78,647 research outputs found

    A Real-Time Life Experience Logging Tool

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    Abstract. E-memories attempt to digitally encode all life experiences in an archive for later search and real-time recommendation. In this paper we describe a prototype real-time e-memory gathering infrastructure and system, that uses smartphones to gather and organise semantically rich e-memory

    Supporting ethnographic studies of ubiquitous computing in the wild

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    Ethnography has become a staple feature of IT research over the last twenty years, shaping our understanding of the social character of computing systems and informing their design in a wide variety of settings. The emergence of ubiquitous computing raises new challenges for ethnography however, distributing interaction across a burgeoning array of small, mobile devices and online environments which exploit invisible sensing systems. Understanding interaction requires ethnographers to reconcile interactions that are, for example, distributed across devices on the street with online interactions in order to assemble coherent understandings of the social character and purchase of ubiquitous computing systems. We draw upon four recent studies to show how ethnographers are replaying system recordings of interaction alongside existing resources such as video recordings to do this and identify key challenges that need to be met to support ethnographic study of ubiquitous computing in the wild

    Ordinary Search Engine Users Carrying Out Complex Search Tasks

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    Web search engines have become the dominant tools for finding information on the Internet. Due to their popularity, users apply them to a wide range of search needs, from simple look-ups to rather complex information tasks. This paper presents the results of a study to investigate the characteristics of these complex information needs in the context of Web search engines. The aim of the study is to find out more about (1) what makes complex search tasks distinct from simple tasks and if it is possible to find simple measures for describing their complexity, (2) if search success for a task can be predicted by means of unique measures, and (3) if successful searchers show a different behavior than unsuccessful ones. The study includes 60 people who carried out a set of 12 search tasks with current commercial search engines. Their behavior was logged with the Search-Logger tool. The results confirm that complex tasks show significantly different characteristics than simple tasks. Yet it seems to be difficult to distinguish successful from unsuccessful search behaviors. Good searchers can be differentiated from bad searchers by means of measurable parameters. The implications of these findings for search engine vendors are discussed.Comment: 60 page

    The use of non-intrusive user logging to capture engineering rationale, knowledge and intent during the product life cycle

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    Within the context of Life Cycle Engineering it is important that structured engineering information and knowledge are captured at all phases of the product life cycle for future reference. This is especially the case for long life cycle projects which see a large number of engineering decisions made at the early to mid-stages of a product's life cycle that are needed to inform engineering decisions later on in the process. A key aspect of technology management will be the capturing of knowledge through out the product life cycle. Numerous attempts have been made to apply knowledge capture techniques to formalise engineering decision rationale and processes; however, these tend to be associated with substantial overheads on the engineer and the company through cognitive process interruptions and additional costs/time. Indeed, when life cycle deadlines come closer these capturing techniques are abandoned due the need to produce a final solution. This paper describes work carried out for non-intrusively capturing and formalising product life cycle knowledge by demonstrating the automated capture of engineering processes/rationale using user logging via an immersive virtual reality system for cable harness design and assembly planning. Associated post-experimental analyses are described which demonstrate the formalisation of structured design processes and decision representations in the form of IDEF diagrams and structured engineering change information. Potential future research directions involving more thorough logging of users are also outlined

    Developing a MovieBrowser for supporting analysis and browsing of movie content

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    There is a growing awareness of the importance of system evaluation directly with end-users in realistic environments, and as a result some novel applications have been deployed to the real world and evaluated in trial contexts. While this is certainly a desirable trend to relate a technical system to a real user-oriented perspective, most of these efforts do not involve end-user participation right from the start of the development, but only after deploying it. In this paper we describe our research in designing, deploying and assessing the impact of a web-based tool that incorporates multimedia techniques to support movie analysis and browsing for students of film studies. From the very start and throughout the development we utilize methodologies from usability engineering in order to feed in end-user needs and thus tailoring the underlying technical system to those needs. Starting by capturing real users’ current practices and matching them to the available technical elements of the system, we deployed an initial version of our system to University classes for a semester during which we obtained an extensive amount of rich usage data. We describe the process and some of the findings from this trial

    Moving Usability Testing onto the Web

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    Abstract: In order to remotely obtain detailed usability data by tracking user behaviors within a given web site, a server-based usability testing environment has been created. Web pages are annotated in such a way that arbitrary user actions (such as "mouse over link" or "click back button") can be selected for logging. In addition, the system allows the experiment designer to interleave interactive questions into the usability evaluation, which for instance could be triggered by a particular sequence of actions. The system works in conjunction with clustering and visualization algorithms that can be applied to the resulting log file data. A first version of the system has been used successfully to carry out a web usability evaluation
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