70,779 research outputs found

    Usability Engineering and PPGIS - Towards a Learning-improving Cycle

    Get PDF
    July 21 - 2

    Finding and Resolving Security Misusability with Misusability Cases

    Get PDF
    Although widely used for both security and usability concerns, scenarios used in security design may not necessarily inform the design of usability, and vice- versa. One way of using scenarios to bridge security and usability involves explicitly describing how design deci- sions can lead to users inadvertently exploiting vulnera- bilities to carry out their production tasks. This paper describes how misusability cases, scenarios that describe how design decisions may lead to usability problems sub- sequently leading to system misuse, address this problem. We describe the related work upon which misusability cases are based before presenting the approach, and illus- trating its application using a case study example. Finally, we describe some findings from this approach that further inform the design of usable and secure systems

    Investigating the information-seeking behaviour of academic lawyers: From Ellis's model to design.

    Get PDF
    Information-seeking is important for lawyers, who have access to many dedicated electronic resources.However there is considerable scope for improving the design of these resources to better support information-seeking. One way of informing design is to use information-seeking models as theoretical lenses to analyse users’ behaviour with existing systems. However many models, including those informed by studying lawyers, analyse information-seeking at a high level of abstraction and are only likely to lead to broad-scoped design insights. We illustrate that one potentially useful (and lowerlevel) model is Ellis’s - by using it as a lens to analyse and make design suggestions based on the information-seeking behaviour of twenty-seven academic lawyers, who were asked to think aloud whilst using electronic legal resources to find information for their work. We identify similar information-seeking behaviours to those originally found by Ellis and his colleagues in scientific domains, along with several that were not identified in previous studies such as ‘updating’ (which we believe is particularly pertinent to legal information-seeking). We also present a refinement of Ellis’s model based on the identification of several levels that the behaviours were found to operate at and the identification of sets of mutually exclusive subtypes of behaviours

    An Ontological Basis for Design Methods

    Get PDF
    This paper presents a view of design methods as process artefacts that can be represented using the function-behaviour-structure (FBS) ontology. This view allows identifying five fundamental approaches to methods: black-box, procedural, artefact-centric, formal and managerial approaches. They all describe method structure but emphasise different aspects of it. Capturing these differences addresses common terminological confusions relating to methods. The paper provides an overview of the use of the fundamental method approaches for different purposes in designing. In addition, the FBS ontology is used for developing a notion of prescriptiveness of design methods as an aggregate construct defined along four dimensions: certainty, granularity, flexibility and authority. The work presented in this paper provides an ontological basis for describing, understanding and managing design methods throughout their life cycle. Keywords: Design Methods; Function-Behaviour-Structure (FBS) Ontology; Prescriptive Design Knowledge</p

    User centred evaluation of a recommendation based image browsing system

    Get PDF
    In this paper, we introduce a novel approach to recommend images by mining user interactions based on implicit feedback of user browsing. The underlying hypothesis is that the interaction implicitly indicates the interests of the users for meeting practical image retrieval tasks. The algorithm mines interaction data and also low-level content of the clicked images to choose diverse images by clustering heterogeneous features. A user-centred, task-oriented, comparative evaluation was undertaken to verify the validity of our approach where two versions of systems { one set up to enable diverse image recommendation { the other allowing browsing only { were compared. Use was made of the two systems by users in simulated work task situations and quantitative and qualitative data collected as indicators of recommendation results and the levels of user's satisfaction. The responses from the users indicate that they nd the more diverse recommendation highly useful

    Proposition of a PLM tool to support textile design: A case study applied to the definition of the early stages of design requirements

    Get PDF
    The current climate of economic competition forces businesses to adapt more than ever to the expectations of their customers. Faced with new challenges, practices in textile design have evolved in order to be able to manage projects in new work environments. After presenting a state of the art overview of collaborative tools used in product design and making functional comparison between PLM solutions, our paper proposes a case study for the development and testing of a collaborative platform in the textile industry, focusing on the definition of early stages of design needs. The scientific contributions presented in this paper are a state of the art of current PLM solutions and their application in the field of textile design; and a case study where we will present, define, and test the mock-up of a collaborative tool to assist the early stages, based on identified intermediary representations

    Using Gameplay Patterns to Gamify Learning Experiences

    Get PDF
    Gamification refers to the use of gaming elements to enhance user experience and engagement in non-gaming systems. In this paper we report the design and implementation of two higher education courses in which ludic elements were used to enhance the quality of the learning experience. A game can be regarded as a system of organised gameplay activities, and a course can be regarded as a system of organised learning activities. Leveraging this analogy, analysing games can provide valuable insights to organise learning activities within a learning experience. We examined a sample of successful commercial games to identify patterns of organisation of gameplay activities that could be applied to a course design. Five patterns were identified: quest structure, strategic open-endedness, non-linear progression, orientation, and challenge-based reward. These patterns were then used to define the instructional design of the courses. As a result, courses were organised as systems of quests that could be tackled through different strategies and in a non-linear way. Students received frequent feedback and were rewarded according to the challenges chosen, based on mechanics common in quest-based games. The courses involved two lecturers and 70 students. Learning journals were used throughout the term to collect data regarding student perceptions on the clarity and usefulness of the gamified approach, level of motivation and engagement in the courses, and relevance of the activities proposed. Results show that students felt challenged by the activities proposed and motivated to complete them, despite considering most activities as difficult. Students adopted different cognitive and behavioural strategies to cope with the courses’ demands. They had to define their own team project, defining the objectives, managing their times and coordinating task completion. The regular and frequent provision of feedback was highly appreciated. A sense of mastery was promoted and final achievement was positively impacted by the gamified strategy

    The development of an inclusive model to construct teacher’s professional knowledge: pedagogic content knowledge for sound-based music as a new subject area

    Get PDF
    The file attached to this record is the author's final peer reviewed version.This paper outlines a systematic process for developing the different knowledge domains required for teaching sound-based (electroacoustic) music as a new subject area. As a new area within the discipline of music, teachers are novices to the field. This requires epistemological deconstruction of what knowledge teachers need in this new field. Then the analysis outlines how to develop teachers’ new knowledge; which can be constructed as: subject content knowledge (SCK), pedagogic content knowledge (PCK) and technology pedagogic content knowledge (TPACK). This epistemological analysis informed our creation of teaching materials that develop these different knowledge domains and take account of the complex interplay between them. This process was demonstrated through the ElectroAcoustic Resource Site Projects to: build first subject content knowledge; then create teacher’s packs to build pedagogic content knowledge; and a bespoke CPD programme to embed their inter-relationships and build technology pedagogic content knowledge. Most importantly, creating the teacher’s packs employed a user-centred design approach, putting teachers and pupils in the centre of the development process, thereby giving them voice. Voice is an integral part of empowerment in our model, which is conceptualised as practicing ‘communicative action’ (Habermas 1984) and disrupts the hegemonic grip of the academic curriculum dominated by the tradition music canon. This paper adds to the knowledge-base regarding how to develop the different domains required for teaching a new subject. We argue that sound-based music is accessible to all teachers and learners, thereby increasing inclusivity. This in turn can radically disrupt ways of teaching music in schools and the model created provides the necessary scaffolding for a paradigm shift in music teaching on an international level
    • 

    corecore