation and increase productivity

    AN ARCHITECTURE FOR END-USER DEVELOPMENT SUPPORTING GLOBAL COMMUNITIES

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    Increasingly organizations require their members to act not only as end users but also as developers of their tools, i.e. to create, shape and adapt the software artifacts they use without becoming computer experts. In this way, they move from being mere consumers to active producers of knowledge and developers of software artifacts. This leads to an evolution of the work environment and the organization and force the designers to adapt the software artifacts to meet the needs of the end users and to manage this co-evolution of users and software. Moreover, the achievements of social media, Web 2.0 and the advanced information technologies lead to an upward diffusion of global communities, geographically distributed, that collaborate asynchronously on the same design projects. The members of global communities belong to different cultures, therefore cultural boundaries need to be transcended. The mantra "making all voices heard" has to be evolved into "making all voices heard and understood" to allow the proper participation of end users to knowledge and software artifacts creation, sharing and evolution. To respond to these challenges, the thesis presents a semiotic model for end-user development and a Web architecture that supports 1) an interaction localized to end user\u2019s culture, domain of activity and digital platform in use, and 2) the collaborative creation and evolution of knowledge and software artifacts. The architecture is Ajax-like, component-based, Web service-based, and underpins re-use and evolution of software

    Writing for mobile media: The influences of text, digital design and psychological characteristics on the cognitive load of the mobile user

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    Text elements on the mobile smartphone interface make a significant contribution to the user’s interaction experience. In combination with other visual design features, these words curate the path of the mobile user on a journey through the information to satisfy a specific task. This study analyses the elements that influence the interpretation process and optimum presentation of information on mobile media. I argue that effective digital writing contributes to reducing the cognitive load experienced by the mobile user. The central discussion focuses on the writing of text for this medium, which I suggest forges an entirely unique narrative. The optimum writing approach is based on the multi-dimensional characteristics of hypertext, which allow the writer to facilitate the journey without the user losing control of the interpretation process. This study examines the relationship between the writer, the reader and the text, with a unique perspective on the mobile media writer, who is tasked with achieving balance between the functionality and humanity of digital interaction. To explore influences on the development of the relevant writing techniques, I present insights into the distinctive characteristics of the mobile smartphone device, with specific focus on the screen and keyboard. I also discuss the unique characteristics of the mobile user and show how the visual design of the interface is integral to the writing of text for this medium. Furthermore, this study explores the role, skills, and processes of the current and future digital writer, within the backdrop of incessant technological advancement and revolutionary changes in human-computer behaviour

    Making sense of strangers' expertise from digital artifacts

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    In organizations, individuals typically rely on their personal networks to obtain expertise when faced with ill-defined problems that require answers that are beyond the scope of their own knowledge. However, individuals cannot always get the needed expertise from their local colleagues. This issue is particularly acute for members in large geographically dispersed organizations since it is difficult to know ?who knows what? among numerous colleagues. The proliferation of social computing technologies such as blogs, online forums, social tags and bookmarks, and social network connection information have expanded the reach and ease at which knowledge workers may become aware of others? expertise. While all these technologies facilitate access to a stranger that can potentially provide needed expertise or advice, there has been little theoretical work on how individuals actually go about this process. I refer to the process of gathering complex, changing and potentially equivocal information, and comprehending it by connecting nuggets of information from many sources to answer vague, non-procedural questions as the process of ?sensemaking?. Through a study of 81 fulltime IBM employees in 21 countries, I look at how existing models and theories of sensemaking and information search may be inadequate to describe the ?people sensemaking? process individuals go through when considering contacting strangers for expertise. Using signaling theory as an interpretive framework, I describe how certain ?signals? in various social software are hard to fake, and are thus more reliable indicators of expertise, approachability, and responsiveness. This research has the potential to inform models of sensemaking and information search when the search is for people, as opposed to documents

    JPEG: the quadruple object

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    The thesis, together with its practice-research works, presents an object-oriented perspective on the JPEG standard. Using the object-oriented philosophy of Graham Harman as a theoretical and also practical starting point, the thesis looks to provide an account of the JPEG digital object and its enfolding within the governmental scopic regime. The thesis looks to move beyond accounts of digital objects and protocols within software studies that position the object in terms of issues of relationality, processuality and potentiality. From an object-oriented point of view, the digital object must be seen as exceeding its relations, as actual, present and holding nothing in reserve. The thesis presents an account of JPEG starting from that position as well as an object-oriented account of JPEG’s position within the distributed, governmental scopic regime via an analysis of Facebook’s Timeline, tagging and Haystack systems. As part of a practice-research project, the author looked to use that perspective within photographic and broader imaging practices as a spur to new work and also as a “laboratory” to explore Harman’s framework. The thesis presents the findings of those “experiments” in the form of a report alongside practice-research eBooks. These works were not designed to be illustrations of the theory, nor works to be “analysed”. Rather, following the lead of Ian Bogost and Mark Amerika, they were designed to be “philosophical works” in the sense of works that “did” philosophy
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