19 research outputs found

    Adaptive Content Presentation Extension for Open edX. Enhancing MOOCs Accessibility for Users with Disabilities

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    In this paper, we propose a three-layer architecture to extend the Massive Open Online Courses (MOOCs) platform Open edX to enhance course content accessibility for users with disabilities. Because of their open nature and global scope, MOOCs are a great opportunity for people with disabilities that might not be able to engage in learning otherwise. The goal of the proposed extension is to enhance MOOCs’ accessibility by adapting course content to student needs, preferences, skills and situations. In this approach, the user does not need to know what adaptations should be applied to the MOOC to make it more accessible for them. The user only needs to keep updated their accessibility preferences in their user profile. The extension automatically applies all the necessary adaptations as commanded by the adaptive engine and provides the presentation layer with the content best suited for the user

    User Interface Personalization in News Apps

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    ABSTRACT News is increasingly being accessed on smartphones and tablets, establishing mobile news reading as one of the most popular activities on mobile devices. News reading is also a very individual activity with marked differences in the way people read and access the news, however, news apps have limited personalization. In this paper, we approach news personalization as a two-dimensional problem. We discuss news personalization in terms of 'what' content is delivered to the user and 'how' that content is consumed. We present our approach towards user interface personalization in news apps and we conclude that news content recommendation and user interface personalization should co-exist in news apps

    User interface personalization in news apps

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    News is increasingly being accessed on smartphones and tablets, establishing mobile news reading as one of the most popular activities on mobile devices. News reading is also a very individual activity with marked differences in the way people read and access the news, however, news apps have limited personalization. In this paper, we approach news personalization as a two-dimensional problem. We discuss news personalization in terms of 'what' content is delivered to the user and 'how' that content is consumed. We present our approach towards user interface personalization in news apps and we conclude that news content recommendation and user interface personalization should co-exist in news apps

    Museum Mobile Guide Preferences of Different Visitor Personas

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    Personalising museum mobile guides is widely acknowledged as being important for enhancing the visitor experience. Due to the lack of information about an individual visitor and the relatively limited time of his or her visit, adapting the user interface based on a museum visitor's type is a promising approach to personalisation. This approach first requires a mechanism to identify the visitor type (‘persona’) and, second, knowledge of the preferences and needs of different types to apply personalisation. In this article, we report a face-to-face questionnaire study carried out with 105 visitors to Scitech, a science and technology visitor centre. The study aims to investigate the main facts required to identify a visitor persona and to explore the preferences of different visitor personas for particular mobile guide features. We limited our concern to the user interface features of the guide (e.g., whether it provides recommendations for related items to view) rather than what content and services the guide provides (e.g., what related items are recommended). We found that we can reliably identify the visitor persona using two multiple choice questions about visit motivation and perceived success criteria. In addition, we found that visitors have significant preferences for particular features such as presentation media, venue navigation tool, object suggestions, details level, accessing external links, exhibit information retrieval method and social interaction features such as voice communication, instant messaging, group games and challenges. Some features were found to be preferred differently by different personas such as the challenges feature, some were found to be preferred by personas differently to the overall preference such as in presentation media, and some were found to be preferred by some personas with no particular preference for others such as a venue navigation tool. Instant messaging was found to be significantly not preferred by all personas. The results provide a basis for personalisation of museum guides and services using a personas approach, which is a solution where data about individual users may be limited and where the individual configuration of a user interface may not be practical or warranted

    How Could MOOCs Become Accessible? The Case of edX and the Future of Inclusive Online Learning

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    Massive Open Online Courses (MOOCs) have great potential to provide learning opportunities for people around the world. However, to reach their full potential, MOOCs need to meet the accessibility needs of diverse learners, with and without disabilities. In the literature review, we have found some published research on accessibility evaluations of MOOCs content and platforms, but we have not found published research on how to design existing and future MOOC platforms to assist authors in producing accessible content. The main purpose of this research is to contribute to the discussion about the future of inclusive online learning, by proposing a software design to incorporate features in MOOC platforms to enable, support and guide authors toward conceptualizing, designing, building and testing accessible MOOCs. We also present the results of an evaluation of the accessibility issues of Studio, the edX course-authoring software, based on ATAG 2.0.This work has been partially supported by the Prometeo Project by SENESCYT, Ecuadorian Government

    User preferences for adaptive user interfaces in health information systems

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    An adaptive user interface requires identification of user requirements. Interface designers and engineers must understand end-user interaction with the system to improve user interface design. A combination of interviews and observations is applied for user requirement analysis in health information systems (HIS). Then, user preferences are categorized in this paper as either data entry, language and vocabulary, information presentation, or help, warning and feedback. The user preferences in these categories were evaluated using the focus group method. Focus group sessions with different types of HIS users comprising medical staff (with and without computer skills) and system administrators identified each user group’s preference for the initial adaptation of the HIS user interface. User needs and requirements must be identified to adapt the interface to users during data entry into the system. System designers must understand user interactions with the system to identify their needs and preferences. Without this, interface design cannot be adapted to users and users will not be comfortable using the system and eventually abandon its use

    Design of a web-based LBS framework addressing usability, cost, and implementation constraints

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    This research investigates barriers that prevent Location Based Services (LBS) from reaching its full potential. The different constraints, including poor usability, lack of positioning support, costs, and integration difficulties are highlighted. A framework was designed incorporating components based on existing and new technologies that could help address the constraints of LBS and increase end-user acceptance. This research proposes that usability constraints can be addressed by adapting a system to user characteristics which are inferred on the basis of captured user context and interaction data. A prototype LBS system was developed to prove the feasibility and benefit of the framework design, demonstrating that constraints of positioning, cost, and integration can be overcome. Volunteers were asked to use the system, and to answer questions in relation to their proficiency and experience. User-feedback showed that the proposed combination of functionality was well-received, and the prototype was appealing to many users. Ground-truths from the survey were related back to data captured with a user monitoring component in order to investigate whether users can be classified according to their context and how they interact. The results have shown that statistically significant relationships exist, and that by using the C4.5 decision-tree, computer proficiency can be estimated within one class-width in 76.7% of the cases. These results suggest that it may be possible to build a user-model to estimate computer proficiency on the basis of user-interaction data. The user model could then used to improve usability through adaptive user-specific customisations

    AdaptUI: A Framework for the development of Adaptive User Interfaces in Smart Product-Service Systems

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    Smart Product–Service Systems (S-PSS) represent an innovative business model that integrates intelligent products with advanced digital capabilities and corresponding e-services. The user experience (UX) within an S-PSS is heavily influenced by the customization of services and customer empowerment. However, conventional UX analysis primarily focuses on the design stage and may not adequately respond to the evolving user needs during the usage stage and how to exploit the data surrounding the use of S-PSS. To overcome these limitations, this article introduces a practical framework for developing Adaptive User Interfaces within S-PSS. This framework integrates ontologies and Context-aware recommendation systems, with user interactions serving as the primary data source, facilitating the development of adaptive user interfaces. One of the main contributions of this work lies on the integration of various components to achieve the creation of Adaptive User Interfaces for digital services. A case study of a smart device app is presented, to demonstrate the practical implementation of the framework, with a hands-on development approach, considering technological aspects and utilizing appropriate tools. The results of the evaluation of the recommendation engine show that using a context-aware approach improves the precision of recommendations. Furthermore, pragmatic aspects of UX, such as usefulness and system efficiency, are evaluated with participants with an overall positive impact on the use of the smart device
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