664 research outputs found

    Adapting the cognitive walkthrough method to assess the usability of a knowledge domain visualization

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    The usability of knowledge domain visualization (KDViz) tools can be assessed at several levels. Cognitive Walkthrough (CW) is a well-known usability inspection method that focuses on how easily users can learn software through exploration. Typical applications of CW follow structured tasks where user goals and action sequences that lead to achievement of the goals are well-defined. KDViz and other information visualization tools, however, are typically designed for users to explore data and user goals and actions are less well understood. In this paper, we describe how the traditional CW method may be adapted for assessing the usability of these systems. We apply the adapted version of CW to CiteSpace, a KDViz tool that uses bibliometric analyses to create visualizations of scientific literatures. We describe usability issues identified by the adapted CW and discuss how CiteSpace supported the completion of tasks, such as identifying research fronts, and the achievement of goals. Finally, we discuss improvements to the adapted CW and issues to be addressed before applying it to a wider range of KDViz tools

    Methodological development

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    Book description: Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organisational and social sciences in order to understand how people use and experience interactive technology. Until now, researchers have been forced to return to the individual subjects to learn about research methods and how to adapt them to the particular challenges of HCI. This is the first book to provide a single resource through which a range of commonly used research methods in HCI are introduced. Chapters are authored by internationally leading HCI researchers who use examples from their own work to illustrate how the methods apply in an HCI context. Each chapter also contains key references to help researchers find out more about each method as it has been used in HCI. Topics covered include experimental design, use of eyetracking, qualitative research methods, cognitive modelling, how to develop new methodologies and writing up your research

    Applying a User-centred Approach to Interactive Visualization Design

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    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Visualization Evaluation for Cyber Security: Trends and Future Directions

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    The Visualization for Cyber Security research community (VizSec) addresses longstanding challenges in cyber security by adapting and evaluating information visualization techniques with application to the cyber security domain. This research effort has created many tools and techniques that could be applied to improve cyber security, yet the community has not yet established unified standards for evaluating these approaches to predict their operational validity. In this paper, we survey and categorize the evaluation metrics, components and techniques that have been utilized in the past decade of VizSec research literature. We also discuss existing methodological gaps in evaluating visualization in cyber security, and suggest potential avenues for future re- search in order to help establish an agenda for advancing the state-of-the-art in evaluating cyber security visualization

    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

    Toward a Heuristic Model for Evaluating the Complexity of Computer Security Visualization Interface

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    Computer security visualization has gained much attention in the research community in the past few years. However, the advancement in security visualization research has been hampered by the lack of standardization in visualization design, centralized datasets, and evaluation methods. We propose a new heuristic model for evaluating the complexity of computer security visualizations. This complexity evaluation method is designed to evaluate the efficiency of performing visual search in security visualizations in terms of measuring critical memory capacity load needed to perform such tasks. Our method is based on research in cognitive psychology along with characteristics found in a majority of the security visualizations. The main goal for developing this complexity evaluation method is to guide computer security visualization design and compare different visualization designs. Finally, we compare several well known computer security visualization systems. The proposed method has the potential to be extended to other areas of information visualization

    Usability Evaluation in Virtual Environments: Classification and Comparison of Methods

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    Virtual environments (VEs) are a relatively new type of human-computer interface in which users perceive and act in a three-dimensional world. The designers of such systems cannot rely solely on design guidelines for traditional two-dimensional interfaces, so usability evaluation is crucial for VEs. We present an overview of VE usability evaluation. First, we discuss some of the issues that differentiate VE usability evaluation from evaluation of traditional user interfaces such as GUIs. We also present a review of VE evaluation methods currently in use, and discuss a simple classification space for VE usability evaluation methods. This classification space provides a structured means for comparing evaluation methods according to three key characteristics: involvement of representative users, context of evaluation, and types of results produced. To illustrate these concepts, we compare two existing evaluation approaches: testbed evaluation [Bowman, Johnson, & Hodges, 1999], and sequential evaluation [Gabbard, Hix, & Swan, 1999]. We conclude by presenting novel ways to effectively link these two approaches to VE usability evaluation

    Improving Usability and Adoption of Tablet-based Electronic Health Record (EHR) Applications

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    abstract: The technological revolution has caused the entire world to migrate to a digital environment and health care is no exception to this. Electronic Health Records (EHR) or Electronic Medical Records (EMR) are the digital repository for health data of patients. Nation wide efforts have been made by the federal government to promote the usage of EHRs as they have been found to improve quality of health service. Although EHR systems have been implemented almost everywhere, active use of EHR applications have not replaced paper documentation. Rather, they are often used to store transcribed data from paper documentation after each clinical procedure. This process is found to be prone to errors such as data omission, incomplete data documentation and is also time consuming. This research aims to help improve adoption of real-time EHRs usage while documenting data by improving the usability of an iPad based EHR application that is used during resuscitation process in the intensive care unit. Using Cognitive theories and HCI frameworks, this research identified areas of improvement and customizations in the application that were required to exclusively match the work flow of the resuscitation team at the Mayo Clinic. In addition to this, a Handwriting Recognition Engine (HRE) was integrated into the application to support a stylus based information input into EHR, which resembles our target users’ traditional pen and paper based documentation process. The EHR application was updated and then evaluated with end users at the Mayo clinic. The users found the application to be efficient, usable and they showed preference in using this application over the paper-based documentation.Dissertation/ThesisMasters Thesis Computer Science 201
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