36 research outputs found

    A systematic mapping study of HCI practice research

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    Human–computer interaction (HCI) practice has emerged as a research domain in the HCI field and is growing. The need to transfer HCI practices to the industry began significantly with the works of Nielsen on usability engineering. To date, methods and techniques for designing, evaluating, and implementing interactive systems for human use have continued to emerge. It is, therefore, justified to conduct a systematic mapping study to determine the landscape of HCI practice research. A Systematic Mapping Study method was used to map 142 studies according to research type, topic, and contribution. These were then analyzed to determine an overview of HCI practice research. The objective was to analyze studies on HCI practice and present prominent issues that characterize the HCI practice research landscape. Second, to identify pressing challenges regarding HCI practices in software/systems development companies. The results show that HCI practice research has steadily increased since 2012. The majority of the studies explored focused on evaluation research that largely contributed to the evaluation methods or processes. Most of the studies were on design tools and techniques, design methods and contexts, design work and organizational culture, and collaboration and team communication. Interviews, case studies, and survey methods have been prominently used as research methods. HCI techniques are mostly used during the initial phase of development and during evaluation. HCI practice challenges in companies are mostly process-related and on performance of usability and user experience activities. The major challenge seems to be to find a way to collect and incorporate user feedback in a timely manner, especially in agile processes. There are areas identified in this study as needing more research

    Putting a Face on Algorithms: Personas for Modeling Artificial Intelligence

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    We propose a new type of personas, artificial intelligence (AI) personas, as a tool for designing systems consisting of both human and AI agents. Personas are commonly used in design practices for modelling users. We argue that the personification of AI agents can help multidisciplinary teams in understanding and designing systems that include AI agents. We propose a process for creating AI personas and the properties they should include, and report on our first experience using them. The case we selected for our exploration of AI personas was the design of a highly automated decision support tool for air traffic control. Our first results indicate that AI personas helped designers to empathise with algorithms and enabled better communication within a team of designers and AI and domain experts. We call for a research agenda on AI personas and discussions on potential benefits and pitfalls of this approach.acceptedVersio

    Developing a Serious Game for Nurse Education

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    Future nursing education is challenged to develop innovative and effective programs that align with current changes in health care and to educate nurses with a high level of clinical reasoning skills, evidence-based knowledge, and professional autonomy. Serious games (SGs) are computer-based simulations that combine knowledge and skills development with video game-playing aspects to enable active, experiential, situated, and problem-based learning. In a PhD project, a video-based SG was developed to teach nursing students nursing care for patients with chronic obstructive pulmonary disease in home health care and hospital settings. The current article summarizes the process of the SG development and evaluation

    Evaluasi Usability pada Website Monitoring Kebakaran Hutan Menggunakan Metode Webuse

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    Kebakaran hutan dan lahan telah menjadi isu nasional yang setiap tahun terjadi secara berulang-ulang kali terkhusus di wilayah Provinsi Kalimantan Barat. Sebagai bentuk antisipasi dan pencegahan, masyarakat dan pemerintahan melakukan monitoring kebakaran hutan dan lahan melalui website SIPONGI dan LAPAN FIRE HOTSPOT. SIPONGI dan LAPAN FIRE HOTSPOT merupakan website pemantau titik panas (hotspot) berbasis website. Website ini digunakan oleh masyarakat dan juga anggota kepolisian Ditreskrimsus Polda Kalimantan Barat. Pentingnya kedua website ini dalam proses monitoring kebarakan hutan menjadi alasan perlunya suatu kajian sebagai pengukuran terhadap kedua website. Pengukuran ini dilakukan sebagai evaluasi khususnya dalam cara pemberian informasi terhadap pengguna terkait kemudahan maupun kenyamanan pengguna. Evaluasi website SIPONGI dan LAPAN FIRE HOTSPOT dilakukan guna mendapatkan umpan balik dari pengguna khususnya mengetahui efektivitas, efisiensi, dan kepuasan pengguna dalam menggunakan website. Salah satu metode untuk melakukan evaluasi website berbasis website adalah dengan menggunakan metode WEBUSE. Metode WEBUSE (Web Usability Evaluation) berfokus pada sistem evaluasi berbasis web untuk mengevaluasi usability dari website. Metode ini dapat menggali tingkat kemudahan terhadap website oleh pengguna dengan skenario tugas dan kuesioner yang merangkum empat variabel usability. Pada pengujian, hasil evaluasi website SIPONGI berada pada level Moderate, sedangkan LAPAN FIRE HOTSPOT berada pada level Good. Hasil dari penelitian ini berupa identifikasi masalah dan perancangan yang dapat menjadi landasan perbaikan terhadap kedua website pada penelitian selanjutnya guna meningkatkan usability. AbstractForest and land fires have become a national issue that repeatedly occurs, especially in the province of West Kalimantan. As a form of anticipation and prevention, the community and the government monitored forest and land fires through the SIPONGI application and the Fire Hotspot. SIPONGI and the Lapan Fire Hotspot is a website-based hotspot monitoring application. This application is used by the community and also members of the West Kalimantan Police Ditreskrimsus Police. The importance of the two applications in monitoring forests is the reason for the need for a review of the measurement of both applications. This measurement is carried out as an evaluation, especially in providing information about users regarding the convenience and convenience of users. SIPONGI website evaluation and the Lapan Fire Hotspot are carried out to obtain feedback from users, especially knowing the effectiveness, efficiency, and user satisfaction in using the application. One method for evaluating a website-based application is to use the webuse method. Webuse Method (Web Usability Evaluation) focuses on web-based evaluation systems to evaluate the application's usability. This method can explore the ease of application by the user with a task scenario and questionnaire that summarizes the four usability variables. In testing, the results of the SIPONGI website evaluation are at a moderate level, while the Lapan Fire Hotspot is at a good level. The results of this study can be the foundation of improvements to both applications in further research to increase usability

    Eignung von virtueller Physik und Touch-Gesten in Touchscreen-Benutzerschnittstellen fĂĽr kritische Aufgaben

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    The goal of this reasearch was to examine if modern touch screen interaction concepts that are established on consumer electronic devices like smartphones can be used in time-critical and safety-critical use cases like for machine control or healthcare appliances. Several prevalent interaction concepts with and without touch gestures and virtual physics were tested experimentally in common use cases to assess their efficiency, error rate and user satisfaction during task completion. Based on the results, design recommendations for list scrolling and horizontal dialog navigation are given.Das Ziel dieser Forschungsarbeit war es zu untersuchen, ob moderne Touchscreen-Interaktionskonzepte, die auf Consumer-Electronic-Geräten wie Smartphones etabliert sind, für zeit- und sicherheitskritische Anwendungsfälle wie Maschinensteuerung und Medizingeräte geeignet sind. Mehrere gebräuchliche Interaktionskonzepte mit und ohne Touch-Gesten und virtueller Physik wurden in häufigen Anwendungsfällen experimentell auf ihre Effizienz, Fehlerrate und Nutzerzufriedenheit bei der Aufgabenlösung untersucht. Basierend auf den Resultaten werden Empfehlungen für das Scrollen in Listen und dem horizontalen Navigieren in mehrseitigen Software-Dialogen ausgesprochen

    Confusion and information triggered by photos in persona profiles

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    We investigate whether additional photos beyond a single headshot makes a persona profile more informative without confusing the end user. We conduct an eye-tracking experiment and qualitative interviews with digital content creators after varying the persona in photos via a single headshot, a headshot and photo of the persona in different contexts, and a headshot with photos of different people with key persona attributes the gender and age. Findings show that contextual photos provide significantly more persona information to end users; however, showing photos of multiple people engenders confusion and lowers informativeness. Also, as anticipated, viewing additional photos requires more cognitive focus, which is measured by eye-tracking metrics; these metrics are correlated with levels of informativeness and confusion. Furthermore, various interpretations of the persona based on the choice of photos are biased by the end users' experiences and preconceptions. Concerning persona design, findings indicate that persona creators need to consider the intended persona use objectives when selecting photos and when producing persona profiles. Using contextual photos can improve informativeness, but this demands more cognitive focus from end users. Thus, adding contextual photos increases the perceived informativeness of the persona profile without being obfuscating, but multiple photos of different people do evoke confusion about the targeted persona

    RBE2001 Virtual Study Aid

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    The undergraduate robotics courses at Worcester Polytechnic Institute (WPI) present a unique challenge in that they are the first of their kind. There is therefore no appropriate textbook that specifically addresses the material taught in the Unified Robotics I: Actuation (RBE 2001) class at WPI. When the idea to develop a virtual study aid for this class arose, the question that was asked was: “In the development and implementation of a virtual study aid, specific to the content of RBE 2001; ­­what would be the most effective method of presenting the material?” This study will seek to answer this question, and complete the steps to creating a virtual study aid
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