6,088 research outputs found
Massive ontology interface
This paper describes the Massive Ontology Interface (MOI), a web portal which facilitates interaction with a large ontology (over 200,000 concepts and 1.6M assertions) that is built automatically using OpenCyc as a backbone. The aim of the interface is to simplify interaction with the massive amounts of information and guide the user towards understanding the ontologyâs data. Using either a text or graph-based representation, users can discuss and edit the ontology. Social elements utilizing gamification techniques are included to encourage users to create and collaborate on stored knowledge as part of a web community.
An evaluation by 30 users comparing MOI with OpenCycâs original interface showed significant improvements in user understanding of the ontology, although full testing of the interfaceâs social elements lies in the future
Revisiting revisitation in computer interaction: organic bookmark management.
According to Milic-Frayling et al. (2004), there are two general ways of user browsing i.e. search (finding a website where the user has never visited before) and revisitation (returning to a website where the user has visited in the past). The issue of search is relevant to search engine technology, whilst revisitation concerns web usage and browser history mechanisms. The support for revisitation is normally through a set of functional built-in icons e.g. History, Back, Forward and Bookmarks. Nevertheless, for returning web users, they normally find it is easier and faster to re-launch an online search again, rather than spending time to find a particular web site from their personal bookmark and history records. Tauscher and Greenberg (1997) showed that revisiting web pages forms up to 58% of the recurrence rate of web browsing. Cockburn and McKenzie (2001) also stated that 81% of web pages have been previously visited by the user. According to Obendorf et al. (2007), revisitation can be divided into four classifications based on time: short-term (72.6% revisits within an hour), medium-term (12% revisits within a day and 7.8% revisits within a week), and long-term (7.6% revisits longer than a week)
Broadening the interface bandwidth in simulation based training
Currently most computer based simulations rely exclusively on computer generated graphics to create the simulation. When training is involved, the method almost exclusively used to display information to the learner is text displayed on the cathode ray tube. MICROEXPERT Systems is concentrating on broadening the communications bandwidth between the computer and user by employing a novel approach to video image storage combined with sound and voice output. An expert system is used to combine and control the presentation of analog video, sound, and voice output with computer based graphics and text. Researchers are currently involved in the development of several graphics based user interfaces for NASA, the U.S. Army, and the U.S. Navy. Here, the focus is on the human factors considerations, software modules, and hardware components being used to develop these interfaces
A Case Study of the Effects of a Web Interface Redesign Based on Usability Guidelines.
Usability guidelines for user interface (UI) design formulated by Nielsen and other authorities were used to redesign the web interface for a web based distance education course. The website\u27s original UI, as judged by a group of web design professionals, violated standard guidelines for usability, readability, learnability, consistency, efficiency of use and flexibility. The original and redesigned UIs were tested using thinking aloud testing, a user satisfaction survey, and usability inspection. The results of user testing and heuristic evaluation suggest that the use of these guidelines in website redesign had a positive impact on user performance. A more conclusive result would have required a larger sample size and a redesigned testing protocol that varied the order in which participants worked with the old and redesigned interfaces
Interviews With College Students: Evaluating Computer Programming Environments For Introductory Courses
Different methods, strategies, or tools have been proposed for teaching Object Oriented Programming (OOP). However, it is still difficult to introduce OOP to novice learners. The problem may be not only adopting a method or language, but also use of an appropriate integrated development environment (IDE). Therefore, the focus should be on the needs of learners when selecting an IDE and the evaluations for instructional purposes may allow making objective decisions for an introductory course design. There are different methods or frameworks for evaluating IDEs and the majority focuses on the expertsâ needs. Unfortunately, studies done on instructional appropriateness of IDEs are insufficient. In this study, an evaluation framework is initially proposed, then the candidate IDEs are evaluated, and finally, the perceptions of college students are explored by conducting semi-structured interviews. The data are analyzed by the Verbal Analysis technique, and the results are discussed in view of the evaluation criteria. The results imply that the learners view one of the criteria relatively more supportive for learning
Assessing Smartphone Ease of Use and Learning from the Perspective of Novice and Expert Users: Development and Illustration of Mobile Benchmark Tasks
Assessing usability of device types with novel function sets that are adopted by diverse user groups requires one to explore a variety of approaches. In this paper, we develop such an approach to assess usability of smartphone devices. Using a three-stage Delphi-method study, we identify sets of benchmark tasks that can be used to assess usability for various user types. These task sets enable one to evaluate smartphone platforms from two perspectives: ease of learning (for those unfamiliar with smartphone use) and ease of use (for experienced users). We then demonstrate an approach for using this task set by performing an exploratory study of both inexperienced smartphone users (using a convenience sample) and experienced users (using the keystroke model). Our exploration illustrates the methodology for using such a task set and, in so doing, reveals significant differences among the leading smartphone platforms between novice and expert users. As such, we provide some preliminary evidence that ease of use is indeed significantly different from ease of learning
Hypermedia learning and prior knowledge: Domain expertise vs. system expertise
Prior knowledge is often argued to be an important determinant in hypermedia learning,
and may be thought of as including two important elements: domain expertise and
system expertise. However, there has been a lack of research considering these issues
together. In an attempt to address this shortcoming, this paper presents a study that
examines how domain expertise and system expertise influence studentsâ learning
performance in, and perceptions of, a hypermedia system. The results indicate that
participants with lower domain knowledge show a greater improvement in their learning
performance than those with higher domain knowledge. Furthermore, those who enjoy
using the Web more are likely to have positive perceptions of non-linear interaction.
Discussions on how to accommodate the different needs of students with varying levels
of prior knowledge are provided based on the results
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Navigational patterns in interactive multimedia
The central purpose of this thesis is to investigate whether users have distinct preferences for specific navigational patterns in multimedia: that is preferences for moving through multimedia. Subsidiary questions are whether users have preferences for working strategies, (the mental approach to investigating software) whether these preferences are similar for specific groups and whether these preferences are affected by the software's system and navigational design. Four groups were investigated within two ranges: children to adults, and novices to experts. The literature review revealed four different perspectives of investigating navigation: user, designer, pedagogy and human computer interaction and although this research concentrates on the first two perspectives the other two are integral and of equal importance.Two empirical studies elicited the navigational information. The first studied pairs of children undertaking set tasks in multimedia, and demonstrated that although each pair had definite preferences, each group did not utilise the full pattern range discerned from the observations, literature review and multimedia package analysis. The second study was redesigned using individual adults to ascertain the full range of preferred patterns in use. The essential element from the investigations was the wide range of variation between individuals and within groups. There was a gradual progression in their range and speed using these patterns, related to their skills, abilities and experience, and each individual could be placed along a continuum. Topologies of the multimedia packages and diagrams of the fit of the navigation patterns were included. Finally an expert panel was convened to verify the pattern range and their comments supported the new classification.The research outcomes included navigational patterns and working strategies classifications, future techniques for designers, and user methods. These will create more successful and informed multimedia, and forward developments and improvements in the design of high quality user preference software
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