3,020 research outputs found

    Characterizing Natural User Interface with Wearable Smart Watches

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    Background - The emergence of new interaction paradigms makes the use of technology inrealizing the users??? natural ways of exploring the real world the ultimate goal of designers today.Research on interactive and immersive technologies for user interface design is still a challenging chore for engineers and scientists when it comes to designing natural interaction for wearable smart devices. To address the challenge, our study aims to develop guidelines for design practitioners in designing wearable smart watches that could offer natural user experiences. Methods - To better understand natural user experiences with smart watches, an extensive literature review was conducted. A quantitative survey with 80 participants was conducted, of which the focus was on the expected functions of smart watches. Based on the survey results, we selected eight participants in terms of technology familiarity. To achieve the objectives of our research, three studies were conducted: a design workshop (Study 1), a cultural probe (Study 2), and a focus group interview (Study 3). The design workshop was created to figure out the needs and wishes people have forsmart watches. In the cultural probe, the focus was on figuring out natural interactions with smart watches. Finally, the focus group interview aimed to gain more insights from the results of the cultural probe in terms of natural user interaction with particular functions. Results - To address the needs and wishes of the users toward wearable smartwatches, we made a subdivision into three categories, such as functions, input measures, and notification (feedback) methods. According to the results, participants wanted weather notification, health monitoring, and identification as expected functions. Regarding the methodof input, voice command and touch screen were preferred. In order to get feedback, most of the participantswanted vibrations, particularly as a reaction tocompleting the commands or inputs. There was also a suggestion to customize their smart watch. For example, users can select the functions and build their own command system, and even choose the notificationmethods. Considering natural user interface with respect to functions (weather, answering a call, navigation, health monitoring, taking a picture and messaging), specific natural user interfaces were mentioned for particular functions. Conclusions - Throughout the study, people???s needs and wishes and their perceptions about natural interaction were identified and the characteristics of natural user interfacesweredetermined. Based on the results, tenperceptions were specifically defined to provide a better understanding of smart watches in terms of natural interaction: user affinity of form, awareness by familiarity, reality correspondence, behavioral extension, purpose orientation, easiness of performance, timeliness, routine acceptance, generality, and rule of thumb. In addition to that, natural user interfaces were categorized into five groups: user familiarity, realistic interaction, accomplishment assistance, contextual appropriateness, and social awareness. In this study,we tried to identify what constitutes anatural interaction and how it should be created. The limitations and further study are discussed at the end.ope

    Diverse perceptions of smart spaces

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    This is the era of smart technology and of ‘smart’ as a meme, so we have run three workshops to examine the ‘smart’ meme and the exploitation of smart environments. The literature relating to smart spaces focuses primarily on technologies and their capabilities. Our three workshops demonstrated that we require a stronger user focus if we are advantageously to exploit spaces ascribed as smart: we examined the concept of smartness from a variety of perspectives, in collaboration with a broad range of contributors. We have prepared this monograph mainly to report on the third workshop, held at Bournemouth University in April 2012, but do also consider the lessons learned from all three. We conclude with a roadmap for a fourth (and final) workshop, which is intended to emphasise the overarching importance of the humans using the spac

    Using a serious game to assess spatial memory in children and adults

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    Short-term spatial memory has traditionally been assessed using visual stimuli, but not auditory stimuli. In this paper, we design and test a serious game with auditory stimuli for assessing short-term spatial memory. The interaction is achieved by gestures (by raising your arms). The auditory stimuli are emitted by smart devices placed at different locations. A total of 70 participants (32 children and 38 adults) took part in the study. The outcomes obtained with our game were compared with traditional methods. The results indicated that the outcomes in the game for the adults were significantly greater than those obtained by the children. This result is consistent with the assumption that the ability of humans increases continuously during maturation. Correlations were found between our game and traditional methods, suggesting its validity for assessing spatial memory. The results indicate that both groups easily learn how to perform the task and are good at recalling the locations of sounds emitted from different positions. With regard to satisfaction with our game, the mean scores of the children were higher for nearly all of the questions. The mean scores for all of the questions, except one, were greater than 4 on a scale from 1 to 5. These results show the satisfaction of the participants with our game. The results suggest that our game promotes engagement and allows the assessment of spatial memory in an ecological way

    ICS Materials. Towards a re-Interpretation of material qualities through interactive, connected, and smart materials.

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    The domain of materials for design is changing under the influence of an increased technological advancement, miniaturization and democratization. Materials are becoming connected, augmented, computational, interactive, active, responsive, and dynamic. These are ICS Materials, an acronym that stands for Interactive, Connected and Smart. While labs around the world are experimenting with these new materials, there is the need to reflect on their potentials and impact on design. This paper is a first step in this direction: to interpret and describe the qualities of ICS materials, considering their experiential pattern, their expressive sensorial dimension, and their aesthetic of interaction. Through case studies, we analyse and classify these emerging ICS Materials and identified common characteristics, and challenges, e.g. the ability to change over time or their programmability by the designers and users. On that basis, we argue there is the need to reframe and redesign existing models to describe ICS materials, making their qualities emerge

    Supporting Collaborative Learning in Computer-Enhanced Environments

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    As computers have expanded into almost every aspect of our lives, the ever-present graphical user interface (GUI) has begun facing its limitations. Demanding its own share of attention, GUIs move some of the users\u27 focus away from the task, particularly when the task is 3D in nature or requires collaboration. Researchers are therefore exploring other means of human-computer interaction. Individually, some of these new techniques show promise, but it is the combination of multiple approaches into larger systems that will allow us to more fully replicate our natural behavior within a computing environment. As computers become more capable of understanding our varied natural behavior (speech, gesture, etc.), the less we need to adjust our behavior to conform to computers\u27 requirements. Such capabilities are particularly useful where children are involved, and make using computers in education all the more appealing. Herein are described two approaches and implementations of educational computer systems that work not by user manipulation of virtual objects, but rather, by user manipulation of physical objects within their environment. These systems demonstrate how new technologies can promote collaborative learning among students, thereby enhancing both the students\u27 knowledge and their ability to work together to achieve even greater learning. With these systems, the horizon of computer-facilitated collaborative learning has been expanded. Included among this expansion is identification of issues for general and special education students, and applications in a variety of domains, which have been suggested

    Interactive Experience Design: Integrated and Tangible Storytelling with Maritime Museum Artefacts

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    Museums play the role of intermediary between cultural heritage and visitors, and are often described as places and environments for education and enjoyment. The European Union also encourages innovative uses of museums to support education through the cultural heritage resources. However, the importance of visitors’ active role in museums as places for education and entertainment, on the one hand, and the growing and indispensable presence of technology in the cultural heritage domain, on the other hand, provided the initial ideas to develop the research. This thesis, presents the study and design for an interactive storytelling installation for a maritime museum. The installation is designed to integrate different museum artefacts into the storytelling system to enrich the visitors experience through tangible storytelling. The project was conducted in collaboration with another PhD student, Luca Ciotoli. His contribution was mainly focused on the narrative and storytelling features of the research, while my contribution was focused on the interaction- and technology-related features, including the design and implementation of the prototype. The research is deployed using a four-phase iterative approach. The first phase of the research, Study, deals with literature review and different studies to identify the requirements. The second phase, Design, determines the broad outlines of the project i.e., an interactive storytelling installation. The design phase includes interaction and museum experience design. We investigated different design approaches, e.g., interaction and museum experience design, to develop a conceptual design. The third phase, prototype, allows us to determine how to fulfill the tasks and meet the requirements that are established for the research. Prototyping involves content creation, storyboarding, integrating augmented artefacts into the storytelling system. Th final phase, test, refers to the evaluations that are conducted during the aforementioned phases e.g., formative and the final usability testing with users. The outcome of the research confirms previous results in the literature about how digital narratives can be enriched with the tangible dimension, moreover it shows how this dimension can enable to communicate stories and knowledge of the past that are complex, such as the art of navigating in the past, by integrating tangible objects that play different roles in the storytelling process

    The dark side of the metaverse: The role of gamification in event virtualization

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    The virtualization of cultural events in the metaverse creates opportunities to generate valuable and innovative experiences that replicate and extend in-person events; but the process faces associated challenges. In the absence of relevant empirical studies, the aim of this article is to analyze the positive and negative aspects of the user experience in a cultural event held in the metaverse. A mixed-methods approach is employed to test the proposed hypotheses. The results from three focus groups demonstrated the difficulty that users face in focusing their attention on the main elements of the metaverse, and the inability of this virtual sphere to convey the authenticity of a cultural event. Based on these findings, a metaverse-focused quantitative study was conducted to examine whether perceived gamification mitigate the negative effects of users failing to pay attention in their metaverse experiences. When users increased their attention levels, their ability to imagine the real experience and their perceptions of the authenticity of the cultural event increased, which produced positive behavioral intentions. This is one of the first studies to empirically analyze the tourist experience in the metaverse; managers and policymakers can benefit from the results to hold valuable virtual cultural events

    Towards “after-modern” design:a practice-based inquiry

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    This practice-based PhD investigates the possibility that neutral understandings of technology associated with the instrumentally rational modern worldview restrict product design education from contributing to sustainability in a substantive manner. The concept of “after-modern” design is developed as a means of addressing the shortcomings of the modern and postmodern worldviews – and to support design education to move beyond these worldviews. A theoretical basis for “after-modern” design is developed by synthesising insights from the philosophy of technology (especially phenomenology and postphenomenology), critical approaches to design, and human values literature relating to self-enhancement and self-transcendence values. The concept of “after-modern” design is further advanced via a research through design approach and by conducting workshops with design students. The original contributions to knowledge that this thesis makes relate to: ‱ The research method of conducting “after-modern” design inquiries: This method advocates creating highly conceptual “inquiring objects” to investigate how unsustainable self-enhancement values become embodied in technological artefacts and associated systems. These objects invite the design student to “see” familiar technologies through a lens of unfamiliar materials and ideas. In doing so, the objects support the discernment of directions for design that are rooted in an alternate set of values that challenge the unsustainable norms of late-modernity. ‱ The process of creating “inquiring objects”: Aspects of the designing process are identified that support design students to challenge the limitations that the prevailing modern worldview places upon their practice. ‱ An eight-point framework for the “after-modern” design of personal digital devices and associated technologies: The framework proposes eight transferable qualities that point to “after” modernity by potentially encouraging self-transcendence values, which are known to foster more sustainable ways of living
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