3,925 research outputs found

    The ABCD of usability testing

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    We introduce a methodology for tracking and auditing feedback, errors and suggestions for software packages. This short paper describes how we innovate on the evaluation mechanism, introducing an (Antecedent, Barrier, Consequence and Development) ABCD form, embedded within an eParticipation platform to enable end users to easily report on any usability issues. This methodology will be utilised to improve the STEP cloud eParticipation platform (part of the current STEP Horizon2020 project http://step4youth.eu. The platform is currently being piloted in real life contexts, with the participation of public authorities that are integrating the eParticipation platform into their regular decision-making practices. The project is involving young people, through engagement and motivation strategies and giving them a voice in Environmental decision making at the local level. The pilot evaluation aims to demonstrate how open engagement needs to be embedded within public sector processes and the usability methodology reported here will help to identify the key barriers for wide scale deployment of the platform

    From Keyword Search to Exploration: How Result Visualization Aids Discovery on the Web

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    A key to the Web's success is the power of search. The elegant way in which search results are returned is usually remarkably effective. However, for exploratory search in which users need to learn, discover, and understand novel or complex topics, there is substantial room for improvement. Human computer interaction researchers and web browser designers have developed novel strategies to improve Web search by enabling users to conveniently visualize, manipulate, and organize their Web search results. This monograph offers fresh ways to think about search-related cognitive processes and describes innovative design approaches to browsers and related tools. For instance, while key word search presents users with results for specific information (e.g., what is the capitol of Peru), other methods may let users see and explore the contexts of their requests for information (related or previous work, conflicting information), or the properties that associate groups of information assets (group legal decisions by lead attorney). We also consider the both traditional and novel ways in which these strategies have been evaluated. From our review of cognitive processes, browser design, and evaluations, we reflect on the future opportunities and new paradigms for exploring and interacting with Web search results

    Organization and Usage of Learning Objects within Personal Computers

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    Research report of the ProLearn Network of Excellence (IST 507310), Deliverable 7.6To promote the integration of Desktop related Knowledge Management and Technology Enhanced Learning this deliverable aims at increasing the awareness of Desktop research within the Professional Learning community and at familiarizing the e-Learning researchers with the state-of-the-art in the relevant areas of Personal Information Management (PIM), as well as with the currently on-going activities and some of the regular PIM publication venues

    Anticipatory Mobile Computing: A Survey of the State of the Art and Research Challenges

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    Today's mobile phones are far from mere communication devices they were ten years ago. Equipped with sophisticated sensors and advanced computing hardware, phones can be used to infer users' location, activity, social setting and more. As devices become increasingly intelligent, their capabilities evolve beyond inferring context to predicting it, and then reasoning and acting upon the predicted context. This article provides an overview of the current state of the art in mobile sensing and context prediction paving the way for full-fledged anticipatory mobile computing. We present a survey of phenomena that mobile phones can infer and predict, and offer a description of machine learning techniques used for such predictions. We then discuss proactive decision making and decision delivery via the user-device feedback loop. Finally, we discuss the challenges and opportunities of anticipatory mobile computing.Comment: 29 pages, 5 figure

    Conceptual Design Model of Computerized Personal-Decision AID (ComPDA)

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    To date, the attentions given to the improvement of decision support at organizational level has been enormous. On the contrary, academic research in improving the performance of computerized decision aid (CDA) for personal decision is lacking, in which some are dated. Nowadays, the existence of CDA which handles personal decision is mushrooming and progressively getting attention from users. Despite that, users’ perceptions of the suitable decision strategy and technique for CDA have not been subjected to systematic investigation. Literature reviews also indicate that most users do not go for complex mathematical techniques despite the fact that these techniques are better at handling the risks and uncertainties in decisions. In fact, more often than not, the development process of CDAs does not seem to adhere to any conceptual and theoretical model. In view of that, this study aims to propose a conceptual design model for computerized personal-decision aid (ComPDA). The following objectives are outlined to support the general aim: (i) to identify appropriate decision strategy and technique for ComPDA, (ii) to incorporate identified strategy and technique in the construction of conceptual design model for ComPDA (iii) to validate the conceptual design model in different situations via prototyping method and (iv) to measure the users’ perceived helpfulness of the ComPDA prototypes. Participatory design method was implemented in order to achieve objective i and ii. The findings were incorporated into the construction of the conceptual design model of ComPDA. In achieving objective iii, the conceptual design model was validated in two different case studies via prototyping: A- choosing development methodology in mobile computing course (md-Matrix); and B- purchasing a mobile phone (ep-Matrix). In achieving objective iv, an instrument (named as Q-HELP) was developed to measure the helpfulness (HLP) of the prototypes. This study identified four relevant constructs pertinent to helpfulness; reliability (REL), decision making effort (EFF), confidence (CON), and decision awareness (AWR). Altogether, 122 respondents participated where 63 were from case study A and 59 from case study B. Eight hypotheses were formulated comprising testing for correlation between all the constructs in Q-HELP with helpfulness, testing the average time spent to make a selection with and without the proposed ComPDA and testing if the mean score of helpfulness of the proposed ComPDA is high. Paired Samples t Test, Pearson Correlation analyses and descriptive analyses were utilized to validate the hypotheses. The results show that: REL and HLP are significantly correlated, EFF and HLP are significantly correlated, CON and HLP are significantly correlated, AWR and HLP are significantly correlated, the use of md-Matrix and ep-Matrix significantly reduces the time spent to make selection, mean score of helpfulness of md-Matrix is fairly high and mean score of helpfulness of ep-Matrix is high. However, it is concluded that the overall results exhibit sufficient indication that md-Matrix and ep-Matrix were found helpful to users in terms of reliability, lessening the decision making effort, increasing confidence and also awareness in decision making. This study has produced the following outcomes, along with achieving all of its objectives: (i) a conceptual design model for ComPDA which incorporates suitable decision strategies and techniques identified via systematic investigations; (ii) two functional ComPDA prototypes to validate the conceptual design model and to demonstrate its applicability in different situations, (iii) an instrument for measuring helpfulness which includes dimensions from outcome and process aspects; and (iv) comparative analyses of decision models, strategies and techniques which provide basis for future studies.

    Social Virtual Reality Platform Comparison and Evaluation Using a Guided Group Walkthrough Method

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    As virtual reality (VR) headsets become more commercially accessible, a range of social platforms have been developed that exploit the immersive nature of these systems. There is a growing interest in using these platforms in social and work contexts, but relatively little work into examining the usability choices that have been made. We developed a usability inspection method based on cognitive walkthrough that we call guided group walkthrough. Guided group walkthrough is applied to existing social VR platforms by having a guide walk the participants through a series of abstract social tasks that are common across the platforms. Using this method we compared six social VR platforms for the Oculus Quest. After constructing an appropriate task hierarchy and walkthrough question structure for social VR, we ran several groups of participants through the walkthrough process. We undercover usability challenges that are common across the platforms, identify specific design considerations and comment on the utility of the walkthrough method in this situation
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