30 research outputs found

    Inclusive Public Terminal Device Design: A Self-service Ticket Vending System

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    As information and communication technologies continue to be integrated into every aspect of people\u27s daily lives, a wide variety of public terminal devices that provide self-service have begun to emerge in a variety of public spaces. Its rapid development covers a wide range of industries, including banking and finance, medical services, transportation, and tourism. Self-service terminals have gradually replaced manual services with their high efficiency, speed, and low cost. At first, the self-service is designed to reduce the burden on manual service and, it is efficient and can bring more benefits to the business. Under such conditions how to solve more problems in a faster way becomes the primary influence factor for self-service. Currently, Consumers’ attitudes toward consumption have gradually shifted from pragmatism to hedonism, which means consumers have higher requirements for the user experience of self-service. A more user-friendly public transportation service system needs to be designed to better serve users’ daily travel demand. This thesis project will show a new metro self-service ticket vending system designed based on the Chengdu metro. The author will design a system that allows users to complete ticket purchases without resorting to the mobile phone map app. The system has main functions such as search destination/ buy tickets/ recharge metro card. The metro ticket generated by the system will be customized according to the destination and departure station, and specific information such as station name, transfer information, and approximate time will be recorded on it. The project hopes to enable people who are familiar or unfamiliar with the city to use the subway self-service system smoothly, reduce the frustration of users in the ticket purchase process, increase the pleasure of using the Chengdu metro, and deepen the friendly impression of the city

    Kiosks in retailing: the quiet revolution

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    Kiosks have the potential to be a significant application of IT in retailing, information provision and service delivery. This article discusses and analyses the application of kiosks as a channel for in-store service delivery. For these kiosks a taxonomy that characterises kiosks by their function: inform, interact, transact and relate is proposed. Eight case study examples of in store kiosks are analysed in using a framework that includes environment, task, audience, and technology. Included are: kiosks used by Halifax, Daewoo, Argos, Ikea, Debenhams, GNER, Sainsbury’s. and Boots. Both the taxonomy and the framework provide a basis for further analysis of the role of kiosks in service delivery, by allowing analysis and discussion of individual kiosks to be contextualised within a wider framework. </p

    Mobile phone interaction techniques for rural economy development - a review

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    Rural communities, especially in developing countries, are often neglected in terms of facilities and services that aid their social and economic development. This is evident even in software development processes, in that these groups of users or potential users’ are often not taken into consideration. The resultant effect is that they may not use it or use it sparingly. The objective of this study is to identify the various researches on interaction techniques and user interface design as a first step to the design of suitable mobile interactions and user interfaces for rural users. This research project is also aimed at socio-economic development and adding value to mobile phone users in Dwesa, a rural community in South Africa. This paper presents a literature survey of interaction techniques and user-interfaces. An analysis of the interaction techniques with respect to their suitability, availability of technologies, user capabilities for implementation in a rural context is discussed. Descriptive statistics of users’ current phones interaction facilities in the rural community which briefly illustrates users’ experiences and capabilities in different interaction modes is also presented.KEY WORDS: Interaction Techniques, Mobile phone, User Interface, ICT, Rural Development

    Passive Indoor Positioning System (PIPS) Using Near Field Communication (NFC) Technology

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    Travel can be an enjoyable experience but it can also be stressful when one is unable to get to the destination in timely manner. Satellite navigation systems (satnav) such as the ubiquitous Global Positioning System (GPS) provide an aid to locating unfamiliar places without hassle. However, the effectiveness of satnav stops at the doorstep of the building due to its requirement for line of sight with orbiting satellites. Within a large complex building, navigation typically relies on building signage, information from kiosks and getting assistance from information desks. The advancement of mobile devices and wireless technology offer an interesting proposition for the development of indoor positioning systems. In this paper, we propose a passive indoor positioning system to provide navigational aid and discuss findings from our pilot experiment using NFC technology

    Evaluación de usabilidad y accesibilidad de un conjunto de dispositivos interactivos denominados Puntos de Información Ciudadana

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    Este trabajo describe el proceso y el an&aacute;lisis de los resultados de un proyecto de evaluaci&oacute;n de la usabilidad y accesibilidad de un conjunto de dispositivos interactivos denominados Puntos de Informaci&oacute;n Ciudadana. Estos son unos terminales que el Ayuntamiento de Lleida ha distribuido en diferentes localizaciones estrat&eacute;gicas de la ciudad, con el objetivo de facilitar el uso de servicios y sistemas de informaci&oacute;n que el consistorio ofrece a sus ciudadanos. La iniciativa sirve adem&aacute;s para acercar las TICs a todas las capas sociales y disminuir la fractura tecnol&oacute;gica entre la poblaci&oacute;n. Los puntos clave del proyecto residen en los par&aacute;metros a considerar para realizar una evaluaci&oacute;n a este tipo de dispositivos (evaluaci&oacute;n estrechamente relacionada al contexto de interacci&oacute;n) y la forma de aplicar las metodolog&iacute;as de evaluaci&oacute;n de la usabilidad y accesibilidad para este tipo de contextos

    Designing and Optimizing a Healthcare Kiosk for the Community

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    Investigating new ways to deliver care, such as the use of self-service kiosks to collect and monitor signs of wellness, supports healthcare efficiency and inclusivity. Self-service kiosks offer this potential, but there is a need for solutions to meet acceptable standards, e.g., provision of accurate measurements. This study investigates the design and optimization of a prototype healthcare kiosk to collect vital signs measures. The design problem was decomposed, formalized, focused and used to generate multiple solutions. Systematic implementation and evaluation allowed for the optimization of measurement accuracy, first for individuals and then for a population. The optimized solution was tested independently to check the suitability of the methods, and quality of the solution. The process resulted in a reduction of measurement noise and an optimal fit, in terms of the positioning of measurement devices. This guaranteed the accuracy of the solution and provides a general methodology for similar design problems

    Touch Screens for the Older User

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    It has been 20 years since Ben Schneiderman predicted that there would be an increase in the use of touch screen applications yet it has been only in recent years that this prediction has come to pass. The concept of a touch screen computer was first introduced in 1965 by E.A. Johnson who described the possibilities of touch screen technology to support air traffic controllers. In this article Johnson describes how the touch display coupled to a computer can be considered as a keyboard, a novel approach at the time. Touch screens were brought into the public domain in 1971 by Elographics, Inc. which instigated the development of public touch screen technology such as automated teller machines (ATMs) and information kiosks (Brown et al., 2011). Another milestone in the history of touch technology was the introduction of the personal touch screen computer, HP-150, developed by Hewlett-Packard in 1983 (Sukumar, 1984). The purpose of this early design was to offer individuals an intuitive technology option. Although touch screen systems have maintained this intuitiveness and ease of use over the years, problems that existed with early systems still provide challenges for designers and developers to this day. Document type: Part of book or chapter of boo

    Designing Haptic Clues for Touchscreen Kiosks

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    Most interactive touchscreen kiosks are a challenge to accessibility: if graphics and sound fail in communication, the interaction process halts. In such a case, turning to the only remaining environmentally suited sense - the touch - is an intuitive option. To reinforce the interaction with interactive touchscreen kiosks it is possible to add haptic (touchable) feedback into the features of the device. The range of touchscreen-suited haptic technologies already enables some touch feedback from touchscreen surfaces and significant leaps still forward are being made at a constant rate. Due to this development it is relevant to review the human-centred factors affecting the design of haptic touchscreen in public kiosks. This thesis offers an overview for designing haptic clues for touchscreen kiosks. It emphasizes context sensitivity and the meaningfulness and communicability of different haptic design variants. As the main contribution, this thesis collects together the important considerations for the conscious design of haptic features in interactive kiosks and offers points of multimodal design considerations for designers intending to enrich their touchscreen interaction with haptic features
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