1,433 research outputs found

    An empirical study of the “prototype walkthrough”: a studio-based activity for HCI education

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    For over a century, studio-based instruction has served as an effective pedagogical model in architecture and fine arts education. Because of its design orientation, human-computer interaction (HCI) education is an excellent venue for studio-based instruction. In an HCI course, we have been exploring a studio-based learning activity called the prototype walkthrough, in which a student project team simulates its evolving user interface prototype while a student audience member acts as a test user. The audience is encouraged to ask questions and provide feedback. We have observed that prototype walkthroughs create excellent conditions for learning about user interface design. In order to better understand the educational value of the activity, we performed a content analysis of a video corpus of 16 prototype walkthroughs held in two HCI courses. We found that the prototype walkthrough discussions were dominated by relevant design issues. Moreover, mirroring the justification behavior of the expert instructor, students justified over 80 percent of their design statements and critiques, with nearly one-quarter of those justifications having a theoretical or empirical basis. Our findings suggest that PWs provide valuable opportunities for students to actively learn HCI design by participating in authentic practice, and provide insight into how such opportunities can be best promoted

    A Design Thinking Framework for Human-Centric Explainable Artificial Intelligence in Time-Critical Systems

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    Artificial Intelligence (AI) has seen a surge in popularity as increased computing power has made it more viable and useful. The increasing complexity of AI, however, leads to can lead to difficulty in understanding or interpreting the results of AI procedures, which can then lead to incorrect predictions, classifications, or analysis of outcomes. The result of these problems can be over-reliance on AI, under-reliance on AI, or simply confusion as to what the results mean. Additionally, the complexity of AI models can obscure the algorithmic, data and design biases to which all models are subject, which may exacerbate negative outcomes, particularly with respect to minority populations. Explainable AI (XAI) aims to mitigate these problems by providing information on the intent, performance, and reasoning process of the AI. Where time or cognitive resources are limited, the burden of additional information can negatively impact performance. Ensuring XAI information is intuitive and relevant allows the user to quickly calibrate their trust in the AI, in turn improving trust in suggested task alternatives, reducing workload and improving task performance. This study details a structured approach to the development of XAI in time-critical systems based on a design thinking framework that preserves the agile, fast-iterative approach characteristic of design thinking and augments it with practical tools and guides. The framework establishes a focus on shared situational perspective, and the deep understanding of both users and the AI in the empathy phase, provides a model with seven XAI levels and corresponding solution themes, and defines objective, physiological metrics for concurrent assessment of trust and workload

    Academic methods for usability evaluation of serious games: a systematic review

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    In the last years, there has been an increasing interest in the design of video games as a tool for education, training, health promotion, socialization, etc. Usability, which is a key factor in any video game, becomes even more important in these so-called Bserious games^, where the users’ special characteristics should be considered, and the game efficacy depends on the users’ adherence and engagement. However, evaluation of the usability of this kind of games requires a redefinition of techniques, methods and even terminology. In this paper, we elicit six research questions and conduct a systematic review of the scientific literature, which resulted in the selection of 187 papers that contained the most relevant responses. The conclusions of this systematic review illustrate the general status of current academic usability evaluations of these games and the main trends in the selection of methodologies and how are they applied. This view may be a very valuable foundation for future researchMinisterio de Ciencia e Innovación PROCUR@-IPT-2011-1038-90000

    Glitchspace:teaching programming through puzzles in cyberspace

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    There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful commercial games tend to focus gameplay above any educational aspects. In contrast, games designed for educational purposes have a habit of sacrificing entertainment for educational value which can result in a decline in player engagement. For both, the player experience is critical as it can have a profound effect on both the commercial success of the game and in delivering the educational engagement. As part of an Interface-funded research project Abertay University worked with the independent games company, Space Budgie, to enhance the user experience of their educational game Glitchspace. The game aimed to teach basic coding principles and terminology in an entertaining way. The game sets the player inside a Mondrian-inspired cyberspace world where to progress the player needs to reprogramme the world around them to solve puzzles. The main objective of the academic-industry collaborative project was to analyse the user experience (UX) of the game to increase its educational value for a standalone educational version. The UX design focused on both pragmatic and hedonic qualities such playability, usability and the psychological impact of the game. The empirical study of the UX design allowed all parties to develop a deeper understanding of how the game was being played and the initial reactions to the game by the player. The core research question that the study sought to answer was whether when designing an educational game, UX design could improve philosophical concepts like motivation and engagement to foster better learning experiences.</p

    Categorisation of visualisation methods to support the design of Human-Computer Interaction systems

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    During the design of Human-Computer Interaction (HCI) systems, the creation of visual artefacts forms an important part of design. On one hand producing a visual artefact has a number of advantages: it helps designers to externalise their thought and acts as a common language between different stakeholders. On the other hand, if an inappropriate visualisation method is employed it could hinder the design process. To support the design of HCI systems, this paper reviews the categorisation of visualisation methods used in HCI. A keyword search is conducted to identify a) current HCI design methods, b) approaches of selecting these methods. The resulting design methods are filtered to create a list of just visualisation methods. These are then categorised using the approaches identified in (b). As a result 23 HCI visualisation methods are identified and categorised in 5 selection approaches (The Recipient, Primary Purpose, Visual Archetype, Interaction Type, and The Design Process).Innovate UK, EPSRC, Airbus Group Innovation

    Effects of Game Design Patterns on Basic Life Support Training Content

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    Kelle, S., Klemke, R., & Specht, M. (2013). Effects of Game Design Patterns on Basic Life Support Training Content. Educational Technology & Society, 16(1), 275–285.Based on a previous analysis of game design patterns and related effects in an educational scenario, the following paper presents an experimental study. In the study a course for Basic Life Support training has been evaluated and two game design patterns have been applied to the course. The hypotheses evaluated in this paper relate to game design patterns that have been used for learning functions, expected to enhance the learning outcome and user experience. An experimental design has been carried out in order to get insight about effects of individual and combined game patterns in a Basic Life Support course. Based on the according educational objectives, the effects of two different game design patterns relevant for learning (a timer pattern and a score pattern) have been evaluated. This game was prototypically developed targeting the application on the healthcare domain (basic life support). The results show a significant interaction effect of the two patterns on the learning gain, as well as a strong covariate influence of the learners’ age

    Investigating the User Experience with a 3D Virtual Anatomy Application

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    Decreasing hours dedicated to teaching anatomy courses and declining use of human cadavers have spurred the need for innovative solutions in teaching anatomy in medical schools. Advancements in virtual reality (VR), 3D visualizations, computer graphics, and medical graphic images have enabled the development of highly interactive 3D virtual applications. Over recent years, variations of interactive systems on computer-mediated environments have been used as supplementary resource for learners. However, despite the growing sophistication of these resources for learning anatomy, studies show that students predominantly prefer traditional methods of learning and hands-on cadaver-based learning over computer-mediated platforms. There is limited research on evaluating user experience in the use of interactive 3D anatomy systems, even though Human-Computer Interaction (HCI) studies show that usability (ease of use) and user engagement are essential to technology adoption and satisfaction. The addressable problem of the research was to investigate how ease of use and flow affected aspects of the students’ engagement experience with the use of a 3D virtual anatomy application. The aim of the study was to evaluate the use of a 3D virtual application in performing dissection learning tasks and to understand aspects of user engagement as assessed by ease of use and flow experience. The flow experience was quantified using the Short Flow State Scale (S FSS-2) and the System Usability Scale (SUS) to measure perceptions about ease of use and user satisfaction. The research questions included: (1) What consequences of flow do students experience? (2) What aspects of the 3D virtual platform are distracting to performing the learning tasks? (3) How do students’ perception of ease of use affect the flow experience based on the SUS and S FSS-2 scores? (4) How do students rate their level of engagement as measured by flow based on their S FSS-2 scores? (5) How does flow help explain student satisfaction and motivation? (6) How do students perceive use of the application to learn anatomy compared with cadaver-based dissection? The study consisted of medical student participants who were asked to complete virtual dissection activities associated with learning objectives in the Structure of the Human Body course to perform using a 3D virtual anatomy application. A subset of participants who completed the learning task and the surveys had a follow-up Cognitive Walkthrough with Think-Aloud Protocol observation activity with an interview segment to gain deeper insights into their user experience with the application. The data from the convergent mixed method analysis indicated that ease of use had some impact on the flow experience and that perceived user satisfaction and motivation were attributed to the interactive 3D visualization design. Seven super-ordinate themes were identified: Ease of Use, Learnability, Interface-Technical, User Satisfaction, Visuospatial, Focus/In the Zone, and CA vs Cadaver. The results have implications for educators (particularly anatomists), educational technologists, and HCI and UX practitioners. Additional research should be conducted using the long version of the Flow State Scale to provide a better understanding of each flow dimension. Further study is recommended with students who have hands-on experience with human cadaver dissection that are also able to compare their experience with the use of a 3D virtual anatomy platform for a direct side-by-side assessment. It would also be helpful to conduct the study as part of the entire duration of the anatomy course and assess how the flow experience impacts student learning performance
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