7,056 research outputs found

    Agile Requirements Engineering: A systematic literature review

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    Nowadays, Agile Software Development (ASD) is used to cope with increasing complexity in system development. Hybrid development models, with the integration of User-Centered Design (UCD), are applied with the aim to deliver competitive products with a suitable User Experience (UX). Therefore, stakeholder and user involvement during Requirements Engineering (RE) are essential in order to establish a collaborative environment with constant feedback loops. The aim of this study is to capture the current state of the art of the literature related to Agile RE with focus on stakeholder and user involvement. In particular, we investigate what approaches exist to involve stakeholder in the process, which methodologies are commonly used to present the user perspective and how requirements management is been carried out. We conduct a Systematic Literature Review (SLR) with an extensive quality assessment of the included studies. We identified 27 relevant papers. After analyzing them in detail, we derive deep insights to the following aspects of Agile RE: stakeholder and user involvement, data gathering, user perspective, integrated methodologies, shared understanding, artifacts, documentation and Non-Functional Requirements (NFR). Agile RE is a complex research field with cross-functional influences. This study will contribute to the software development body of knowledge by assessing the involvement of stakeholder and user in Agile RE, providing methodologies that make ASD more human-centric and giving an overview of requirements management in ASD.Ministerio de EconomĂ­a y Competitividad TIN2013-46928-C3-3-RMinisterio de EconomĂ­a y Competitividad TIN2015-71938-RED

    Structured Light-Based 3D Reconstruction System for Plants.

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    Camera-based 3D reconstruction of physical objects is one of the most popular computer vision trends in recent years. Many systems have been built to model different real-world subjects, but there is lack of a completely robust system for plants. This paper presents a full 3D reconstruction system that incorporates both hardware structures (including the proposed structured light system to enhance textures on object surfaces) and software algorithms (including the proposed 3D point cloud registration and plant feature measurement). This paper demonstrates the ability to produce 3D models of whole plants created from multiple pairs of stereo images taken at different viewing angles, without the need to destructively cut away any parts of a plant. The ability to accurately predict phenotyping features, such as the number of leaves, plant height, leaf size and internode distances, is also demonstrated. Experimental results show that, for plants having a range of leaf sizes and a distance between leaves appropriate for the hardware design, the algorithms successfully predict phenotyping features in the target crops, with a recall of 0.97 and a precision of 0.89 for leaf detection and less than a 13-mm error for plant size, leaf size and internode distance

    AIXE. Building a scale to evaluate the UX of AI-infused products

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    Despite the diffusion of artifacts integrating AI systems, current UX evaluation methods are not yet prepared nor comprehensive enough to include the unique traits characterizing them. That is the main premise of the [removed for blind review] project, which developed a new method to assess AI-infused artifacts. The contribution traces all the research steps that have been necessary to build AIXE, a specific and comprehensive scale framed as a questionnaire with 33 items, and aimed to support the understanding of the core UX qualities of this spreading technology. Specifically, it presents the three main phases of the research, which include: (i) the exploration of the state-of-the-art of current UX methods and reflections about AI-infused objects, (ii) the identification of dimensions and descriptors (second and first order variables) to construct an attitude scale using mixed methods sharing a human-centered approach, and (iii) the validation of the scale with an exploratory and a confirmatory factor analysis

    Human-computer interaction for development (HCI4D):the Southern African landscape

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    Human-Computer interaction for development (HCI4D) research aims to maximise the usability of interfaces for interacting with technologies designed specifically for under-served, under-resourced, and under-represented populations. In this paper we provide a snapshot of the Southern African HCI4D research against the background of the global HCI4D research landscape.We commenced with a systematic literature review of HCI4D (2010-2017) then surveyed Southern African researchers working in the area. The contribution is to highlight the context- specific themes and challenges that emerged from our investigation

    Decentralized ID and Self-Sovereign Identity Solutions Using Blockchain: A Systematic Literature Review

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    Today users do not have control over their digital identities. To access and validate them, they need to authenticate through a third party which they must trust. This is a problem that re- searchers have addressed with the blooming of new paradigms such as Decentralized Identifiers (DIDs) and Self-Sovereign Identity (SSI). In this context, Blockchain appears as a new path that ensures traceability to all transactions. Although there are several primary studies related to this topic, there are not enough contributions that condensate all the information of research groups in a secondary study, which summarizes the techniques and trends of DIDs and SSI. Therefore, this paper presents a systematic literature review to identify research trends, challenges, and so- lutions to DID and SSI using Blockchain. Twenty-three papers published from 2014 to October 2022 were selected following inclusion and exclusion criteria. The investigation points out how most DID and SSI solutions are set in the general domain as academic postulations that could be released in the commercial field

    Literature Reviews in HCI: A Review of Reviews

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    This paper analyses Human-Computer Interaction (HCI) literature reviews to provide a clear conceptual basis for authors, reviewers, and readers. HCI is multidisciplinary and various types of literature reviews exist, from systematic to critical reviews in the style of essays. Yet, there is insufficient consensus of what to expect of literature reviews in HCI. Thus, a shared understanding of literature reviews and clear terminology is needed to plan, evaluate, and use literature reviews, and to further improve review methodology. We analysed 189 literature reviews published at all SIGCHI conferences and ACM Transactions on Computer-Human Interaction (TOCHI) up until August 2022. We report on the main dimensions of variation: (i) contribution types and topics; and (ii) structure and methodologies applied. We identify gaps and trends to inform future meta work in HCI and provide a starting point on how to move towards a more comprehensive terminology system of literature reviews in HCI

    Promoting the adoption of assistive technologies to aid with spatial orientation in dementia care

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    Introduction: In dementia care, locating technologies are a type of assistive technology that hold the potential to improve the quality of life of persons with dementia and their care partners by assisting in the management of spatial orientation impairments and wandering. Although many products are commercially available, their adoption remains low. To better understand how to promote their adoption, we examined user experience and clinical effectiveness resulting from product use and explored barriers to their adoption. Methods: In a first user experience study, a prototype locating technology was tested for four weeks by 17 dyads composed of persons with dementia and their care partners. In a second user experience study, two similar commercially available locating technologies were tested for four weeks each by another 17 dyads. User experience was examined with ratings of product usability, product functions and product features. Clinical effectiveness, frequency of use, purchase willingness, and product satisfaction were assessed with various scales. In a third qualitative focus group interview study with 22 interdisciplinary professional stakeholders, we explored views on the barriers to their adoption, as well as views on services and information dissemination strategies. Results: In the first study, the prototype was rated fairly in terms of usability, product functions and product features. However, usability ratings significantly decreased after four weeks. In the second study, ratings of usability, as well as of several product functions and product features were significantly more favourable for one of the two tested commercial products. Clinical effectiveness was not found in either study. In the third study, the main adoption barriers were based on unclear benefits and ethical concerns, as well as limitations in awareness, technology, product characteristics, and capital investments. Key services and information dissemination strategies centred on digital autonomy support, emergency support, information dissemination actors, product acquisition, and product advertising. Discussion: Results from both user experience studies indicate that focusing on specific product functions and features might substantially improve user experience. This might translate to measurable clinical effectiveness and higher adoption rates. Results from our qualitative study indicate that not only product characteristics and the technology itself impact adoption. Indeed, focusing on services and information dissemination strategies around products warrants closer attention as they might markedly improve adoption.Einleitung: Ortungssysteme in der Demenzversorgung gelten als eine vielversprechende Art von assistierender Technologie, um die Lebensqualität von Menschen mit Demenz und ihren Pflegepartnern zu verbessern, indem sie dabei helfen räumliche Orientierungsstörungen und Wanderungen zu bewältigen. Ihre Verwendung bleibt jedoch trotz der Verfügbarkeit vieler kom-merzieller Produkte gering. Um besser zu verstehen, wie ihre Verwendung gefördert werden kann, haben wir die Nutzererfahrung und klinische Wirksamkeit, die sich aus der Produktnutzung ergeben sowie die Barrieren für ihre Einführung untersucht. Methoden: In einer ersten Nutzererfahrungsstudie wurde ein Prototyp Ortungssystem vier Wo-chen lang von 17 Dyaden bestehend aus Menschen mit Demenz und ihren Pflegepartnern ge-testet. In einer zweiten Nutzererfahrungsstudie wurden zwei ähnliche kommerziell erhältliche Or-tungssysteme jeweils vier Wochen lang von weiteren 17 Dyaden getestet. Die Nutzererfahrung wurde mit Bewertungen der Benutzerfreundlichkeit, Produktfunktionen und Produkteigenschaften untersucht. Klinische Wirksamkeit, Nutzungshäufigkeit, Kaufbereitschaft und Produktzufrieden-heit wurden mit verschiedenen Skalen bewertet. In einer dritten qualitativen Fokusgruppeninter-viewstudie mit 22 interdisziplinären professionellen Stakeholdern untersuchten wir Ansichten zu den Barrieren für ihre Verwendung sowie zu Dienstleistungen und Strategien zur Informationsverbreitung. Ergebnisse: In der ersten Studie waren die Bewertungen der Benutzerfreundlichkeit, Produkt-funktionen und Produkteigenschaften mittelmäßig. Die Bewertung der Benutzerfreundlichkeit ging jedoch nach vier Wochen deutlich zurück. In der zweiten Studie fielen die Bewertungen der Benutzerfreundlichkeit sowie einiger Produktfunktionen und Produkteigenschaften bei einem der beiden getesteten Produkte deutlich besser aus. Klinische Wirksamkeit wurde in keiner der Studien gefunden. In der dritten Studie konzentrierten sich die wichtigsten Einführungsbarrieren auf unklare Vorteile und ethische Bedenken sowie auf bewusstseins-, technologisch-, produktmerkmal- und kapitalinvestitionsbasierte Einschränkungen. Dienstleistungen und Strategien zur Informationsverbreitung konzentrierten sich auf Unterstützung von digitaler Autonomie, Notfallunterstützung, Akteure der Informationsverbreitung, Produktakquisition und Produktwerbung. Diskussion: Die Ergebnisse beider Studien zur Nutzererfahrung zeigen, dass die Nutzererfah-rung durch die Optimierung bestimmter Produktfunktionen und Produkteigenschaften erheblich verbessert werden kann. Dies könnte zu einer messbaren klinischen Wirksamkeit und höheren Verwendung führen. Die Ergebnisse unserer qualitativen Studie zeigen, dass die Verwendung durch mehr als die Produktemerkmale und die Technologie selbst bestimmt wird. Deshalb ist eine gezielte Fokussierung auf Dienstleistungen und Strategien zur Informationsverbreitung rund um Ortungssysteme notwendig, da sie die Verwendung deutlich verbessern könnte

    FROM THE DEFINITION OF USER EXPERIENCE TO A FRAMEWORK TO CLASSIFY ITS APPLICATIONS IN DESIGN

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    AbstractThe concept of User Experience (UX) dates back to the 1990s, but a shared definition of UX is not available. As design integrates UX, different interpretations thereof can complicate the possibility to build upon previous literature and develop the field autonomously. Indeed, by analysing the literature, UX emerges as a cauldron of related and closely linked concepts. However, it is possible to find recurring attributes that emerge from those definitions, which are ascribable to two foci: the fundamental elements of the interaction (user, system, context) and typologies of experience (ergonomic, cognitive, and emotional). Those are used to build a framework. We have preliminarily investigated how UX is dealt with in design by mapping a sample of UX-related experimental articles published in design journals. We classified UX case studies based on the framework to individuate the UXs that emerge most frequently and the most studied ones in the design field. The two-focus framework allows the mapping of experiments involving UX in design, without highlighting specific favorable combinations. However, comprehensive studies dealing with all elements and UX typologies have not been found

    Designing Culture-Tailored Persuasive Technology to Promote Physical Activity

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    Physical inactivity has been recognized as one of the leading risk factors that account for cardiovascular disease, type-2 diabetes, stroke, hypertension, etc., with the World Health Organization labeling it as the fourth leading risk factor for global mortality. Research has shown that persuasive technology (PT) can be leveraged as a motivational/supportive tool in tackling the physical-inactivity problem. In particular, research shows that persuasive health applications (PHAs) are more likely to be effective if they are theorydriven and tailored to the target audience. Yet, most existing PHAs on the market are neither theory-driven nor tailored to the target audience. Rather, their designers often employ a one-size- fits-all approach. This makes it difficult to know what design decisions are effective or ineffective among a given target audience. To bridge this gap, I proposed a framework, called the "EMVE-DeCK Framework," grounded in Bandura's Triad of Reciprocal Determinism, for designing, implementing and evaluating tailored PT interventions. Basically, the EMVE-DeCK Framework employs "Theory" and "Technology" to explain and change "Behavior." Moreover, research shows that culture can be leveraged as a personalization mechanism for tailoring PHAs to the target users to make them more effective. However, there is limited cross-cultural research|grounded in theory and empirical evidence|on the effectiveness of culture-based tailoring, especially comparative studies involving understudied populations in the PT research landscape. Hence, using the Hofstede's cultural framework (individualism vs. collectivism), Social Cognitive Theory, Technology Acceptance Model and the EMVE-DeCK Framework, I conducted a number of comparative studies to understand the culture-speci c determinants of physical-activity behavior and the acceptance of a proposed PHA. I used the ndings to inform the design, implementation and evaluation of two versions of a tness app called BEN'FIT - personal version (PV) and social version (SV) - aimed to motivate bodyweight exercise at home. In this dissertation, using the EMVE-DeCK Framework and Canada/United States (individualist culture) and Nigeria (collectivist culture) as a case study, I describe: (1) the cross-cultural user studies and empirical f indings that informed the PT intervention; (2) the design and implementation of the culture-tailored PHA; (3) the evaluation of the overall and culture-tailoring e ectiveness of the PHA in a eld setting. Finally, based on empirical evidence, I present a set of validated PT design guidelines in the eld for designing and tailoring PHAs to users in the individualist and collectivist cultures. This dissertation makes three major contributions to PT research in the Human-Computer-Interaction domain. Firstly, it demonstrates how theory and culture can be employed in the design and development of PT interventions to motivate behavior change. Secondly, it reveals and validates in the eld how the individualist and collectivist cultures fundamentally differ in their motivational mechanism of behavior change. Thirdly, it provides an in-the- field validates PT design guidelines for developing tailored PHAs for the two main types of culture. In the physical-activity domain, the dissertation is the rst to conduct a theory-driven, in-the-fi eld cross-cultural PT research that focuses on an understudied population from Africa (Nigeria) and compare its ndings with those of a widely studied population from North America (Canada/United States)

    Designing Culture-Tailored Persuasive Technology to Promote Physical Activity

    Get PDF
    Physical inactivity has been recognized as one of the leading risk factors that account for cardiovascular disease, type-2 diabetes, stroke, hypertension, etc., with the World Health Organization labeling it as the fourth leading risk factor for global mortality. Research has shown that persuasive technology (PT) can be leveraged as a motivational/supportive tool in tackling the physical-inactivity problem. In particular, research shows that persuasive health applications (PHAs) are more likely to be effective if they are theory-driven and tailored to the target audience. Yet, most existing PHAs on the market are neither theory-driven nor tailored to the target audience. Rather, their designers often employ a one-size-fits-all approach. This makes it difficult to know what design decisions are effective or ineffective among a given target audience. To bridge this gap, I proposed a framework, called the “EMVE-DeCK Framework,” grounded in Bandura’s Triad of Reciprocal Determinism, for designing, implementing and evaluating tailored PT interventions. Basically, the EMVE-DeCK Framework employs “Theory” and “Technology” to explain and change “Behavior.” Moreover, research shows that culture can be leveraged as a personalization mechanism for tailoring PHAs to the target users to make them more effective. However, there is limited cross-cultural research—grounded in theory and empirical evidence—on the effectiveness of culture-based tailoring, especially comparative studies involving understudied populations in the PT research landscape. Hence, using the Hofstede’s cultural framework (individualism vs. collectivism), Social Cognitive Theory, Technology Acceptance Model and the EMVE-DeCK Framework, I conducted a number of comparative studies to understand the culture-specific determinants of physical-activity behavior and the acceptance of a proposed PHA. I used the findings to inform the design, implementation and evaluation of two versions of a fitness app called BEN’FIT—personal version (PV) and social version (SV)—aimed to motivate bodyweight exercise at home. In this dissertation, using the EMVE-DeCK Framework and Canada/United States (individualist culture) and Nigeria (collectivist culture) as a case study, I describe: (1) the cross-cultural user studies and empirical findings that informed the PT intervention; (2) the design and implementation of the culture-tailored PHA; and (3) the evaluation of the overall and culture-tailoring effectiveness of the PHA in a field setting. Finally, based on empirical evidence, I present a set of validated PT design guidelines in the field for designing and tailoring PHAs to users in the individualist and collectivist cultures. This dissertation makes three major contributions to PT research in the Human-Computer-Interaction domain. Firstly, it demonstrates how theory and culture can be employed in the design and development of PT interventions to motivate behavior change. Secondly, it reveals and validates in the field how the individualist and collectivist cultures fundamentally differ in their motivational mechanism of behavior change. Thirdly, it provides an in-the-field validated PT design guidelines for developing tailored PHAs for the two main types of culture. In the physical-activity domain, the dissertation is the first to conduct a theory-driven, in-the-field cross-cultural PT research that focuses on an understudied population from Africa (Nigeria) and compare its findings with those of a widely studied population from North America (Canada/United States)
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