19,033 research outputs found

    Assessing user experience of context-aware interfaces in a retail store

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    Context-awareness is becoming an essential functionality of mobile applications. However, it remains challenging to capture the contextual experience in innovation research, since early-stage technologies have not reached maturity to be implemented in a real-life context. Moreover, users have difficulty in evaluating implicit interactions with context-aware interfaces since imagination of users is limited. Assuming that context impacts user experience, virtual reality (VR) provides an untapped potential for the domain of innovation research. The aim of this study (in progress) is to investigate the potential of user tests in virtual reality (here virtual retail store) for human-computer interaction to better match the needs of users and designers. Initially, the mock-up has been implemented in a retail store with its context-awareness being simulated using the Wizard of Oz methodology (N = 18). This approach is found to be time-consuming and not sufficient for evaluating radical context-aware innovations

    VANET Applications: Hot Use Cases

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    Current challenges of car manufacturers are to make roads safe, to achieve free flowing traffic with few congestions, and to reduce pollution by an effective fuel use. To reach these goals, many improvements are performed in-car, but more and more approaches rely on connected cars with communication capabilities between cars, with an infrastructure, or with IoT devices. Monitoring and coordinating vehicles allow then to compute intelligent ways of transportation. Connected cars have introduced a new way of thinking cars - not only as a mean for a driver to go from A to B, but as smart cars - a user extension like the smartphone today. In this report, we introduce concepts and specific vocabulary in order to classify current innovations or ideas on the emerging topic of smart car. We present a graphical categorization showing this evolution in function of the societal evolution. Different perspectives are adopted: a vehicle-centric view, a vehicle-network view, and a user-centric view; described by simple and complex use-cases and illustrated by a list of emerging and current projects from the academic and industrial worlds. We identified an empty space in innovation between the user and his car: paradoxically even if they are both in interaction, they are separated through different application uses. Future challenge is to interlace social concerns of the user within an intelligent and efficient driving

    NGN PLATFORMS FOR EMERGENCY

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    Beyond representations: towards an action-centric perspective on tangible interaction

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    In the light of theoretical as well as concrete technical development, we discuss a conceptual shift from an information-centric to an action-centric perspective on tangible interactive technology. We explicitly emphasise the qualities of shareable use, and the importance of designing tangibles that allow for meaningful manipulation and control of the digital material. This involves a broadened focus from studying properties of the interface, to instead aim for qualities of the activity of using a system, a general tendency towards designing for social and sharable use settings and an increased openness towards multiple and subjective interpretations. An effect of this is that tangibles are not designed as representations of data, but as resources for action. We discuss four ways that tangible artefacts work as resources for action: (1) for physical manipulation; (2) for referential, social and contextually oriented action; (3) for perception and sensory experience; (4) for digitally mediated action

    A Survey of Requirements Engineering Methods for Pervasive Services

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    Designing and deploying ubiquitous computing systems, such as those delivering large-scale mobile services, still requires large-scale investments in both development effort as well as infrastructure costs. Therefore, in order to develop the right system, the design process merits a thorough investigation of the wishes of the foreseen user base. Such investigations are studied in the area of requirements engineering (RE). In this report, we describe and compare three requirements engineering methods that belong to one specific form of RE, namely Goal-Oriented Requirements Engineering. By mapping these methods to a common framework, we assess their applicability in the field of ubiquitous computing systems

    Wearable and mobile devices

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    Information and Communication Technologies, known as ICT, have undergone dramatic changes in the last 25 years. The 1980s was the decade of the Personal Computer (PC), which brought computing into the home and, in an educational setting, into the classroom. The 1990s gave us the World Wide Web (the Web), building on the infrastructure of the Internet, which has revolutionized the availability and delivery of information. In the midst of this information revolution, we are now confronted with a third wave of novel technologies (i.e., mobile and wearable computing), where computing devices already are becoming small enough so that we can carry them around at all times, and, in addition, they have the ability to interact with devices embedded in the environment. The development of wearable technology is perhaps a logical product of the convergence between the miniaturization of microchips (nanotechnology) and an increasing interest in pervasive computing, where mobility is the main objective. The miniaturization of computers is largely due to the decreasing size of semiconductors and switches; molecular manufacturing will allow for “not only molecular-scale switches but also nanoscale motors, pumps, pipes, machinery that could mimic skin” (Page, 2003, p. 2). This shift in the size of computers has obvious implications for the human-computer interaction introducing the next generation of interfaces. Neil Gershenfeld, the director of the Media Lab’s Physics and Media Group, argues, “The world is becoming the interface. Computers as distinguishable devices will disappear as the objects themselves become the means we use to interact with both the physical and the virtual worlds” (Page, 2003, p. 3). Ultimately, this will lead to a move away from desktop user interfaces and toward mobile interfaces and pervasive computing
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