9 research outputs found

    Método para la evaluación de usabilidad de sitios web transaccionales basado en el proceso de inspección heurística

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    La usabilidad es considerada uno de los factores más importantes en el desarrollo de productos de software. Este atributo de calidad está referido al grado en que, usuarios específicos de un determinado aplicativo, pueden fácilmente hacer uso del software para lograr su propósito. Dada la importancia de este aspecto en el éxito de las aplicaciones informáticas, múltiples métodos de evaluación han surgido como instrumentos de medición que permiten determinar si la propuesta de diseño de la interfaz de un sistema de software es entendible, fácil de usar, atractiva y agradable al usuario. El método de evaluación heurística es uno de los métodos más utilizados en el área de Interacción Humano-Computador (HCI) para este propósito debido al bajo costo de su ejecución en comparación otras técnicas existentes. Sin embargo, a pesar de su amplio uso extensivo durante los últimos años, no existe un procedimiento formal para llevar a cabo este proceso de evaluación. Jakob Nielsen, el autor de esta técnica de inspección, ofrece únicamente lineamientos generales que, según la investigación realizada, tienden a ser interpretados de diferentes maneras por los especialistas. Por tal motivo, se ha desarrollado el presente proyecto de investigación que tiene como objetivo establecer un proceso sistemático, estructurado, organizado y formal para llevar a cabo evaluaciones heurísticas a productos de software. En base a un análisis exhaustivo realizado a aquellos estudios que reportan en la literatura el uso del método de evaluación heurística como parte del proceso de desarrollo de software, se ha formulado un nuevo método de evaluación basado en cinco fases: (1) planificación, (2) entrenamiento, (3) evaluación, (4) discusión y (5) reporte. Cada una de las fases propuestas que componen el protocolo de inspección contiene un conjunto de actividades bien definidas a ser realizadas por el equipo de evaluación como parte del proceso de inspección. Asimismo, se han establecido ciertos roles que deberán desempeñar los integrantes del equipo de inspectores para asegurar la calidad de los resultados y un apropiado desarrollo de la evaluación heurística. La nueva propuesta ha sido validada en dos escenarios académicos distintos (en Colombia, en una universidad pública, y en Perú, en dos universidades tanto en una pública como en una privada) demostrando en todos casos que es posible identificar más problemas de usabilidad altamente severos y críticos cuando un proceso estructurado de inspección es adoptado por los evaluadores. Otro aspecto favorable que muestran los resultados es que los evaluadores tienden a cometer menos errores de asociación (entre heurística que es incumplida y problemas de usabilidad identificados) y que la propuesta es percibida como fácil de usar y útil. Al validarse la nueva propuesta desarrollada por el autor de este estudio se consolida un nuevo conocimiento que aporta al bagaje cultural de la ciencia.Tesi

    The Gamification of Crowdsourcing Systems: Empirical Investigations and Design

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    Recent developments in modern information and communication technologies have spawned two rising phenomena, gamification and crowdsourcing, which are increasingly being combined into gamified crowdsourcing systems. While a growing number of organizations employ crowdsourcing as a way to outsource tasks related to the inventing, producing, funding, or distributing of their products and services to the crowd – a large group of people reachable via the internet – crowdsourcing initiatives become enriched with design features from games to motivate the crowd to participate in these efforts. From a practical perspective, this combination seems intuitively appealing, since using gamification in crowdsourcing systems promises to increase motivations, participation and output quality, as well as to replace traditionally used financial incentives. However, people in large groups all have individual interests and motivations, which makes it complex to design gamification approaches for crowds. Further, crowdsourcing systems exist in various forms and are used for various tasks and problems, thus requiring different incentive mechanisms for different crowdsourcing types. The lack of a coherent understanding of the different facets of gamified crowdsourcing systems and the lack of knowledge about the motivational and behavioral effects of applying various types of gamification features in different crowdsourcing systems inhibit us from designing solutions that harness gamification’s full potential. Further, previous research canonically uses competitive gamification, although crowdsourcing systems often strive to produce cooperative outcomes. However, the potentially relevant field of cooperative gamification has to date barely been explored. With a specific focus on these shortcomings, this dissertation presents several studies to advance the understanding of using gamification in crowdsourcing systems

    Seven HCI Grand Challenges

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    This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements

    Experiencing the Emotion of Time: How Virtual Reality alters the Sensation of Time

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    openLe emozioni sembrano giocare un ruolo centrale nei processi di costruzione e alterazione del tempo interno. Nella maggior parte delle ricerche gli stimoli utilizzati per portare il soggetto ad un certo stato emotivo sono semplici immagini o video al computer, le moderne tecnologie però permettono di utilizzare strumenti più efficaci. In particolare, in questo studio viene utilizzata la realtà virtuale (VR). Il tempo misurato dall’orologio interno viene misurato sia con misurazioni comportamentali, sia con segnali fisiologici: la conduttanza cutanea (CC) e l’elettro cardio gramma (ECG). Si ipotizza dunque che l’utilizzo del VR porti ad uno emotivo e che in diversi emotivi l’orologio interni cambi la velocità e dunque le risposte fisiologiche e comportamentali. Dopo una introduzione sull’argomento verrà esposto lo studio svolto e discussi i dati

    Accessibility of Health Data Representations for Older Adults: Challenges and Opportunities for Design

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    Health data of consumer off-the-shelf wearable devices is often conveyed to users through visual data representations and analyses. However, this is not always accessible to people with disabilities or older people due to low vision, cognitive impairments or literacy issues. Due to trade-offs between aesthetics predominance or information overload, real-time user feedback may not be conveyed easily from sensor devices through visual cues like graphs and texts. These difficulties may hinder critical data understanding. Additional auditory and tactile feedback can also provide immediate and accessible cues from these wearable devices, but it is necessary to understand existing data representation limitations initially. To avoid higher cognitive and visual overload, auditory and haptic cues can be designed to complement, replace or reinforce visual cues. In this paper, we outline the challenges in existing data representation and the necessary evidence to enhance the accessibility of health information from personal sensing devices used to monitor health parameters such as blood pressure, sleep, activity, heart rate and more. By creating innovative and inclusive user feedback, users will likely want to engage and interact with new devices and their own data

    Improving accessibility for people with dementia: web content and research

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    The Internet can provide a means of communication, searching for information, support groups and entertainment, amongst other services, and as a technology, can help to promote independence for people with dementia. However, the effectiveness of this technology relies on the users’ ability to use it. Web content, websites and online services need to be designed to meet the abilities and needs of people with dementia, and thus the difficulties that these users encounter must be explored and understood.The primary aim of this thesis is to investigate web content accessibility for People with Dementia and develop recommendations for improving current guidelines based on accessibility needs. The secondary aim is to support people with dementia having a voice within research through development of accessible ethical processes.Qualitative data were collected with a scoping study using questionnaires about everyday technology use (people with dementia and older adults without dementia); and in-depth interviews to explore difficulties and web accessibility issues. A document analysis was conducted on Web Content Accessibility Guidelines (ISO/IEC40500:2012) for inclusion of the needs of people with dementia followed by review of Web Usability Guidance (ISO9241-151:2008) to consider how gaps relating to the unmet accessibility needs for people with dementia could be met. The scoping study found that both people with dementia and older adults without dementia use everyday ICT to access the Web. Both groups described difficulties with web interface interactions, which refined the research scope to web content accessibility. The interview data with people with dementia (n=16) and older adults without dementia (n=9) were analysed using Grounded Theory techniques. It was found that both user groups experienced the same types of difficulties using the Web, but that dementia symptoms could exacerbate the difficulties from usability issues (older adults without dementia) into accessibility issues for people with dementia. Navigation was a key issue for both groups, with a range of web content design elements contributing to accessibility issues with navigation for people with dementia. The document analysis found that the accessibility guidance did not address all the accessibility issues encountered by people with dementia. However, the usability guidance did address many of the accessibility issues for web content navigation experienced by people with dementia. The research provides recommendations for improvements to web content accessibility guidelines including content from usability guidelines, and amendments to current guidelines and success criteria. A new ethical recruitment/consent process was developed and tested as part of the research process and is recommended for use in future research to support engagement of people with dementia.</div

    Multimodal social media product reviews and ratings in e-commerce: an empirical approach

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    Since the booming of the internet and the “.com” (e-commerce) in the 1990’s, everything has changed. This improvement created different areas for researchers to investigate and examine, especially in the fields of human computer interaction and social media. This technological revolution has dramatically changed the way we interact with computers, buy, communicate and share information. This thesis investigates multimodal presentations of social media review and rating messages within an e-commerce interface. Multimodality refers to the communication pattern that goes beyond text to include images, audio and media. Multimodality provides a new way of communication, as images, for example, can deliver an additional information which might be difficult or impossible to communicate using text only. Social media can be defined as a two-way interaction using the internet as the communication medium.The overall hypothesis is that the use of multimodal metaphors (sound and avatars) to present social media product r views will improve the usability of the ecommerce interface and increase the user understanding, reduce the time needed to make a decision when compared to non-multimodal presentations. E-commerce usability refers to the presentation, accessibility and clarity of information. An experimental e-commerce platform was developed to investigate the particular interactive circumstances that multimodal metaphors may benefit the social media communication of reviews of products to users. The first experiment using three conditions (text with emoji’s, earcons and facially expressive avatars) measured the user comprehension, understanding information, user satisfaction with the way in which information was communicated and social media preference in e-commerce. The second experiment investigated the time taken by users to understand information, understanding information correctly, user satisfaction and user enjoyment using three conditions (emoji’s, facially expressive avatar and animation clips) in ecommerce platform. The results of the first set experiments of the showed that the text with emoji’s and the use of facially expressive avatar conditions had improved the users’ performance through understanding information effectively and making decisions quicker compared to the earcons condition. In the second experiment, the results showed that the users performed better (understanding information, understating information faster) using the emoji’s and the facially expressive avatar presentations compared to the use of the animation clip condition. A set of empirically derived guidelines to implement these metaphors to communicate social media product reviews in e-commerce interface have been presented

    The employee experience in cybersecurity and how to mitigate risk

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    With society now heavily invested in computer systems and internet connectivity, it has never been more vital to identify ways to safeguard cyberspace (Asquith & Morgan, 2019). In 2021, over 23,896 cyber security incidents were reported to have taken place across the globe, with a data breach confirmed in over 5,212 of these incidents (Verizon, 2022). Despite many organisations now applying time and budget to cybersecurity awareness training, 82% of security breaches are still found to involve a human element (Verizon, 2022). The aim of this PhD was to better understand the human experience in cybersecurity, internal individual differences that can result in decision-making vulnerabilities, but also the impact of additional external pressures such as offender persuasion attempting to leverage on human susceptibility, to the impact of persuasive interventions generated to promote secure behaviour. The result – a Cybersecurity Awareness Framework (CAF) that can guide organisations on how to better measure and manage human-centric cybersecurity moving forward. In addition, an improved understanding around the persuasion techniques most likely to increase human vulnerability, as well as findings around the impact of several interventions currently being utilised to persuade end-users to behave in ways that counter that vulnerability. Together, these outputs provide a more holistic understanding around the employee experience in cybersecurity, the challenges they face, and recommendations for future intervention

    LWA 2013. Lernen, Wissen & Adaptivität ; Workshop Proceedings Bamberg, 7.-9. October 2013

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    LWA Workshop Proceedings: LWA stands for "Lernen, Wissen, Adaption" (Learning, Knowledge, Adaptation). It is the joint forum of four special interest groups of the German Computer Science Society (GI). Following the tradition of the last years, LWA provides a joint forum for experienced and for young researchers, to bring insights to recent trends, technologies and applications, and to promote interaction among the SIGs
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