39,653 research outputs found

    Context-driven progressive enhancement of mobile web applications: a multicriteria decision-making approach

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    Personal computing has become all about mobile and embedded devices. As a result, the adoption rate of smartphones is rapidly increasing and this trend has set a need for mobile applications to be available at anytime, anywhere and on any device. Despite the obvious advantages of such immersive mobile applications, software developers are increasingly facing the challenges related to device fragmentation. Current application development solutions are insufficiently prepared for handling the enormous variety of software platforms and hardware characteristics covering the mobile eco-system. As a result, maintaining a viable balance between development costs and market coverage has turned out to be a challenging issue when developing mobile applications. This article proposes a context-aware software platform for the development and delivery of self-adaptive mobile applications over the Web. An adaptive application composition approach is introduced, capable of autonomously bypassing context-related fragmentation issues. This goal is achieved by incorporating and validating the concept of fine-grained progressive application enhancements based on a multicriteria decision-making strategy

    Challenges in Developing Applications for Aging Populations

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    Elderly individuals can greatly benefit from the use of computer applications, which can assist in monitoring health conditions, staying in contact with friends and family, and even learning new things. However, developing accessible applications for an elderly user can be a daunting task for developers. Since the advent of the personal computer, the benefits and challenges of developing applications for older adults have been a hot topic of discussion. In this chapter, the authors discuss the various challenges developers who wish to create applications for the elderly computer user face, including age-related impairments, generational differences in computer use, and the hardware constraints mobile devices pose for application developers. Although these challenges are concerning, each can be overcome after being properly identified

    Embedding accessibility and usability: considerations for e-learning research and development projects

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    This paper makes the case that if e‐learning research and development projects are to be successfully adopted in real‐world teaching and learning contexts, then they must effectively address accessibility and usability issues; and that these need to be integrated throughout the project. As such, accessibility and usability issues need to be made explicit in project documentation, along with allocation of appropriate resources and time. We argue that accessibility and usability are intrinsically inter‐linked. An integrated accessibility and usability evaluation methodology that we have developed is presented and discussed. The paper draws on a series of mini‐case studies from e‐learning projects undertaken over the past 10 years at the Open University

    Human Factors and Innovation with Mobile Devices

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    Advancements in technology are a significant driving force in educational innovation, but a strong focus on technology means that human aspects and implications may not be given the attention they deserve. This chapter examines usability issues surrounding the use of mobile devices in learning. A key aim is to empower educators and learners to take control of personal devices and realise their potential in relation to teaching and learning. The background section reviews the development of usability studies and explores why mobile device usability presents specific new challenges. The impact of changing requirements in education, and new visions for ways of thinking and competences that learners should be acquiring, are also examined. Finally, the chapter provides a set of concepts that can inform conversations between educators and learners, mobile system engineers, developers, support staff, and others

    Evaluating usability of cross-platform smartphone applications

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    The computing power of smartphones is increasing as time goes. However, the proliferation of multiple different types of operating platforms affected interoperable smartphone applications development. Thus, the cross-platform development tools are coined. Literature showed that smartphone applications developed with the native platforms have better user experience than the cross-platform counterparts. However, comparative evaluation of usability of cross-platform applications on the deployment platforms is not studied yet. In this work, we evaluated usability of a crossword puzzle developed with PhoneGap on Android, Windows Phone, and BlackBerry. The evaluation was conducted focusing on the developer's adaptation effort to native platforms and the end users. Thus, we observed that usability of the cross-platform crossword puzzle is unaffected on the respective native platforms and the SDKs require only minimal configuration effort. In addition, we observed the prospect of HTML5 and related web technologies as our future work towards evaluating and enhancing usability in composing REST-based services for smartphone applications

    Mobile Agents for Mobile Tourists: A User Evaluation of Gulliver's Genie

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    How mobile computing applications and services may be best designed, implemented and deployed remains the subject of much research. One alternative approach to developing software for mobile users that is receiving increasing attention from the research community is that of one based on intelligent agents. Recent advances in mobile computing technology have made such an approach feasible. We present an overview of the design and implementation of an archetypical mobile computing application, namely that of an electronic tourist guide. This guide is unique in that it comprises a suite of intelligent agents that conform to the strong intentional stance. However, the focus of this paper is primarily concerned with the results of detailed user evaluations conducted on this system. Within the literature, comprehensive evaluations of mobile context-sensitive systems are sparse and therefore, this paper seeks, in part, to address this deficiency

    PLU-E: a proposed framework for planning and conducting evaluation studies with children.

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    While many models exist to support the design process of a software development project, the evaluation process is far less well defined and this lack of definition often leads to poorly designed evaluations, or the use of the wrong evaluation method. Evaluations of products for children can be especially complex as they need to consider the different requirements and aims that such a product may have, and often use new or developing evaluation methods. This paper takes the view that evaluations should be planned from the start of a project in order to yield the best results, and proposes a framework to facilitate this. This framework is particularly intended to support the varied and often conflicting requirements of a product designed for children, as defined by the PLU model, but could be adapted for other user groups

    Pattern languages in HCI: A critical review

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    This article presents a critical review of patterns and pattern languages in human-computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI
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