674 research outputs found

    Mobility matters identifying cognitive demands that are sensitive to orientation

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    Part 1: Long and Short Papers; International audience; Prior studies have shown benefits of interactions on mobile devices. Device mobility itself changes the nature of the user experience; interactions on mobile devices may present better support for cognition. To better understand cognitive demands related to mobility, the current study investigated presentations on a mobile device for a three-dimensional construction task. The task imposed considerable cognitive load, particularly in demands for mental rotation; individual differences in spatial ability are known to interact with these demands. This study specifically investigated mobile device orientations and participants spatial ability. Subjects with low spatial ability were able to complete the task more effectively when shown the presentation in a favorable orientation. Individuals who saw the presentation in an unfavorable orientation and those of low spatial ability, were differentially disadvantaged. We conclude that mobility can reduce cognitive load by limiting demands for spatial processing relating to reorientation. Document type: Part of book or chapter of boo

    Cartographic user interface design models for mobile Location-Based Services applications

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    Mobile Location-Based Services (mLBS) offer a unique combination of digital content, portability, interactivity, location-awareness and real-time information delivery, providing increased convenience and support for everyday geospatial decision-making tasks, compared to more traditional printed maps and digital cartographic products. In spite of their benefits, however, limitations inherent within mLBS technology (e.g. small screens), along with the dynamic and changeable contexts in which they are used, impact on their effectiveness for communicating geospatial information to end users and, in turn, their overall acceptance. Identifying usefulness (i.e. utility and usability) as a key factor influencing the acceptance of mLBS products, this thesis details the investigation of techniques and a methodology for designing mLBS applications that communicate geospatial information in a useful manner to non-expert, general public users. The research presented here focuses on the usefulness of the entire cartographic user interface (UI) for mLBS applications – i.e. those components that are specifically concerned with the access and representation of, and interaction with, geospatial information – differentiating it from related mLBS research and application design. Particular emphasis was placed on the usefulness of the interplay between various geospatial components of the cartographic UI, in support of a broad range of everyday geospatial tasks for non-expert users. Contributing to this, a wide array of alternative techniques for representing, presenting and interacting with geospatial information were explored. To achieve its aims, the study adopted a qualitative User-Centred Design (UCD) methodology, involving an early focus on users and their tasks, empirical measurement of usage, and iterative design and evaluation, which together ensured that all design efforts were firmly grounded in the needs and characteristics of the end users. Necessarily focused on a specific application area (tourism) and an associated user group (travellers), the UCD process employed by the research was more comprehensive than had previously been undertaken within the cartographic discipline. The primary results of the research comprise a set of cartographic UI design models for communicating geospatial information in a useful manner to the non-expert users of a tourism-related mLBS application. These incorporate a range of alternative cartographic representation, presentation and interaction techniques considered useful by representative users, with egocentric maps arguably holding the greatest importance. The wider benefits of the design models are expected to be twofold: firstly, they offer a structural foundation to researchers and developers seeking to produce useful cartographic UIs for tourism-related mLBS applications; and secondly, they provide guidance regarding specific cartographic representation, presentation and interaction techniques that offer utility and usability in particular contexts. In addition, a number of secondary research outputs offer other benefits to the scientific and commercial mLBS communities. These include the UCD research methodology – which presents a proven guide for ensuring usefulness during the design of mLBS applications in general – and a set of general recommendations for designing useful mLBS applications – which offer assistance for specific design activities while contributing empirical results to the future development of mLBS application design guidelines

    The Framework for the Rational Analysis of Mobile Education (Frame) Model: An Evaluation of Mobile Devices for Distance Education

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    Supervisor: Dr. Mohamed AllyMobile technology is a new and promising area of research in distance education. Currently, there are few if any descriptive models of mobile learning that can be used to develop appropriate pedagogical practices. This thesis has two main purposes: to develop a theoretical model of mobile learning and to use the model to evaluate a set of mobile devices. The Framework for the Rational Analysis of Mobile Education (FRAME) model describes mobile learning as a process resulting from the convergence of mobile technologies, human learning characteristics, and social interaction. The devices included in this study were equipped with wireless networking capacity, but varied in size, weight, processing power, interface design, portability, as well as input and output capabilities. This study is both theoretical and evaluative, relying on a small panel of experts to review the devices. During the first phase of data collection, the experts individually evaluated each device. In the second phase, they shared their observations in a face-to-face discussion. All questionnaires and discussion questions were based on the FRAME model. The study culminates in a discussion of some of the most significant factors likely to affect mobile device usability in distance education. It also outlines other areas of research suggested by the FRAME model

    The Benefits of Extended Reality for Technical Communication : Utilizing XR for Maintenance Documentation Creation and Delivery

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    The main goal of this dissertation is to explore the benefits of extended reality for technical communication. Both of these fields offer opportunities and also pose challenges to each other, and this dissertation provides insight into this relationship. The research was initiated by the author’s personal interest in both fields and also human-technology interaction and user needs in general. Even though this is an academic dissertation, it is first and foremost a practitioner’s view of these evolving technologies and their potential uses in industry and, specifically, in industrial maintenance and technical communication. Under the umbrella of extended reality and technical communication, this dissertation focuses on two main themes. The first part studies virtual reality as a technology to facilitate collaboration and digital content creation for technical documentation in industrial companies, and the second part explores the possibilities of augmented reality and smart glasses as a delivery channel for maintenance instructions. The developed concepts were tested by domain experts in user tests. The overall results of testing were positive, and domain experts expressed enthusiasm toward the concepts and technologies in general. The technical documentation process is an inherently collaborative process involving stakeholders from different teams and organizations, and virtual reality was evaluated to have a positive effect on that process, especially in the case of globally scattered teams. The developed tools were also rated positively for digital content creation. Therefore, virtual reality offers many benefits for technical documentation creation, an area where it has not been utilized until now. On the augmented reality side, domain experts were generally enthusiastic about the use of smart glasses even though the technologies are not yet mature enough for field use in industrial maintenance. Furthermore, the results show that content created in the technical communications industry standard, DITA XML, works well when delivered to smart glasses, and the same content can be single sourced to other delivery channels. The use of DITA XML, therefore, eliminates the need to tailor content for each delivery channel separately, and offers an effective way to create and update content for AR applications in industrial companies. This, in turn, can advance the use of AR technologies and related devices in field operations in industrial companies. In conclusion, the findings of this dissertation show that the fields of technical communication and extended reality have a significant amount of synergy. In this dissertation I establish use cases and guidelines for these areas

    Perception gaps and the adoption of information technology in the clinical healthcare environment

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    Implementation of information systems has lagged in many areas of clinical healthcare for a variety of reasons. Economics, data complexity and resistance are among the often quoted roadblocks. Research suggests that physicians play a major part in the adoption, use and diffusion of information technology (IT) in clinical settings. There are also other healthcare professionals, clinical and non-clinical, who play important roles in making decisions about the acquisition of information technology. In addition to these groups there are information technology professionals providing the services required within the healthcare field. Finally within this group are those IT professionals who have sufficient cross training to understand specific needs. Each member of these groups brings a different perspective to both needs assessments as well as implementation of clinical systems. This study considers the idea that there are preconceived differences of opinion of the information needs of clinical healthcare by the clinical community and the information technology professionals. Are these differences significant enough to create a barrier to implementation? A questionnaire was developed from preliminary data to assess multiple parameters which could impact implementation of a clinical information technology solution. A Web of System Performance (WOSP) model was created to map each of the following eight areas of concern: functionality, usability, extendibility, connectivity, flexibility, reliability, privacy and security. Responses to the questions were related to professional roles, age and experience. There were no differences seen in the perceived need for secure systems by either healthcare workers or IT professionals. The variance of perceived need was greatest among the various non-physician healthcare workers when compared to physicians or information technology professions. This was a consistent pattern for the otherparameters with the exception of the usability of the electronic health record. In this area all groups disagreed significantly. The study, though limited by its small sample, still suggests that the resistance by healthcare professionals is not a significant barrier to successful information technology implementation

    ISAR: Ein Autorensystem fĂŒr Interaktive Tische

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    Developing augmented reality systems involves several challenges, that prevent end users and experts from non-technical domains, such as education, to experiment with this technology. In this research we introduce ISAR, an authoring system for augmented reality tabletops targeting users from non-technical domains. ISAR allows non-technical users to create their own interactive tabletop applications and experiment with the use of this technology in domains such as educations, industrial training, and medical rehabilitation.Die Entwicklung von Augmented-Reality-Systemen ist mit mehreren Herausforderungen verbunden, die Endbenutzer und Experten aus nicht-technischen Bereichen, wie z.B. dem Bildungswesen, daran hindern, mit dieser Technologie zu experimentieren. In dieser Forschung stellen wir ISAR vor, ein Autorensystem fĂŒr Augmented-Reality-Tabletops, das sich an Benutzer aus nicht-technischen Bereichen richtet. ISAR ermöglicht es nicht-technischen Anwendern, ihre eigenen interaktiven Tabletop-Anwendungen zu erstellen und mit dem Einsatz dieser Technologie in Bereichen wie Bildung, industrieller Ausbildung und medizinischer Rehabilitation zu experimentieren

    Mobile Games for Learning:A Pattern-Based Approach

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    The core concern of this thesis is the design of mobile games for learning. The conditions and requirements that are vital in order to make mobile games suitable and effective for learning environments are investigated. The base for exploration is the pattern approach as an established form of templates that provide solutions for recurrent problems. Building on this acknowledged form of exchanging and re-using knowledge, patterns for game design are used to classify the many gameplay rules and mechanisms in existence. This research draws upon pattern descriptions to analyze learning game concepts and to abstract possible relationships between gameplay patterns and learning outcomes. The linkages that surface are the starting bases for a series of game design concepts and their implementations are subsequently evaluated with regard to learning outcomes. The findings and resulting knowledge from this research is made accessible by way of implications and recommendations for future design decisions

    Fundamental understanding and future guidance for handheld computers in the rail industry

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    Advances in mobile computing technology and software applications have led to an expansion in potential uses for handheld computers for various tasks. One strong application area is in maintenance and inspection. Network Rail has been progressively developing and applying handheld computers to field-based maintenance and inspection operations, with the aims of improving work productivity and quality, and personal and system safety. However, it is clear that these aims so far have been achieved with varying degrees of success. Handheld computer devices have the potential to enhance the procedure of performing the tasks in many different ways. However, the current handheld computers introduced to maintenance and inspection tasks in Network Rail have principally been designed as data entry tools and in most cases the primary objective is to reduce the amount of paper work and the associated costs and errors. This highlights the need for fundamental research into the ways in which handheld computer technologies should be specified, designed and implemented for effective use in a complex distributed environment such as the rail industry. The main purpose of this research was to study the applications of handheld computers in the rail industry and to generate a set of design principles for development of future systems within Network Rail. The findings of this research have contributed to the identification of human factors principles that need to be considered for design and implementation of successful handheld computer applications. A framework was also developed to summarise and organise information and functional requirements of maintenance workers. Investigating maintenance workers’ requirements through interviews and observations emphasised the importance of rail specific spatial information and the benefits of providing this knowledge to maintenance workers through a mobile computing device which is portable and easy to use. However, displaying rail specific spatial information on the small screen of a handheld computer introduces various HCI issues and challenges. These were addressed in part through a programme of experiments, and therefore the final section of this research focused on examining fundamental aspects of presenting rail specific spatial information on handheld computer screens. The main findings from different stages of this research have been collated into a set of recommendations for design and development of usable and useful applications for handheld computer devices in the rail industry
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