3,709 research outputs found

    An exploration of flow during Internet use

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    Several authors have suggested that the concept of flow is useful for understanding consumer behavior in computer mediated environments, (Csikszentmihalyi, 1990; Trevino and Webster, 1992; Hoffman and Novak, 1996)

    Measuring Mental Effort for Creating Mobile Data Collection Applications

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    To deal with drawbacks of paper-based data collection procedures, the QuestionSys approach empowers researchers with none or little programming knowledge to flexibly configure mobile data collection applications on demand. The mobile application approach of QuestionSys mainly pursues the goal to mitigate existing drawbacks of paper-based collection procedures in mHealth scenarios. Importantly, researchers shall be enabled to gather data in an efficient way. To evaluate the applicability of QuestionSys, several studies have been carried out to measure the efforts when using the framework in practice. In this work, the results of a study that investigated psychological insights on the required mental effort to configure the mobile applications are presented. Specifically, the mental effort for creating data collection instruments is validated in a study with N=80 participants across two sessions. Thereby, participants were categorized into novices and experts based on prior knowledge on process modeling, which is a fundamental pillar of the developed approach. Each participant modeled 10 instruments during the course of the study, while concurrently several performance measures are assessed (e.g., time needed or errors). The results of these measures are then compared to the self-reported mental effort with respect to the tasks that had to be modeled. On one hand, the obtained results reveal a strong correlation between mental effort and performance measures. On the other, the self-reported mental effort decreased significantly over the course of the study, and therefore had a positive impact on measured performance metrics. Altogether, this study indicates that novices with no prior knowledge gain enough experience over the short amount of time to successfully model data collection instruments on their own. Therefore, QuestionSys is a helpful instrument to properly deal with large-scale data collection scenarios like clinical trials

    Considering the Importance of User Profiles in Interface Design

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    User profile is a popular term widely employed during product design processes by industrial companies. Such a profile is normally intended to represent real users of a product. The ultimate purpose of a user profile is actually to help designers to recognize or learn about the real user by presenting them with a description of a real user’s attributes, for instance; the user’s gender, age, educational level, attitude, technical needs and skill level. The aim of this chapter is to provide information on the current knowledge and research about user profile issues, as well as to emphasize the importance of considering these issues in interface design. In this chapter, we mainly focus on how users’ difference in expertise affects their performance or activity in various interaction contexts. Considering the complex interaction situations in practice, novice and expert users’ interactions with medical user interfaces of different technical complexity will be analyzed as examples: one focuses on novice and expert users’ difference when interacting with simple medical interfaces, and the other focuses on differences when interacting with complex medical interfaces. Four issues will be analyzed and discussed: (1) how novice and expert users differ in terms of performance during the interaction; (2) how novice and expert users differ in the perspective of cognitive mental models during the interaction; (3) how novice and expert users should be defined in practice; and (4) what are the main differences between novice and expert users’ implications for interface design. Besides describing the effect of users’ expertise difference during the interface design process, we will also pinpoint some potential problems for the research on interface design, as well as some future challenges that academic researchers and industrial engineers should face in practice

    The design-by-adaptation approach to universal access: learning from videogame technology

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    This paper proposes an alternative approach to the design of universally accessible interfaces to that provided by formal design frameworks applied ab initio to the development of new software. This approach, design-byadaptation, involves the transfer of interface technology and/or design principles from one application domain to another, in situations where the recipient domain is similar to the host domain in terms of modelled systems, tasks and users. Using the example of interaction in 3D virtual environments, the paper explores how principles underlying the design of videogame interfaces may be applied to a broad family of visualization and analysis software which handles geographical data (virtual geographic environments, or VGEs). One of the motivations behind the current study is that VGE technology lags some way behind videogame technology in the modelling of 3D environments, and has a less-developed track record in providing the variety of interaction methods needed to undertake varied tasks in 3D virtual worlds by users with varied levels of experience. The current analysis extracted a set of interaction principles from videogames which were used to devise a set of 3D task interfaces that have been implemented in a prototype VGE for formal evaluation

    Enabling Sophisticated Lifecycle Support for Mobile Healthcare Data Collection Applications

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    The widespread dissemination of smart mobile devices enables new ways of collecting longitudinal data sets in a multitude of healthcare scenarios. On the one hand, mobile data collection can be accomplished more effectively and quicker compared with validated paper-based instruments. On the other hand, it can increase the data quality significantly and enable data collection in scenarios not covered by existing approaches so far. Previous attempts to utilize smart mobile devices for collecting data in these scenarios, however, often struggle with high costs for developing and maintaining mobile applications, which need to run on a multitude of mobile operating systems. Therefore, in the QuestionSys project, we are developing a generic (i.e., platform-independent) framework for enabling mobile data collection and sensor data integration in healthcare scenarios. The latter, in turn, is addressed by a model-driven approach, which is shown this paper along with the core components of the QuestionSys framework. In particular, it is shown how healthcare experts are empowered to create mobile data collection and sensing applications on their own and with reasonable efforts

    Designing Effective Interfaces for Older Users

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    The thesis examines the factors that need to be considered in order to undertake successful design of user interfaces for older users. The literature on aging is surveyed for age related changes that are of relevance to interface design. The findings from the literature review are extended and placed in a human context using observational studies of older people and their supporters as these older people attempted to learn about and use computers. These findings are then applied in three case studies of interface design and product development for older users. These case studies are reported and examined in depth. For each case study results are presented on the acceptance of the final product by older people. These results show that, for each case study, the interfaces used led to products that the older people evaluating them rated as unusually suitable to their needs as older users. The relationship between the case studies and the overall research aims is then examined in a discussion of the research methodology. In the case studies there is an evolving approach used in developing the interface designs. This approach includes intensive contribution by older people to the shaping of the interface design. This approach is analyzed and is presented as an approach to designing user interfaces for older people. It was found that a number of non-standard techniques were useful in order to maximize the benefit from the involvement of the older contributors and to ensure their ethical treatment. These techniques and the rationale behind them are described. Finally the interface design approach that emerged has strong links to the approach used by the UTOPIA team based at the university of Dundee. The extent to which the thesis provides support for the UTOPIA approach is discussed

    Web-based interaction: A review of three important human factors

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    With the rapid development of information technology, the World Wide Web has been widely used in various applications, such as search engines, online learning and electronic commerce. These applications are used by a diverse population of users with heterogeneous backgrounds, in terms of their knowledge, skills, and needs. Therefore, human factors are key issues for the development of Web-based applications, leading research into human factors to grow significantly in the past decade. This paper identifies and reviews three important human factors that have been examined in existing empirical studies, including gender differences, prior knowledge, and cognitive styles. The main results from the analysis include that: (a) females have more disorientation problems than males; (b) flexible paths are more beneficial to experts while structured content is more useful to novices; and (c) Field Dependent and Field Independent users prefer to employ different search strategies. In addition to reviewing the existing empirical studies, this paper also highlights areas of future research
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