657 research outputs found

    User-centred design of flexible hypermedia for a mobile guide: Reflections on the hyperaudio experience

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    A user-centred design approach involves end-users from the very beginning. Considering users at the early stages compels designers to think in terms of utility and usability and helps develop the system on what is actually needed. This paper discusses the case of HyperAudio, a context-sensitive adaptive and mobile guide to museums developed in the late 90s. User requirements were collected via a survey to understand visitors’ profiles and visit styles in Natural Science museums. The knowledge acquired supported the specification of system requirements, helping defining user model, data structure and adaptive behaviour of the system. User requirements guided the design decisions on what could be implemented by using simple adaptable triggers and what instead needed more sophisticated adaptive techniques, a fundamental choice when all the computation must be done on a PDA. Graphical and interactive environments for developing and testing complex adaptive systems are discussed as a further step towards an iterative design that considers the user interaction a central point. The paper discusses how such an environment allows designers and developers to experiment with different system’s behaviours and to widely test it under realistic conditions by simulation of the actual context evolving over time. The understanding gained in HyperAudio is then considered in the perspective of the developments that followed that first experience: our findings seem still valid despite the passed time

    A Serious Games Development Environment

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    Un ambiente per lo sviluppo di Serious Game

    Adaptive hypertext and hypermedia : workshop : proceedings, 3rd, Sonthofen, Germany, July 14, 2001 and Aarhus, Denmark, August 15, 2001

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    This paper presents two empirical usability studies based on techniques from Human-Computer Interaction (HeI) and software engineering, which were used to elicit requirements for the design of a hypertext generation system. Here we will discuss the findings of these studies, which were used to motivate the choice of adaptivity techniques. The results showed dependencies between different ways to adapt the explanation content and the document length and formatting. Therefore, the system's architecture had to be modified to cope with this requirement. In addition, the system had to be made adaptable, in addition to being adaptive, in order to satisfy the elicited users' preferences

    Adaptive hypertext and hypermedia : workshop : proceedings, 3rd, Sonthofen, Germany, July 14, 2001 and Aarhus, Denmark, August 15, 2001

    Get PDF
    This paper presents two empirical usability studies based on techniques from Human-Computer Interaction (HeI) and software engineering, which were used to elicit requirements for the design of a hypertext generation system. Here we will discuss the findings of these studies, which were used to motivate the choice of adaptivity techniques. The results showed dependencies between different ways to adapt the explanation content and the document length and formatting. Therefore, the system's architecture had to be modified to cope with this requirement. In addition, the system had to be made adaptable, in addition to being adaptive, in order to satisfy the elicited users' preferences

    Hand-Controlled User Interfacing for Head-Mounted Augmented Reality Learning Environments

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    With the rapid expansion of technology and hardware availability within the field of Augmented Reality, building and deploying Augmented Reality learning environments has become more logistically viable than ever before. In this paper, we focus on the development of a new mobile learning experience for a museum by combining multiple technologies to provide additional Human–computer interaction possibilities. This is both to reduce barriers to entry for end-users as well as provide natural interaction methods. Using our method, we implemented a new approach to gesture-based interactions for Augmented Reality interactions by combining two devices, a Leap Motion and a Microsoft HoloLens (1st Generation), via an intermediary device with the use of local-area networking. This was carried out with the intention of comparing this method against alternative forms of Augmented Reality to determine which implementation has the largest impact on adult learners’ ability to retain information. A control group has been used to establish data on memory retention without the use of Augmented Reality technology, along with three focus groups to explore the different methods and locations. Results found that adult learners retain the most overall information when being educated through a traditional lecture, with a statistically significant difference between the methods; however, the use of Augmented Reality resulted in a slower rate of knowledge decay between testing intervals. This contrasts with existing research as adult learners did not respond to the technology in the same way that child and teenage audiences previously have, which suggests that prior research may not be generalisable to all audiences

    Digital anthropology and educational eGames: learning through behavioural patterns in digital, game-based contexts

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    The selected publications are focused on the relations between users, eGames and the educational context, and how they interact together, so that both learning and user performance are improved through feedback provision. A key part of this analysis is the identification of behavioural, anthropological patterns, so that users can be clustered based on their actions, and the steps taken in the system (e.g. social network, online community, or virtual campus). In doing so, we can analyse large data sets of information made by a broad user sample,which will provide more accurate statistical reports and readings. Furthermore, this research is focused on how users can be clustered based on individual and group behaviour, so that a personalized support through feedback is provided, and the personal learning process is improved as well as the group interaction. We take inputs from every person and from the group they belong to, cluster the contributions, find behavioural patterns and provide personalized feedback to the individual and the group, based on personal and group findings. And we do all this in the context of educational games integrated in learning communities and learning management systems. To carry out this research we design a set of research questions along the 10-year published work presented in this thesis. We ask if the users can be clustered together based on the inputs provided by them and their groups; if and how these data are useful to improve the learner performance and the group interaction; if and how feedback becomes a useful tool for such pedagogical goal; if and how eGames become a powerful context to deploy the pedagogical methodology and the various research methods and activities that make use of that feedback to encourage learning and interaction; if and how a game design and a learning design must be defined and implemented to achieve these objectives, and to facilitate the productive authoring and integration of eGames in pedagogical contexts and frameworks. We conclude that educational games are a resourceful tool to provide a user experience towards a better personalized learning performance and an enhance group interaction along the way. To do so, eGames, while integrated in an educational context, must follow a specific set of user and technical requirements, so that the playful context supports the pedagogical model underneath. We also conclude that, while playing, users can be clustered based on their personal behaviour and interaction with others, thanks to the pattern identification. Based on this information, a set of recommendations are provided Digital Anthropology and educational eGames 6 /216 to the user and the group in the form of personalized feedback, timely managed for an optimum impact on learning performance and group interaction level. In this research, Digital Anthropology is introduced as a concept at a late stage to provide a backbone across various academic fields including: Social Science, Cognitive Science, Behavioural Science, Educational games and, of course, Technology-enhance learning. Although just recently described as an evolution of traditional anthropology, this approach to digital behaviour and social structure facilitates the understanding amongst fields and a comprehensive view towards a combined approach. This research takes forward the already existing work and published research onusers and eGames for learning, and turns the focus onto the next step — the clustering of users based on their behaviour and offering proper, personalized feedback to the user based on that clustering, rather than just on isolated inputs from every user. Indeed, this pattern recognition in the described context of eGames in educational contexts, and towards the presented aim of personalized counselling to the user and the group through feedback, is something that has not been accomplished before

    An approach to evaluating the user experience of serious games

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    The use of serious games to support learning continues to expand across a range of educational and training settings. Hence, a need exists to understand more fully how users experience such games. This study seeks to describe and assess an approach to the evaluation of user-experience applied within the context of a specific serious game developed to address the training needs of people working in social enterprises. Drawing on an extensive literature review, the development of a survey instrument to capture the multi-dimensional nature of user-experience is explained as is the evaluation process employed. Findings from surveys of individuals working in social enterprises are analysed and discussed. The results demonstrate the value of the proposed method of user-experience evaluation. Recommendations for practice and further research are outlined, identifying in particular the importance of qualitative insights in the evaluation process and the need for greater understanding of the inter-relationships between the various dimensions and attributes of user-experience in serious games
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