82,895 research outputs found
Mobile support in CSCW applications and groupware development frameworks
Computer Supported Cooperative Work (CSCW) is an established subset of the field of Human Computer Interaction that deals with the how people use computing technology to enhance group interaction and collaboration. Mobile CSCW has emerged as a result of the progression from personal desktop computing to the mobile device platforms that are ubiquitous today.
CSCW aims to not only connect people and facilitate communication through using computers; it aims to provide conceptual models coupled with technology to manage, mediate, and assist collaborative processes. Mobile CSCW research looks to fulfil these aims through the adoption of mobile technology and consideration for the mobile user. Facilitating collaboration using mobile devices brings new challenges. Some of these challenges are inherent to the nature of the device hardware, while others focus on the understanding of how to engineer software to maximize effectiveness for the end-users. This paper reviews seminal and state-of-the-art cooperative software applications and development frameworks, and their support for mobile devices
Designing a gamified social platform for people living with dementia and their live-in family caregivers
In the current paper, a social gamified platform for people living with dementia and their live-in family caregivers, integrating a broader diagnostic approach and interactive interventions is presented. The CAREGIVERSPRO-MMD (C-MMD) platform constitutes a support tool for the patient and the informal caregiver - also referred to as the dyad - that strengthens self-care, and builds community capacity and engagement at the point of care. The platform is implemented to improve social collaboration, adherence to treatment guidelines through gamification, recognition of progress indicators and measures to guide management of patients with dementia, and strategies and tools to improve treatment interventions and medication adherence. Moreover, particular attention was provided on guidelines, considerations and user requirements for the design of a User-Centered Design (UCD) platform. The design of the platform has been based on a deep understanding of users, tasks and contexts in order to improve platform usability, and provide adaptive and intuitive User Interfaces with high accessibility. In this paper, the architecture and services of the C-MMD platform are presented, and specifically the gamification aspects. © 2018 Association for Computing Machinery.Peer ReviewedPostprint (author's final draft
Designing an interface for a digital movie browsing system in the film studies domain
This article explains our work in designing an interface for a digital movie browsing system in the specific application context of film studies. The development of MOVIEBROWSER2 follows some general design guidelines based on an earlier user study with film studies students at Dublin City University. These design guidelines have been used as an input to the MOVIEBROWSER2 system design. The rationale for the interface design decisions has been elaborated. An experiment has been carried out among film studies student, together with a one-semester trial deployment. The results show positive feedback and a better performance in the studentsâ essay outcome with higher perceived satisfaction level
The Cognitive Atlas: Employing Interaction Design Processes to Facilitate Collaborative Ontology Creation
The Cognitive Atlas is a collaborative knowledge-building project that aims to develop an ontology that characterizes the current conceptual framework among researchers in cognitive science and neuroscience. The project objectives from the beginning focused on usability, simplicity, and utility for end users. Support for Semantic Web technologies was also a priority in order to support interoperability with other neuroscience projects and knowledge bases. Current off-the-shelf semantic web or semantic wiki technologies, however, do not often lend themselves to simple user interaction designs for non-technical researchers and practitioners; the abstract nature and complexity of these systems acts as point of friction for user interaction, inhibiting usability and utility. Instead, we take an alternate interaction design approach driven by user centered design processes rather than a base set of semantic technologies. This paper reviews the initial two rounds of design and development of the Cognitive Atlas system, including interactive design decisions and their implementation as guided by current industry practices for the development of complex interactive systems
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Collaborative design of educational digital libraries for African higher education
This thesis will develop a model that can be used to guide collaborative design of educational digital libraries that are relevant to the learning objectives and are appropriate to African Higher Education. Factors affecting connections between educational digital library capabilities, learning processes and learnersâ needs in higher education will be identified and used to develop the model. These factors will be identified through qualitative studies with the key players (i.e. academics, information professionals, digital library technical designers and students). The model will be iteratively developed and later evaluated for correctness by some of the key players. So far a preliminary literature review has been done to locate related work and identify knowledge gaps. In addition, a pilot study has been carried out and identified some temporal factors that will be pursued further in the proposed study
Guidelines Towards Better Participation of Older Adults in Software Development Processes using a new SPIRAL Method and Participatory Approach
This paper presents a new method of engaging older participants in the
process of application and IT solutions development for older adults for
emerging IT and tech startups. A new method called SPIRAL (Support for
Participant Involvement in Rapid and Agile software development Labs) is
proposed which adds both sustainability and flexibility to the development
process with older adults. This method is based on the participatory approach
and user empowerment of older adults with the aid of a bootstrapped Living Lab
concept and it goes beyond well established user-centered and empathic design.
SPIRAL provides strategies for direct involvement of older participants in the
software development processes from the very early stage to support the agile
approach with rapid prototyping, in particular in new and emerging startup
environments with limited capabilities, including time, team and resources
Creating Reusable Educational Components: Lessons from DLESE
Reuse of educational materials is integral to many educator tasks, from designing a course to preparing for a lab or class. This article describes a study on the reuse of educational materials in the context of the Digital Library for Earth System Education (DLESE), a community-owned and governed facility offering high-quality teaching and learning resources for Earth system education. The study noted that educational resource designers often do not develop components with reuse in mind, making it more difficult or impossible for other educators to find and use their material, and that the 'findability' and reusability of community-created digital educational resources is highly dependent on the presentational and structural design of the resources themselves. The authors recommend that all resources clearly state the creator's name and contact information, relevant copyright restrictions, the most significant date for the resource (specifying creation or revision), and the intended grade level. Educational levels: Graduate or professional, Graduate or professional, Graduate or professional
Exploring participatory design for SNS-based AEH systems
The rapidly emerging and growing social networking sites (SNS) offer an opportunity to improve adaptive e-learning
experience by introducing a social dimension, connecting users within the system. Making connections and providing communication tools can engage students in creating effective learning environment and enriching learning experiences.
Researchers have been working on introducing SNS features into adaptive educational hypermedia systems. The next stage research is centered on how to enhance SNS facilities of AEH systems, in order to engage studentsâ participation in collaborative learning and generating and enriching learning materials. Students are the core participants in the adaptive e-learning process, so it is essential for the system designers to consider studentsâ opinions. This paper aims at exploring
how to apply participatory design methodology in the early stage of the SNS-based AEH system design process
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