212 research outputs found

    Designing an Adaptive Web Navigation Interface for Users with Variable Pointing Performance

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    Many online services and products require users to point and interact with user interface elements. For individuals who experience variable pointing ability due to physical impairments, environmental issues or age, using an input device (e.g., a computer mouse) to select elements on a website can be difficult. Adaptive user interfaces dynamically change their functionality in response to user behavior. They can support individuals with variable pointing abilities by 1) adapting dynamically to make element selection easier when a user is experiencing pointing difficulties, and 2) informing users about these pointing errors. While adaptive interfaces are increasingly prevalent on the Web, little is known about the preferences and expectations of users with variable pointing abilities and how to design systems that dynamically support them given these preferences. We conducted an investigation with 27 individuals who intermittently experience pointing problems to inform the design of an adaptive interface for web navigation. We used a functional high-fidelity prototype as a probe to gather information about user preferences and expectations. Our participants expected the system to recognize and integrate their preferences for how pointing tasks were carried out, preferred to receive information about system functionality and wanted to be in control of the interaction. We used findings from the study to inform the design of an adaptive Web navigation interface, PINATA that tracks user pointing performance over time and provides dynamic notifications and assistance tailored to their specifications. Our work contributes to a better understanding of users' preferences and expectations of the design of an adaptive pointing system

    Challenging the Need for Transparency, Controllability, and Consistency in Usable Adaptation Design

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    Adaptive applications constitute the basis for many ubiquitous computing scenarios as they can dynamically adapt to changing contexts. The usability design principles transparency, controllability, and consistency have been recommended for the design of adaptive interfaces. However, designing self-adaptive applications that may act completely autonomous is still a challenging task because there is no set of usability design guidelines. Applying the three principles in the design of the five different adaptations of the mobile adaptive application Meet-U revealed as difficult. Based on an analysis of the design problem space, we elaborate an approach for the design of usable adaptations. Our approach is based on a notification design concept which calculates the attention costs and utility benefits of notified adaptations by varying the design aspects transparency and controllability. We present several designs for the adaptations of Meet‑U. The results of a user study shows that the notification design approach is beneficial for the design of adaptations. Varying transparency and controllability is necessary to adjust an adaptation’s design to the particular context of use. This leads to a partially inconsistent design for adaptations within an application

    Accounts from a Claims Reuse Experience: Design of an Airline Fares Tracker

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    Previous research efforts have led to the establishment of a repository of claims as reusable knowledge entities. Through the analysis, design, and prototyping of a notification system aimed at monitoring airfares across time, airlines, and location, this paper presents the various work-products resulting from a scenario-based design approach coupled with the Claims Reuse Library to support reuse-centric claims analysis. Finally, we share our experience and findings using the Claims Reuse Library as a core to knowledge transfer

    Designing Attention-Centric Notification Systems: Five HCI Challenges

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    Through an examination of the emerging domain of cognitive systems, with a focus on attention-centric cognitive systems used for notification, this document explores the human-computer interaction challenges that must be addressed for successful interface design. This document asserts that with compatible tools and methods, user notification requirements and interface usability can be abstracted, expressed, and compared with critical parameter ratings; that is, even novice designers can assess attention cost factors to determine target parameter levels for new system development. With a general understanding of the user tasks supported by the notification system, a designer can access the repository of design knowledge for appropriate information and interaction design techniques (e.g., use of color, audio features, animation, screen size, transition of states, etc), which have analytically and empirically derived ratings. Furthermore, usability evaluation methods, provided to designers as part of the integrated system, are adaptable to specific combinations of targeted parameter levels. User testing results can be conveniently added back into the design knowledge repository and compared to target parameter levels to determine design success and build reusable HCI knowledge. This approach is discussed in greater detail as we describe five HCI challenges relating to cognitive system development: (1) convenient access to basic research and guidelines, (2) requirements engineering methods for notification interfaces, (3) better and more usable predictive modeling for pre-attentive and dual-task interfaces, (4) standard empirical evaluation procedures for notification systems, and (5) conceptual frameworks for organizing reusable design and software components. This document also describes our initial work toward building infrastructure to overcome these five challenges, focused on notification system development. We described LINK-UP, a design environment grounded on years of theory and method development within HCI, providing a mechanism to integrate interdisciplinary expertise from the cognitive systems research community. Claims allow convenient access to basic research and guidelines, while modules parallel a lifecycle development iteration and provide a process for requirements engineering guided by this basic research. The activities carried out through LINK-UP provide access to and interaction with reusable design components organized based on our framework. We think that this approach may provide the scientific basis necessary for exciting interdisciplinary advancement through many fields of design, with notification systems serving as an initial model. A version of this document will appear as chapter 3 in the book Cognitive Systems: Human Cognitive Models in Systems Design edited by Chris Forsythe, Michael Bernard, and Timothy Goldsmith resulting from a workshop led by the editors in summer 2003. The authors are grateful for the input of the workshop organizers and conference attendees in the preparation of this document

    Yes, I know this IoT Device Might Invade my Privacy, but I Love it Anyway! A Study of Saudi Arabian Perceptions

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    The Internet of Things (IoT) ability to monitor our every move raises many privacy concerns. This paper reports on a study to assess current awareness of privacy implications of IoT devices amongst Saudi Arabians. We found that even when users are aware of the potential for privacy invasion, their need for the convenience these devices afford leads them to discount this potential and to ignore any concerns they might initially have had. We then conclude by making some predictions about the direction the IoT field will take in the next 5-7 years, in terms of privacy invasion, protection and awareness

    Evaluating the effectiveness of physical shape-change for in-pocket mobile device notifications

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    Audio and vibrotactile output are the standard mechanisms mobile devices use to attract their owner's attention. Yet in busy and noisy environments, or when the user is physically active, these channels sometimes fail. Recent work has explored the use of physical shape-change as an additional method for conveying notifications when the device is in-hand or viewable. However, we do not yet understand the effectiveness of physical shape-change as a method for communicating in-pocket notifications. This paper presents three robustly implemented, mobile-device sized shape-changing devices, and two user studies to evaluate their effectiveness at conveying notifications. The studies reveal that (1) different types and configurations of shape-change convey different levels of urgency and; (2) fast pulsing shape-changing notifications are missed less often and recognised more quickly than the standard slower vibration pulse rates of a mobile device

    Study and Redesign of a Semi-public Display: Online Enlightenment

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    Semi-public displays are systems designed to strengthen awareness and collaboration among small co-located group environments. Placed in a semi-public space, Online Enlightenment is a physical device associated with MSN® Messenger to provide information regarding the online status of peers. The raison d'être of the system is to leverage group members’ awareness of their peers’ availability through changes of their online status in order to facilitate meeting scheduling, promote opportunistic collaboration, and foster project teamwork without introducing distraction. At an early stage of the development process, this paper presents the results of a usability study of the system and proposes a redesigned mock-up to address the identified deficiencies

    Personalization for unobtrusive service interaction

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    Increasingly, mobile devices play a key role in the communication between users and the services embedded in their environment. With ever greater number of services added to our surroundings, there is a need to personalize services according to the user needs and environmental context avoiding service behavior from becoming overwhelming. In order to prevent this information overload, we present a method for the development of mobile services that can be personalized in terms of obtrusiveness (the degree in which each service intrudes the user's mind) according to the user needs and preferences. That is, services can be developed to provide their functionality at different obtrusiveness levels depending on the user by minimizing the duplication of efforts. On the one hand, we provide mechanisms for describing the obtrusiveness degree required for a service. 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