11,944 research outputs found

    Data, Data Everywhere, and Still Too Hard to Link: Insights from User Interactions with Diabetes Apps

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    For those with chronic conditions, such as Type 1 diabetes, smartphone apps offer the promise of an affordable, convenient, and personalized disease management tool. How- ever, despite significant academic research and commercial development in this area, diabetes apps still show low adoption rates and underwhelming clinical outcomes. Through user-interaction sessions with 16 people with Type 1 diabetes, we provide evidence that commonly used interfaces for diabetes self-management apps, while providing certain benefits, can fail to explicitly address the cognitive and emotional requirements of users. From analysis of these sessions with eight such user interface designs, we report on user requirements, as well as interface benefits, limitations, and then discuss the implications of these findings. Finally, with the goal of improving these apps, we identify 3 questions for designers, and review for each in turn: current shortcomings, relevant approaches, exposed challenges, and potential solutions

    Building distributed heterogeneous smart phone Java applications an evaluation from a development perspective

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    The advances in mobile phone technology have enabled such devices to be programmed to run general-purpose applications using a special edition of the Java programming language. Java is designed to be a heterogeneous programming language targeting different platforms. Such ability when coupled with the provision of high-speed mobile Internet access would open the door for a new breed of distributed mobile applications. This paper explores the capabilities and limitations of this technology and addresses the considerations that must be taken when designing and developing such distributed applications. Our findings are verified by building a test client-server system where the clients in this system are mobile phones behaving as active processing elements not just mere service requesters

    Mobile Agents for Mobile Tourists: A User Evaluation of Gulliver's Genie

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    How mobile computing applications and services may be best designed, implemented and deployed remains the subject of much research. One alternative approach to developing software for mobile users that is receiving increasing attention from the research community is that of one based on intelligent agents. Recent advances in mobile computing technology have made such an approach feasible. We present an overview of the design and implementation of an archetypical mobile computing application, namely that of an electronic tourist guide. This guide is unique in that it comprises a suite of intelligent agents that conform to the strong intentional stance. However, the focus of this paper is primarily concerned with the results of detailed user evaluations conducted on this system. Within the literature, comprehensive evaluations of mobile context-sensitive systems are sparse and therefore, this paper seeks, in part, to address this deficiency

    Considering the User in the Wireless World

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    The near future promises significant advances in communication capabilities, but one of the keys to success is the capability understanding of the people with regards to its value and usage. In considering the role of the user in the wireless world of the future, the Human Perspective Working Group (WG1) of the Wireless World Research Forum has gathered input and developed positions in four important areas: methods, processes, and best practices for user-centered research and design; reference frameworks for modeling user needs within the context of wireless systems; user scenario creation and analysis; and user interaction technologies. This article provides an overview of WG1's work in these areas that are critical to ensuring that the future wireless world meets and exceeds the expectations of people in the coming decades

    Digital interaction: where are we going?

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    In the framework of the AVI 2018 Conference, the interuniversity center ECONA has organized a thematic workshop on "Digital Interaction: where are we going?". Six contributions from the ECONA members investigate different perspectives around this thematic

    Metrics for the Adaptation of Site Structure

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    This paper presents an overview of metrics for web site structure and user navigation paths. Particular attention will be paid to the question what these metrics really say about a site and its usage, and how they can be applied for adapting navigation support to the mobile context

    P2P Mapper: From User Experiences to Pattern-Based Design

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    User experience is an umbrella term referring to a collection of information that covers the user’s behavior and interaction with a system. It is observed when the user is actively using a service or interacting with information, includes expectations and perceptions, and is influenced by user characteristics and application or service characteristics. User characteristics include knowledge, experience, personality and demographics. We propose a process and supporting software tool called Persona to Pattern (P2P) Mapper, which guides designers in modeling user experiences and identifying appropriate design patterns. The three-step process is: Persona Creation (a representative persona set is developed), Pattern Selection (behavioral patterns are identified resulting in an ordered list of design patterns for each persona), and Pattern Composition (patterns are used to create a conceptual design). The tool supports the first two steps of the process by providing various automation algorithms for user grouping and pattern selection combined with the benefit of rapid pattern and user information access. Persona and pattern formats are augmented with a set of discrete domain variables to facilitate automation and provide an alternative view on the information. Finally, the P2P Mapper is used in the redesign of two different Bioinformatics applications: a popular website and a visualization tool. The results of the studies demonstrate a significant improvement in the system usability of both applications

    Afluentia: suporte à comunicação para afasia fluente

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    Aphasia is a language disorder caused by brain damage (eg, stroke) that affects a person’s ability to communicate. Involves different degrees of impairment and it can manifest by difficulties in speaking fluently or difficulty finding words (anomia), but can also entail impairment in spoken language comprehension, inability to repeat words or phrases, impairments in written expression (agraphia), in reading comprehension (alexia) or a combination of any of these difficulties. It can thus result in limitations in the way the person with aphasia interacts with others, for instance, to express how they are feeling as well as their needs, making it hard for them to have a more independent life or have their difficulties addressed. Additionally, this condition also has a strong impact in the life of those around them (e.g., family, carers) as the difficulties of communication, should anything happen, can lead to fear of leaving these patients unattended. Several challenges arise when addressing the communication needs of people with aphasia deriving from the diverse and idiosyncratic nature of their condition and although assisted communication tools have been proposed in the literature (e.g. using pictograms), the characteristics of aphasia often render them as partial solutions. In this sense, this project focuses on understanding the characteristics and needs of aphasic patients and also on the proposal of technology-mediated communication tools that address them in their daily lives. This work adopts a user-centered design and development approach to explore how people with aphasia can be supported in their day-today communication resorting to technology mediation. It was thus achieving an iterative design with the development and evaluation of a proof-of-concept solution for communication aspects, which was progressively implemented and refined having in consideration the identified requirements and the continuous evaluation of the proposed solutions, carried out with a focus group composed by a Speech and Language Therapist (SLT) and a Human Computer Interaction (HCI) Expert. After a first version of the system was achieved, an evaluation phase with Speech and Language Therapists with a strong experience with patients with aphasia took place in order to understand and validate the achieved application, which led to more refinement phases. At its current stage of development, evaluation results show a good level of usability and satisfaction and establish Afluentia as promising ground for further evolving the research on communication mediated by technology to support people with aphasia.A afasia é um distúrbio da linguagem provocada por danos cerebrais (por exemplo, acidente vascular cerebral) e que afeta a capacidade de comunicação de uma pessoa. Envolve diferentes graus de deficiência e pode-se manifestar por dificuldades em falar fluentemente ou dificuldade em encontrar palavras (anomia), mas também pode acarretar prejuízo na compreensão da linguagem falada, incapacidade de repetir palavras ou frases, deficiências na expressão escrita (agrafia), na compreensão da leitura (alexia) ou numa combinação de qualquer uma dessas dificuldades. Pode assim resultar em limitações na forma como a pessoa com afasia interage com outras para, por exemplo, exprimir como se está a sentir assim como as suas necessidades, impossibilitando que tenha uma vida mais independente ou tenha as suas dificuldades abordadas. Além disso, a afasia também tem um forte impacto na vida das pessoas ao redor do afásico (por exemplo, familiares, cuidadores), pois as dificuldades de comunicação da pessoa com afasia podem levar ao medo de deixála desacompanhada por aqueles que a rodeiam. Vários desafios surgem ao abordar as necessidades de comunicação de pessoas com afasia decorrentes da natureza diversa e idiossincrática da sua condição e embora ferramentas de comunicação assistida tenham sido propostas na literatura (por exemplo, usando pictogramas), as características da afasia geralmente tornam essas soluções parciais. Nesse sentido, este projeto foca-se na compreensão das características e necessidades dos pacientes afásicos e também na proposta de ferramentas de comunicação mediada por tecnologia que os abordem, no seu cotidiano. Este trabalho adota uma abordagem de design e desenvolvimento centrada no utilizador de modo explorar como as pessoas com afasia podem ser apoiadas na sua comunicação quotidiana recorrendo à mediação tecnológica. Foi assim conseguindo um design iterativo com desenvolvimento e avaliação de uma solução de prova de conceito para aspectos de comunicação, que foi progressivamente implementada e aperfeiçoada tendo em consideração os requisitos identificados e a avaliação contínua das soluções propostas, realizada com um grupo de foco composto por uma Terapeuta da Fala e um Especialista em Interacção Humano Computador. Após a obtenção de uma primeira versão do sistema, uma fase de avaliação com Terapeutas da Fala com forte experiência com pacientes com afasia também ocorreu de modo a entender e validar a aplicação alcançada, o que levou a mais fases de refinamento. Na sua atual fase de desenvolvimento, os resultados da avaliação mostram um bom nível de usabilidade e satisfação e definem o Afluentia como um terreno promissor para evoluir ainda mais a pesquisa em comunicação mediada por tecnologia de suporte a pessoas com afasia.Mestrado em Engenharia de Computadores e Telemátic

    Software Usability

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    This volume delivers a collection of high-quality contributions to help broaden developers’ and non-developers’ minds alike when it comes to considering software usability. It presents novel research and experiences and disseminates new ideas accessible to people who might not be software makers but who are undoubtedly software users
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