27,019 research outputs found

    Introduction to the new usability

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    This paper introduces the motivation for and concept of the "new usability" and positions it against existing approaches to usability. It is argued that the contexts of emerging products and systems mean that traditional approaches to usability engineering and evaluation are likely to prove inappropriate to the needs of "digital consumers." The paper briefly reviews the contributions to this special issue in terms of their relation to the idea of the "new usability" and their individual approaches to dealing with contemporary usability issues. This helps provide a background to the "new usability" research agenda, and the paper ends by posing what are argued to be the central challenges facing the area and those which lie at the heart of the proposed research agenda

    Heuristic Evaluation for Serious Immersive Games and M-instruction

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    © Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology

    A Novel Gesture-based CAPTCHA Design for Smart Devices

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    CAPTCHAs have been widely used in Web applications to prevent service abuse. With the evolution of computing environment from desktop computing to ubiquitous computing, more and more users are accessing Web applications on smart devices where touch based interactions are dominant. However, the majority of CAPTCHAs are designed for use on computers and laptops which do not reflect the shift of interaction style very well. In this paper, we propose a novel CAPTCHA design to utilise the convenience of touch interface while retaining the needed security. This is achieved through using a hybrid challenge to take advantages of human’s cognitive abilities. A prototype is also developed and found to be more user friendly than conventional CAPTCHAs in the preliminary user acceptance test

    Applying a User-centred Approach to Interactive Visualization Design

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    Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches

    Pervasive Technologies and Support for Independent Living

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    A broad range of pervasive technologies are used in many domains, including healthcare: however, there appears to be little work examining the role of such technologies in the home, or the different wants and needs of elderly users. Additionally, there exist ethical issues surrounding the use of highly personal healthcare-related data, and interface issues centred on the novelty of the technologies and the disabilities experienced by the users. This report examines these areas, before considering the ways in which they might come together to help support independent-living users with disabilities which may be age-related

    SmartMirror: A Glance into the Future

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    In todays society, information is available to us at a glance through our phones, our laptops, our desktops, and more. But an extra level of interaction is required in order to access the information. As technology grows, technology should grow further and further away from the traditional style of interaction with devices. In the past, information was relayed through paper, then through computers, and in todays day and age, through our phones and multiple other mediums. Technology should become more integrated into our lives - more seamless and more invisible. We hope to push the envelope further, into the future. We propose a new simple way of connecting with your morning newspaper. We present our idea, the SmartMirror, information at a glance. Our system aims to deliver your information quickly and comfortably, with a new modern aesthetic. While modern appliances require input through modules such as keyboards or touch screen, we hope to follow a model that can function purely on voice and gesture. We seek to deliver your information during your morning routine and throughout the day, when taking out your phone is not always possible. This will cater to a larger audience base, as the average consumer nowadays hopes to accomplish tasks with minimal active interaction with their adopted technology. This idea has many future applications, such as integration with new virtual or augmented reality devices, or simplifying consumer personal media sources

    Multiple multimodal mobile devices: Lessons learned from engineering lifelog solutions

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    For lifelogging, or the recording of one’s life history through digital means, to be successful, a range of separate multimodal mobile devices must be employed. These include smartphones such as the N95, the Microsoft SenseCam – a wearable passive photo capture device, or wearable biometric devices. Each collects a facet of the bigger picture, through, for example, personal digital photos, mobile messages and documents access history, but unfortunately, they operate independently and unaware of each other. This creates significant challenges for the practical application of these devices, the use and integration of their data and their operation by a user. In this chapter we discuss the software engineering challenges and their implications for individuals working on integration of data from multiple ubiquitous mobile devices drawing on our experiences working with such technology over the past several years for the development of integrated personal lifelogs. The chapter serves as an engineering guide to those considering working in the domain of lifelogging and more generally to those working with multiple multimodal devices and integration of their data

    Quality assessment technique for ubiquitous software and middleware

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    The new paradigm of computing or information systems is ubiquitous computing systems. The technology-oriented issues of ubiquitous computing systems have made researchers pay much attention to the feasibility study of the technologies rather than building quality assurance indices or guidelines. In this context, measuring quality is the key to developing high-quality ubiquitous computing products. For this reason, various quality models have been defined, adopted and enhanced over the years, for example, the need for one recognised standard quality model (ISO/IEC 9126) is the result of a consensus for a software quality model on three levels: characteristics, sub-characteristics, and metrics. However, it is very much unlikely that this scheme will be directly applicable to ubiquitous computing environments which are considerably different to conventional software, trailing a big concern which is being given to reformulate existing methods, and especially to elaborate new assessment techniques for ubiquitous computing environments. This paper selects appropriate quality characteristics for the ubiquitous computing environment, which can be used as the quality target for both ubiquitous computing product evaluation processes ad development processes. Further, each of the quality characteristics has been expanded with evaluation questions and metrics, in some cases with measures. In addition, this quality model has been applied to the industrial setting of the ubiquitous computing environment. These have revealed that while the approach was sound, there are some parts to be more developed in the future
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