624 research outputs found

    Evaluation of Asian mental models pattern of web user-centered interface design using eye-tracking technology

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    This study utilised eye-tracking technology to evaluate the results from the ASEAN mental model pattern of web object locations in a web user-centered interface design. Two experts and four volunteers participated in an eye-tracking experiment. The selected web object locations led to fewer fixations and participants found the target web objects faster. The eye-tracking data showed that users have clear expectations of where web objects are located on a web page. With the utilisation of the eye-tracking technology, a more precise and objective tool can be used to improve the classification of web user-centered interface design. It was concluded that eye-tracking technology is accurate and useful for knowing what a user looks at and understanding the userĂąïżœïżœs behavior. Finally, it was established that there was an improvement when using the information generated by the eye tracker. The study showed that web objects located according to user expectations were found faster and remembered more easily. Placing web objects at expected locations and designing their appearance according to user expectations facilitates orientation, which is beneficial for first impressions and the overall user satisfaction with the website experience

    A user-centered design: Methodological tools to design and develop computer games for motor-impaired users

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    User-Centered Design (UCD) is a term to describe design processes which focus on designing for and involving users in the design of applications The implementation of UCD in the game design process can enhance the user experience especially for special needs users such as motor-impaired users (MIU).This is very important, since the user experience will eventually be a significant element in the computer game’s success.The main objective of this study is to investigate UCD as a methodological tool to design and develop enjoyable games for MIU.The findings of the study showed users’ feedback on game design for MIU while applying UCD methods to game improvement and evaluation.Hopefully, the results of the study will emphasize the need for developing enjoyable game designs for MIU

    Human-Computer Interaction

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    In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools

    Usability and Trust in Information Systems

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    The need for people to protect themselves and their assets is as old as humankind. People's physical safety and their possessions have always been at risk from deliberate attack or accidental damage. The advance of information technology means that many individuals, as well as corporations, have an additional range of physical (equipment) and electronic (data) assets that are at risk. Furthermore, the increased number and types of interactions in cyberspace has enabled new forms of attack on people and their possessions. Consider grooming of minors in chat-rooms, or Nigerian email cons: minors were targeted by paedophiles before the creation of chat-rooms, and Nigerian criminals sent the same letters by physical mail or fax before there was email. But the technology has decreased the cost of many types of attacks, or the degree of risk for the attackers. At the same time, cyberspace is still new to many people, which means they do not understand risks, or recognise the signs of an attack, as readily as they might in the physical world. The IT industry has developed a plethora of security mechanisms, which could be used to mitigate risks or make attacks significantly more difficult. Currently, many people are either not aware of these mechanisms, or are unable or unwilling or to use them. Security experts have taken to portraying people as "the weakest link" in their efforts to deploy effective security [e.g. Schneier, 2000]. However, recent research has revealed at least some of the problem may be that security mechanisms are hard to use, or be ineffective. The review summarises current research on the usability of security mechanisms, and discusses options for increasing their usability and effectiveness

    Implementation of non-pharmaceutical intervention of COVID-19 in MRT through engineering controlled queue line using participatory ergonomics approach

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    The viral transmission in public places and transportations can be minimized by following the world health organization (WHO) guideline. However, the uncertainty in a dynamic system complicates the social engagement to the physical distancing regulation. This study aims to overcome this obstacle in MRT stations and train by developing an adaptive queue line system. The system was developed using low-cost hardware and open-source software to guide passengers using visual information. The system works by capturing seat images and identify the presence of humans using a cloud machine learning service. The physical representation of MRT was translated to data representation using the internet of things (IoT). The data then streamed using an asynchronous API with a representative endpoint. The endpoint is then accessed by a display computer in the destination station platform to provide visual information. The visual information was ergonomically designed with visual display principles, including the minimum content load, layout, color combination, and dimension of contents. The design of the system was evaluated by Markov simulation of virus transmission in train and usability testing of the visual design. The implementation of the system has balanced the queue line capacity in station and crowd spots distribution in MRT. The system was effective due to the visual cortex manipulation by visual information. Consequently, the aerosol and falling droplets' viral transmission radius can be reduced. Accordingly, the chance for airborne transmission can be lowered. Therefore, the adaptive queue line system is a non-pharmaceutical intervention of viral transmission diseases in public transportatio

    The effect of 3D-stereogram mobile AR on engineering drawing course outcomes among first-year vocational high schoolers with different spatial abilities: a Bloom�s taxonomy perspective

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    ABSTRACT Engineering drawing is valuable in capturing geometric features, conveying engineering ideas, and creating a blueprint of the intended product. Engineering students usually perform orthographic projections, imagining a 3D situation and sketching its 2D representation. That requires imagination and mental visualization, determined by the learner�s spatial ability. This study proposes the infusion of an AR stereogram mobile application into an engineering drawing course to establish how it influences learning outcomes among students with different spatial abilities. The quantitative experimental study involved two mechanical engineering classes in northern Taiwan, N = 69 first-year vocational high schoolers. Statistical analysis revealed that the experimental group with high spatial ability recorded better results and excellent drawing skills. Bloom�s taxonomy categorization reported that spatial ability influenced �understanding� and �applying� levels, with the strongest effect on �understanding.� Although no significant interaction existed, learning outcomes were highly affected by spatial ability in �understanding� and �applying� levels and AR in the overall performance. The findings and discussions show AR holds great potential to enhance students� spatial ability for real-time visualization and enables better concept comprehension by improving their understanding of engineering topics. Future studies should consider these implications in creating effective and immersive learning environments for different courses in engineering education

    A UX model for the evaluation of learners' experience on lms platforms over time

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    Although user experience (UX) is dynamic and evolves over time, prior research reported that the learners' experience models developed so far were only for the static evaluation of learners' experiences. So far, no model has been developed for the dynamic summative evaluation of the UX of LMS platforms over time. The objective of this study is to build a UX model that will be used to evaluate learners' experience on LMS over time. The study reviewed relevant literature with the goal of conceptualizing a theoretical model. The Stimuli-Organism-Response (SOR) framework was deployed to model the experience engineering process. To verify the model, 6 UX experts were involved. The model was also validated using a quasi-experimental design involving 900 students. The evaluation was conducted in four time points, once a week for four weeks. From the review, a conceptual UX model was developed for the evaluation of learners' experience with LMS design over time. The outcome of the model verification shows that the experts agreed that the model is adequate for the evaluation of learners' experience on LMS. The results of the model validation indicate that the model was highly statistically significant over time (Week 1: x2(276) = 273 I 9.339, Week2: x2(276) = 23419.626, Week3: x2(276) =18941.900, Week4: x2(276) = 27580.397, p=000<0.01). Each design quality had strong positive effects on the learners' cognitive, sensorimotor and affective states respectively. Furthermore, each of the three organismic states: cognitive, sensorimotor, and affective, had strong positive influence on learners' overall learning experience. These results imply that the experience engineering process was successful. The study fills a significant gap in knowledge by contributing a novel UX model for the evaluation of learners' experience on LMS platforms over time. UX quality assurance practitioners can also utilize the model in the verification and validation of learner experience over tim

    Affective Computing

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    This book provides an overview of state of the art research in Affective Computing. It presents new ideas, original results and practical experiences in this increasingly important research field. The book consists of 23 chapters categorized into four sections. Since one of the most important means of human communication is facial expression, the first section of this book (Chapters 1 to 7) presents a research on synthesis and recognition of facial expressions. Given that we not only use the face but also body movements to express ourselves, in the second section (Chapters 8 to 11) we present a research on perception and generation of emotional expressions by using full-body motions. The third section of the book (Chapters 12 to 16) presents computational models on emotion, as well as findings from neuroscience research. In the last section of the book (Chapters 17 to 22) we present applications related to affective computing

    IFIP TC 13 Seminar: trends in HCI proceedings, March 26, 2007, Salamanca (Spain)

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    Actas del 13o. Seminario de la International Federation for Information Processing (IFIP), celebrado en Salamanca el 26 de marzo de 2007, sobre las nuevas líneas de investigación en la interacción hombre-måquina, gestión del conocimiento y enseñanza por la Web
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