23,404 research outputs found
A HCI principles based framework to assess the user perception of web based Virtual Research Environments. Special issue on Capacity building for post disaster infrastructure development and management
Due to various challenges and opportunities such as globalisation of research agenda and advancements in information and communication technologies, research collaborations (both international and national) have become popular during the last decade more than ever before. Within this context, the concept of Virtual Research environments(VRE) is an emerging concept looking at addressing the complex challenges associated with conducting collaborative research. Even though concept of VRE is at its infancy, it is important to assess user perception
about those, both to establish its success of uptake and future development strategies. However, to date, there is no formal method established to evaluate VREs .This paper reports a strategy adopted within an international collaborative research project (EURASIA) to evaluate
its custom built VRE, VEBER, using the well known Computer Human Interaction principles
Methodological development
Book description: Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organisational and social sciences in order to understand how people use and experience interactive technology. Until now, researchers have been forced to return to the individual subjects to learn about research methods and how to adapt them to the particular challenges of HCI. This is the first book to provide a single resource through which a range of commonly used research methods in HCI are introduced. Chapters are authored by internationally leading HCI researchers who use examples from their own work to illustrate how the methods apply in an HCI context. Each chapter also contains key references to help researchers find out more about each method as it has been used in HCI. Topics covered include experimental design, use of eyetracking, qualitative research methods, cognitive modelling, how to develop new methodologies and writing up your research
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Collaborative music interaction on tabletops: an HCI approach
With the advent of tabletop interaction, collaborative activities are better supported than they are on single-user PCs because there exists a physical shareable space, and interaction with digital data is more embodied and social. In sound and music computing, collaborative music making has traditionally been done using interconnected networks, but using separated computers. Musical tabletops introduce opportunities of playing in collaboration through sharing physically the same musical interface. However, few tabletop musical interfaces exploit this collaborative potential (e.g. the Reactable). We are interested in looking into how collaboration can be fully supported by means of musical tabletops for music performance in contrast with more traditional settings. We are also looking at whether collective musical engagement can be enhanced by providing more suitable interfaces to collaboration. In HCI and software development, we find an iterative process approach of design and evaluationâwhere evaluation allows us to identify key issues that can be addressed in the next design iteration of the system. Using a similar iterative approach, we plan to design and evaluate some tabletop musical interfaces. The aim is to understand what design choices can enhance and enrich collaboration and collective musical engagement on these systems. In this paper, we explain the evaluation methodologies we have undertaken in three preliminary pilot studies, and the lessons we have learned. Initial findings indicate that evaluating tabletop musical interfaces is a complex endeavour which requires an approach as close as possible to a real context, with an interdisciplinary approach provided by interaction analysis techniques
âNo powers, man!â: A student perspective on designing university smart building interactions
Smart buildings offer an opportunity for better performance and enhanced experience by contextualising services and interactions to the needs and practices of occupants. Yet, this vision is limited by established approaches to building management, delivered top-down through professional facilities management teams, opening up an interaction-gap between occupants and the spaces they inhabit. To address the challenge of how smart buildings might be more inclusively managed, we present the results of a qualitative study with student occupants of a smart building, with design workshops including building walks and speculative futuring. We develop new understandings of how student occupants conceptualise and evaluate spaces as they experience them, and of how building management practices might evolve with new sociotechnical systems that better leverage occupant agency. Our findings point to important directions for HCI research in this nascent area, including the need for HBI (Human-Building Interaction) design to challenge entrenched roles in building management
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A method for identifying communication breakdowns in user-interfaces
Businesses are increasingly communicating with their customers via web-based interfaces. However, users are experiencing a lack of guidance and support in the communication of these often complex services. This paper proposes a method for identifying where and why there is a breakdown in communication between the interface and the user. In creating the method, the importance and value of having such a method are considered and discussed, particularly for communication rich interfaces. The method is developed based on the results from user trials with a mortgage application interface using the existing evaluation method. Although the results from piloting the method suggest that it is useful for identifying communication breakdowns within the user-interfaces, more work is required before a definitive method can be produced. As a result of this study it appears that communication breakdowns are related either to the information within an interface or to the process
Characterizing HCI Research in China: Streams, Methodologies and Future Directions
This position paper takes the first step to attempt to present the initial
characterization of HCI research in China. We discuss the current streams and
methodologies of Chinese HCI research based on two well-known HCI theories:
Micro/Marco-HCI and the Three Paradigms of HCI. We evaluate the discussion with
a survey of Chinese publications at CHI 2019, which shows HCI research in China
has less attention to Macro-HCI topics and the third paradigms of HCI
(Phenomenologically situated Interaction). We then propose future HCI research
directions such as paying more attention to Macro-HCI topics and third paradigm
of HCI, combining research methodologies from multiple HCI paradigms, including
emergent users who have less access to technology, and addressing the cultural
dimensions in order to provide better technical solutions and support
Evaluating system utility and conceptual fit using CASSM
There is a wealth of user-centred evaluation methods (UEMs) to support the analyst in assessing interactive systems. Many of these support detailed aspects of use â for example: Is the feedback helpful? Are labels appropriate? Is the task structure optimal? Few UEMs encourage the analyst to step back and consider how well a system supports usersâ conceptual understandings and system utility. In this paper, we present CASSM, a method which focuses on the quality of âfitâ between users and an interactive system. We describe the methodology of conducting a CASSM analysis and illustrate the approach with three contrasting worked examples (a robotic arm, a digital library system and a drawing tool) that demonstrate different depths of analysis. We show how CASSM can help identify re-design possibilities to improve system utility. CASSM complements established evaluation methods by focusing on conceptual structures rather than procedures. Prototype tool support for completing a CASSM analysis is provided by Cassata, an open source development
Establishing the design knowledge for emerging interaction platforms
While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authorsâ 12-year experience in pioneering novel applications in various forms and styles
Enhancing Creativity in Interaction Design: Alternative Design Brief
This paper offers a critique of the design brief as it is currently used in teaching interaction design and proposes an alternative way of developing it. Such a design brief requires the exploration of alternative application domains for an already developed technology. The paper presents a case study where such a novel type of design brief has been offered to the students taking part in a collaborative design project and discusses how it supported divergent thinking and creativity as well as helped enhancing the learning objectives
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