7,073 research outputs found

    A Comparison of Quantitative and Qualitative Data from a Formative Usability Evaluation of an Augmented Reality Learning Scenario

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    The proliferation of augmented reality (AR) technologies creates opportunities for the devel-opment of new learning scenarios. More recently, the advances in the design and implementation of desktop AR systems make it possible the deployment of such scenarios in primary and secondary schools. Usability evaluation is a precondition for the pedagogical effectiveness of these new technologies and requires a systematic approach for finding and fixing usability problems. In this paper we present an approach to a formative usability evaluation based on heuristic evaluation and user testing. The basic idea is to compare and integrate quantitative and qualitative measures in order to increase confidence in results and enhance the descriptive power of the usability evaluation report.augmented reality, multimodal interaction, e-learning, formative usability evaluation, user testing, heuristic evaluation

    User-Centred BCI Videogame Design

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    International audienceThis chapter aims to offer a user-centred methodological framework to guide the design and evaluation of Brain-Computer Interface videogames. This framework is based on the contributions of ergonomics to ensure these games are well suited for their users (i.e., players). It provides methods, criteria and metrics to complete the different phases required by ae human-centred design process. This aims to understand the context of use, specify the user needs and evaluate the solutions in order to define design choices. Several ergonomic methods (e.g., interviews, longitudinal studies, user based testing), objective metrics (e.g., task success, number of errors) and subjective metrics (e.g., mark assigned to an item) are suggested to define and measure the usefulness, usability, acceptability, hedonic qualities, appealingness, emotions related to user experience, immersion and presence to be respected. The benefits and contributions of the user centred framework for the ergonomic design of these Brain-Computer Interface Videogames are discussed

    Indicators for managing human centred manufacturing

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    Establishing indicators for managing human factors (HF) aspects in the design of production systems remains a challenge. We address the problem in two dimensions – firstly, what aspects of HF are to be considered, and secondly, where in the development process HF is to be measured. In these dimensions a large number of HF metrics are possible in the perceptual, cognitive, physical and psychosocial domains of HF. The relevance of these measures to injury, productivity, quality and organizational strategy continue to be poorly understood. From this perspective we make propositions on the need for: 1) strategic HF metrics selection, 2) metrics application throughout the development process, 3) predictive ‘virtual’ HF metrics approaches, 4) metrics based design guidelines, 5) connecting metrics with design choices and strategies, 6) integrating HF metrics within existing approaches, 7) continuous improvement of the metrics system, and 8) the need to evaluate metrics system quality

    Evaluation of digital educational studenttechnology interaction in neonatal nursing

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    OBJECTIVE To assess the digital educational technology interface Caring for the sensory environment in the neonatal unit: noise, lighting and handling based on ergonomic criteria. METHODS Descriptive study, in which we used the guidelines and ergonomic criteria established by ISO 9241-11 and an online Likert scale instrument to identify problems and interface qualities. The instrument was built based on Ergolist, which follows the criteria of ISO 9141-11. There were 58 undergraduate study participants from the School of Nursing of Ribeirao Preto, University of Sao Paulo, who attended the classes about neonatal nursing content. RESULTS All items were positively evaluated by more than 70% of the sample. CONCLUSION Educational technology is appropriate according to the ergonomic criteria and can be made available for teaching nursing students.OBJETIVO Evaluar la interfaz de la tecnología educativa digital Cuidando el ambiente sensorial en la unidad neonatal: ruido, luminosidad y manipulación con base en los criterios de ergonomía. MÉTODO Estudio descriptivo, en el que se emplearon las orientaciones y los criterios ergonómicos establecidos por la Norma ISO 9241-11 y un instrumento tipo Likert en línea para identificar los problemas y las calidades de la interfaz. El instrumento fue construido con base en el Ergolist, que sigue los criterios de la ISO 9141-11. Participaron del estudio 58 alumnos de pregrado de la Escuela de Enfermería de Ribeirão Preto de la Universidad de São Paulo, quienes cursaron las asignaturas que ofrecen contenidos de enfermería neonatal. RESULTADOS Todos los puntos fueron evaluados positivamente por más del 70% de la muestra. CONCLUSIÓN La tecnología educativa está adecuada a los criterios ergonómicos y se puede utilizarla para la enseñanza de estudiantes de enfermería.OBJETIVO Avaliar a interface da tecnologia educacional digital Cuidando do ambiente sensorial na unidade neonatal: ruído, luminosidade e manipulação com base nos critérios de ergonomia. MÉTODO Estudo descritivo, em que foram utilizadas as orientações e os critérios ergonômicos estabelecidos pela Norma ISO 9241-11 e um instrumento tipo Likert online para identificar problemas e qualidades da interface. O instrumento foi construído com base no Ergolist, que segue os critérios da ISO 9141-11. Participaram do estudo 58 alunos de graduação da Escola de Enfermagem de Ribeirão Preto da Universidade de São Paulo, os quais cursaram as disciplinas que oferecem conteúdos de enfermagem neonatal. RESULTADOS Todos os itens foram avaliados positivamente por mais de 70% da amostra. CONCLUSÃO A tecnologia educacional está adequada segundo os critérios ergonômicos e pode ser disponibilizada para o ensino de estudantes de enfermagem

    A Universalist strategy for the design of Assistive Technology

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    Assistive Technologies are specialized products aiming to partly compensate for the loss of autonomy experienced by disabled people. Because they address special needs in a highly-segmented market, they are often considered as niche products. To improve their design and make them tend to Universality, we propose the EMFASIS framework (Extended Modularity, Functional Accessibility, and Social Integration Strategy). We first elaborate on how this strategy conciliates niche and Universalist views, which may appear conflicting at first sight. We then present three examples illustrating its application for designing Assistive Technologies: the design of an overbed table, an upper-limb powered orthose and a powered wheelchair. We conclude on the expected outcomes of our strategy for the social integration and participation of disabled people

    FESTivE: an information system method to improve product designers and environmental experts information exchanges

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    Effective collaboration between product designers and environmental experts is an important driver for the ecodesign practice in industry. This paper investigates the principal functions required for such an e ective collaboration and aims at facilitating them. Product designers should be able to integrate the environmental parameters into their activities, and to exchange information dynamically with the environmental expert whenever needed during the design process. Therefore, the IT system should be in itself dynamic and exible to the integration of new concepts (knowledge, software). Recent developments in Model Driven Engineering (MDE) are showing some interesting results to gain exibility and dynamism in the IT system. Combining software interoperability using model federation based on MDE with the speci city of ecodesign practice in industry this paper proposes the FESTivE method for Federate EcodeSign Tool modEls. Experimented in two different industrial contexts the practical feasibility of FESTivE has been validated with practitioners. Results on the e ects of using FESTivE in industry shows that product designers and environmental experts are more equipped to anticipate and to respond to each other's needs at each stage of the design process of product or service

    Erg-O: ergonomic optimization of immersive virtual environments

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    Interaction in VR involves large body movements, easily inducing fatigue and discomfort. We propose Erg-O, a manipulation technique that leverages visual dominance to maintain the visual location of the elements in VR, while making them accessible from more comfortable locations. Our solution works in an open-ended fashion (no prior knowledge of the object the user wants to touch), can be used with multiple objects, and still allows interaction with any other point within user's reach. We use optimization approaches to compute the best physical location to interact with each visual element, and space partitioning techniques to distort the visual and physical spaces based on those mappings and allow multi-object retargeting. In this paper we describe the Erg-O technique, propose two retargeting strategies and report the results from a user study on 3D selection under different conditions, elaborating on their potential and application to specific usage scenarios

    Erg-O: Ergonomic Optimization of Immersive Virtual Environments

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    Interaction in VR involves large body movements, easily inducing fatigue and discomfort. We propose Erg-O, a manipulation technique that leverages visual dominance to maintain the visual location of the elements in VR, while making them accessible from more comfortable locations. Our solution works in an open-ended fashion (no prior knowledge of the object the user wants to touch), can be used with multiple objects, and still allows interaction with any other point within user's reach. We use optimization approaches to compute the best physical location to interact with each visual element, and space partitioning techniques to distort the visual and physical spaces based on those mappings and allow multi-object retargeting. In this paper we describe the Erg-O technique, propose two retargeting strategies and report the results from a user study on 3D selection under different conditions, elaborating on their potential and application to specific usage scenarios
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