298,761 research outputs found
Evaluating the End-User Experience of Private Browsing Mode
Nowadays, all major web browsers have a private browsing mode. However, the
mode's benefits and limitations are not particularly understood. Through the
use of survey studies, prior work has found that most users are either unaware
of private browsing or do not use it. Further, those who do use private
browsing generally have misconceptions about what protection it provides.
However, prior work has not investigated \emph{why} users misunderstand the
benefits and limitations of private browsing. In this work, we do so by
designing and conducting a three-part study: (1) an analytical approach
combining cognitive walkthrough and heuristic evaluation to inspect the user
interface of private mode in different browsers; (2) a qualitative,
interview-based study to explore users' mental models of private browsing and
its security goals; (3) a participatory design study to investigate why
existing browser disclosures, the in-browser explanations of private browsing
mode, do not communicate the security goals of private browsing to users.
Participants critiqued the browser disclosures of three web browsers: Brave,
Firefox, and Google Chrome, and then designed new ones. We find that the user
interface of private mode in different web browsers violates several
well-established design guidelines and heuristics. Further, most participants
had incorrect mental models of private browsing, influencing their
understanding and usage of private mode. Additionally, we find that existing
browser disclosures are not only vague, but also misleading. None of the three
studied browser disclosures communicates or explains the primary security goal
of private browsing. Drawing from the results of our user study, we extract a
set of design recommendations that we encourage browser designers to validate,
in order to design more effective and informative browser disclosures related
to private mode
An Activity Theory Evaluation of a User Interface for a Web-based Virtual Research Environment (VRE)
Activity Theory is a framework or descriptive tool which is commonly used in Human-computer Interaction. In particular, it is used more and more in the design and evaluation of some collaborative systems such as a modular object-oriented dynamic learning environment.
Activity Theory offers many advantages to interface design for interactive systems when compared with the traditional cognitive psychology approach. This is because the traditional cognitive method cannot penetrate the human side. Therefore, the thorough analysis of human activities in Activity Theory makes it an effective and efficient method for evaluation and design of a system.
There is currently some ongoing research work on the design or evaluation of interactive systems, in particular commercial information systems. However, none of them are about online virtual research environments.
Therefore, this project aims to evaluate the interface of an online virtual research environment called CRADLE using Activity Theory. We will conduct a humanities study in this project, which seeks to find contradictions between the current interface and user expectations, which will in turn be used to design the next generation of CRADLE. In order to find a better way to represent the human community in CRADLE’s digital humanities context, we proposed two candidate proposals and refined them based on participants feedback
Database repairs with answer set programming
Dissertação para obtenção do Grau de Mestre em
Engenharia InformáticaIntegrity constraints play an important part in database design. They are what allow
databases to store accurate information, since they impose some properties that must
always hold. However, none of the existing Database Management Systems allows the
specification of new integrity constraints if the information stored is already violating
these new integrity constraints.
In this dissertation, we developed DRSys, an application that allows the user to specify
integrity constraints that he wishes to enforce in the database. If the database becomes
inconsistent with respect to such integrity constraints, DRSys returns to the user possible ways to restore consistency, by inserting or deleting tuples into/from the original database, creating a new consistent database, a database repair. Also, since we are dealing with databases, we want to change as little information as possible, so DRSys offers the user two distinct minimality criteria when repairing the database: minimality under set inclusion or minimality under cardinality of operations.
We approached the database repairing problem by using the capacity of problem solving
offered by Answer Set Programming (ASP), which benefits from the simple specification
of problems, and the existence of “Solvers” that solve those problems in an efficient
manner.
DRSys is a database repair application that was built on top of the database management
system PostgreSQL. Furthermore, we developed a graphical user interface, to aid
the user in the whole process of defining new integrity constraints and in the process of database repairing.
We evaluate the performance and scalability of DRSys, by presenting several tests in
different situations, exploring particular features of it as well, in order to understand the scalability of DRSys
A new programming metaphor for image processing procedures
Most image processing systems, besides an Application Program Interface (API) which lets users write their own image processing programs, also feature a higher level of programmability. Traditionally, this is a command or macro language, which can be used to build large procedures (scripts) out of simple programs or commands. This approach, a legacy of the teletypewriter has serious drawbacks. A command language is clumsy when (and if! it attempts to utilize the capabilities of a multitasking or multiprocessor environment, it is but adequate for real-time data acquisition and processing, it has a fairly steep learning curve, and the user interface is very inefficient,. especially when compared to a graphical user interface (GUI) that systems running under Xll or Windows should otherwise be able to provide. ll these difficulties stem from one basic problem: a command language is not a natural metaphor for an image processing procedure. A more natural metaphor - an image processing factory is described in detail. A factory is a set of programs (applications) that execute separate operations on images, connected by pipes that carry data (images and parameters) between them. The programs function concurrently, processing images as they arrive along pipes, and querying the user for whatever other input they need. From the user's point of view, programming (constructing) factories is a lot like playing with LEGO blocks - much more intuitive than writing scripts. Focus is on some of the difficulties of implementing factory support, most notably the design of an appropriate API. It also shows that factories retain all the functionality of a command language (including loops and conditional branches), while suffering from none of the drawbacks outlined above. Other benefits of factory programming include self-tuning factories and the process of encapsulation, which lets a factory take the shape of a standard application both from the system and the user's point of view, and thus be used as a component of other factories. A bare-bones prototype of factory programming was implemented under the PcIPS image processing system, and a complete version (on a multitasking platform) is under development
Does disaggregated electricity feedback reduce domestic electricity consumption? A systematic review of the literature
We examine 12 studies on the efficacy of disaggregated energy feedback. The
average electricity reduction across these studies is 4.5%. However, 4.5% may
be a positively-biased estimate of the savings achievable across the entire
population because all 12 studies are likely to be prone to opt-in bias hence
none test the effect of disaggregated feedback on the general population.
Disaggregation may not be required to achieve these savings: Aggregate feedback
alone drives 3% reductions; and the 4 studies which directly compared aggregate
feedback against disaggregated feedback found that aggregate feedback is at
least as effective as disaggregated feedback, possibly because web apps are
viewed less often than in-home-displays (in the short-term, at least) and
because some users do not trust fine-grained disaggregation (although this may
be an issue with the specific user interface studied). Disaggregated
electricity feedback may help a motivated sub-group of the population to save
more energy but fine-grained disaggregation may not be necessary to achieve
these energy savings. Disaggregation has many uses beyond those discussed in
this paper but, on the specific question of promoting energy reduction in the
general population, there is no robust evidence that current forms of
disaggregated energy feedback are more effective than aggregate energy
feedback. The effectiveness of disaggregated feedback may increase if the
general population become more energy-conscious (e.g. if energy prices rise or
concern about climate change deepens); or if users' trust in fine-grained
disaggregation improves; or if innovative new approaches or alternative
disaggregation strategies (e.g. disaggregating by behaviour rather than by
appliance) out-perform existing feedback. We also discuss opportunities for new
research into the effectiveness of disaggregated feedback.Comment: Accepted for oral presentation at the 3rd International NILM
Workshop, Vancouver, 14-15 May 201
Development of the Wheelchair Interface Questionnaire and initial face and content validity
Background: Because resources are limited in low- and middle-income countries (LMIC), the development of outcome measures is of interest. Wheelchair outcome measures are useful to support evidence-based practice in wheelchair provision.
Objectives: The Wheelchair Interface Questionnaire (WIQ) is being developed to provide a professional perspective on the quality of the interface between a wheelchair and its user. This article discusses the development of the WIQ and its face and content validity.
Method: During field studies in Kenya, we sought to include professional report data on the wheelchair–user interface that could be analysed to inform design changes. None of the existing measures was focused on the interface between users and their wheelchairs. The WIQ was developed to meet this need. To investigate face and content validity, 24 experienced wheelchair professionals participated in a study that included two rounds of an online survey and a focus group in Kenya.
Results: Responses were categorised by topic and the WIQ was modified following each iteration. Participants affirmed the usefulness of a brief professional report measure to provide a snapshot of the user–wheelchair interface. Participants emphasised the importance of brevity, wide applicability and provision of specific feedback for wheelchair modification or design changes. The focus group agreed that the final version provided useful data and was applicable to virtually all wheelchair users in LMIC.
Conclusion: These preliminary studies indicate initial face and content validity of the WIQ as a method for providing a professional perspective on the interface between a user and his or her wheelchair
Scoping analytical usability evaluation methods: A case study
Analytical usability evaluation methods (UEMs) can complement empirical evaluation of systems: for example, they can often be used earlier in design and can provide accounts of why users might experience difficulties, as well as what those difficulties are. However, their properties and value are only partially understood. One way to improve our understanding is by detailed comparisons using a single interface or system as a target for evaluation, but we need to look deeper than simple problem counts: we need to consider what kinds of accounts each UEM offers, and why. Here, we report on a detailed comparison of eight analytical UEMs. These eight methods were applied to it robotic arm interface, and the findings were systematically compared against video data of the arm ill use. The usability issues that were identified could be grouped into five categories: system design, user misconceptions, conceptual fit between user and system, physical issues, and contextual ones. Other possible categories such as User experience did not emerge in this particular study. With the exception of Heuristic Evaluation, which supported a range of insights, each analytical method was found to focus attention on just one or two categories of issues. Two of the three "home-grown" methods (Evaluating Multimodal Usability and Concept-based Analysis of Surface and Structural Misfits) were found to occupy particular niches in the space, whereas the third (Programmable User Modeling) did not. This approach has identified commonalities and contrasts between methods and provided accounts of why a particular method yielded the insights it did. Rather than considering measures such as problem count or thoroughness, this approach has yielded insights into the scope of each method
The assessment of usability of electronic shopping: A heuristic evaluation
Today there are thousands of electronic shops accessible via the Web. Some provide user-friendly features whilst others seem not to consider usability factors at all. Yet, it is critical that the electronic shopping interface is user-friendly so as to help users to obtain their desired results. This study applied heuristic evaluation to examine the usability of current electronic shopping. In particular, it focused on four UK-based supermarkets offering electronic services: including ASDA, Iceland, Sainsbury, and Tesco. The evaluation consists of two stages: a free-flow inspection and a task-based inspection. The results indicate that the most significant and common usability problems have been found to lie within the areas of ‘User Control and Freedom’ and ‘Help and Documentation’. The findings of this study are applied to develop a set of usability guidelines to support the future design of effective interfaces for electronic shopping
A Word Sense-Oriented User Interface for Interactive Multilingual Text Retrieval
In this paper we present an interface for supporting a user in an interactive cross-language search process using semantic classes. In order to enable users to access multilingual information, different problems have to be solved: disambiguating and translating the query words, as well as categorizing and presenting the results appropriately. Therefore, we first give a brief introduction to word sense disambiguation, cross-language text retrieval and document categorization and finally describe recent achievements of our research towards an interactive multilingual retrieval system. We focus especially on the problem of browsing and navigation of the different word senses in one source and possibly several target languages. In the last part of the paper, we discuss the developed user interface and its functionalities in more detail
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