98,552 research outputs found
Enroute flight planning: Evaluating design concepts for the development of cooperative problem-solving concepts
The goals of this research were to develop design concepts to support the task of enroute flight planning. And within this context, to explore and evaluate general design concepts and principles to guide the development of cooperative problem solving systems. A detailed model is to be developed of the cognitive processes involved in flight planning. Included in this model will be the identification of individual differences of subjects. Of particular interest will be differences between pilots and dispatchers. The effect will be studied of the effect on performance of tools that support planning at different levels of abstraction. In order to conduct this research, the Flight Planning Testbed (FPT) was developed, a fully functional testbed environment for studying advanced design concepts for tools to aid in flight planning
The design-by-adaptation approach to universal access: learning from videogame technology
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
Evaluating distributed cognitive resources for wayfinding in a desktop virtual environment.
As 3D interfaces, and in particular virtual environments, become increasingly realistic there is a need to investigate the location and configuration of information resources, as distributed in the humancomputer system, to support any required activities. It is important for the designer of 3D interfaces to be aware of information resource availability and distribution when considering issues such as cognitive load on the user. This paper explores how a model of distributed resources can support the design of alternative aids to virtual environment wayfinding with varying levels of cognitive load. The wayfinding aids have been implemented and evaluated in a desktop virtual environment
Design concepts for the development of cooperative problem-solving systems
There are many problem-solving tasks that are too complex to fully automate given the current state of technology. Nevertheless, significant improvements in overall system performance could result from the introduction of well-designed computer aids. We have been studying the development of cognitive tools for one such problem-solving task, enroute flight path planning for commercial airlines. Our goal was two-fold. First, we were developing specific systems designs to help with this important practical problem. Second, we are using this context to explore general design concepts to guide in the development of cooperative problem-solving systems. These designs concepts are described
Adolescent Literacy and Textbooks: An Annotated Bibliography
A companion report to Carnegie's Time to Act, provides an annotated bibliography of research on textbook design and reading comprehension for fourth through twelfth grade, arranged by topic. Calls for a dialogue between publishers and researchers
Occupational therapistsâ views of using a virtual reality interior design application within the pre-discharge home visit process
This article has been made available through the Brunel Open Access Publishing Fund.Background: A key role of Occupational Therapists (OTs) is to carry out pre-discharge home visits (PHV) and propose appropriate adaptations to the home environment, to enable patients to function independently after hospital-home discharge. However, research shows that more than 50% of specialist equipment installed as part of home adaptations is not used by patients. A key reason for this is that decisions about home adaptations are often made without adequate collaboration and consultation with the patient. Consequently, there is an urgent need to seek out new and innovative uses of technology to facilitate patient/practitioner collaboration, engagement and shared decision making in the PHV process. Virtual reality interior design applications (VRIDAs) primarily allow users to simulate the home environment and visualise changes prior to implementing them. Customised VRIDAs, which also model specialist occupational therapy equipment, could become a valuable tool to facilitate improved patient/practitioner collaboration if developed effectively and integrated into the PHV process. Objective: To explore the perceptions of occupational therapists with regards to using VRIDAs as an assistive tool within the PHV process. Methods: Task-oriented interactive usability sessions, utilising the think-aloud protocol and subsequent semi-structured interviews were carried out with seven Occupational Therapists who possessed significant experience across a range of clinical settings. Template analysis was carried out on the think-aloud and interview data. Analysis was both inductive and driven by theory, centring around the parameters that impact upon the acceptance, adoption and use of this technology in practice as indicated by the Technology Acceptance Model (TAM). Results: OTsâ perceptions were identified relating to three core themes: (1) perceived usefulness (PU), (2) perceived ease of use (PEoU), and (3) actual use (AU). Regarding PU, OTs believed VRIDAs had promising potential to increase understanding, enrich communications and patient involvement, and improved patient/practitioner shared understanding. However, it was unlikely that VRIDAs would be suitable for use with cognitively impaired patients. For PEoU, all OTs were able to use the software and complete the tasks successfully, however, participants noted numerous specialist equipment items that could be added to the furniture library. AU perceptions were positive regarding use of the application across a range of clinical settings including children/young adults, long-term conditions, neurology, older adults, and social services. However, some âfine tuningâ may be necessary if the application is to be optimally used in practice. Conclusions: Participants perceived the use of VRIDAs in practice would enhance levels of patient/practitioner collaboration and provide a much needed mechanism via which patients are empowered to become more equal partners in decisions made about their care. Further research is needed to explore patient perceptions of VRIDAs, to make necessary customisations accordingly, and to explore deployment of the application in a collaborative patient/practitioner-based context
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Fun and Interactive Activities for an Introductory Computer Science Course of 200 Students
Research has shown that students learn and perform
better in learning environments that are interactive [1].
Teaching a freshman-level introductory course in computer
science (CS) can be challenging, because most students are
unaware of what computer scientists do and have never
been introduced to basic computer science concepts. Using
a series of hands-on interactive activities throughout the
semester can introduce CS topics in a fun way while
relating the topics to familiar everyday experiences. All the
activities listed below do not require a computer lab, are
extremely cost-effective, and require minimum preparation:
(1) Understanding Variables and Arrays with Paper Bags
[2], (2) Branching and Looping Statements with Starburst
Candies [2], (3) Loops with Music [3], (4) Arrays with
Tissue Boxes, DVD Sets, Paper Plates, and other
Household Goods [2], (5) Monsters Hate Chocolate:
Learning Try/Catch Blocks [2], (6) General Class Structure
with Bags, Boxes, and a Bin [2], (7) Dr. Doolittleâs Vet
Office: Learning Classes with Stuffed Animals [2], (8)
Sorting Algorithms with Paper Bags [3, 6, 7], and (9)
Recursion Introduction: Simple Tower of Hanoi with
Colored Paper [3]. The authors designed these activities to
be done with a variety of age groups and various numbers
of students, however, the activities have never been tired
with classes larger than 50 [2, 3]. This paper will explore
the challenges and logistics of adapting these activities to a
forum style lecture hall with approximately 200 students in
attendance. Additionally, any revised activity instructions
from [2, 3] will be provided.Cockrell School of Engineerin
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
Evaluating 'Prefer not to say' Around Sensitive Disclosures
As people's offline and online lives become increasingly entwined, the sensitivity of personal information disclosed online is increasing. Disclosures often occur through structured disclosure fields (e.g., drop-down lists). Prior research suggests these fields may limit privacy, with non-disclosing users being presumed to be hiding undesirable information. We investigated this around HIV status disclosure in online dating apps used by men who have sex with men. Our online study asked participants (N=183) to rate profiles where HIV status was either disclosed or undisclosed. We tested three designs for displaying undisclosed fields. Visibility of undisclosed fields had a significant effect on the way profiles were rated, and other profile information (e.g., ethnicity) could affect inferences that develop around undisclosed information. Our research highlights complexities around designing for non-disclosure and questions the voluntary nature of these fields. Further work is outlined to ensure disclosure control is appropriately implemented around online sensitive information disclosures
Using pattern languages in participatory design
In this paper, we examine the contribution that pattern languages could make to user participation in the design of interactive systems, and we report on our experiences of using pattern languages in this way.
In recent years, there has been a growing interest in the use of patterns and pattern languages in the design of interactive systems. Pattern languages were originally developed by the architect, Christopher Alexander, both as a way of understanding the nature of building designs that promote a âhumaneâ or living built environment; and as a practical tool to aid in participatory design of buildings.
Our experience suggests that pattern languages do have considerable potential to support participatory design in HCI, but that many pragmatic issues remain to be resolved.</p
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