237,647 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 user�s 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

    The bigwig Project

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    We present the results of the <bigwig> project, which aims to design and implement a high-level domain-specific language for programming interactive Web services. A fundamental aspect of the development of the World Wide Web during the last decade is the gradual change from static to dynamic generation of Web pages. Generating Web pages dynamically in dialogue with the client has the advantage of providing up-to-date and tailor-made information. The development of systems for constructing such dynamic Web services has emerged as a whole new research area. The <bigwig> language is designed by analyzing its application domain and identifying fundamental aspects of Web services inspired by problems and solutions in existing Web service development languages. The core of the design consists of a session-centered service model together with a flexible template-based mechanism for dynamic Web page construction. Using specialized program analyses, certain Web specific properties are verified at compile-time, for instance that only valid HTML 4.01 is ever shown to the clients. In addition, the design provides high-level solutions to form field validation, caching of dynamic pages, and temporal-logic based concurrency control, and it proposes syntax macros for making highly domain-specific languages. The language is implemented via widely available Web technologies, such as Apache on the server-side and JavaScript and Java Applets on the client-side. We conclude with experience and evaluation of the project

    Implementation of courseware for Internet delivery

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    A process centered environment for implementing courseware is presented. The proposed environment addresses some of the constraints in the existing state of the art technology, presently used for distance education. The environment interface is developed using MS FrontPage 98 web development software. The thesis describes the design and implementation of the environment, which is named WVUCT. WVUCT utilizes MS NetMeeting software as a mode for interacting with the students in many different ways. WVUCT uses MS FrontPage 98 for developing a web-based course. The course web once developed using the environment can be published to any httpd server for student\u27s use as well as instructor use. The process model presented specifies the major and minor steps, which can be followed by instructors in preparing effective web-based educational modules. These modules may include lecture notes, assignments and tests. At each step of the process, the environment provides templates and examples on developing the different parts of an educational module using suggested tools and resources. The process model assumes no previous experience on the part of instructors in developing web-based educational modules

    Critical Success Factors for Positive User Experience in Hotel Websites: Applying Herzberg's Two Factor Theory for User Experience Modeling

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    This research presents the development of a critical success factor matrix for increasing positive user experience of hotel websites based upon user ratings. Firstly, a number of critical success factors for web usability have been identified through the initial literature review. Secondly, hotel websites were surveyed in terms of critical success factors identified through the literature review. Thirdly, Herzberg's motivation theory has been applied to the user rating and the critical success factors were categorized into two areas. Finally, the critical success factor matrix has been developed using the two main sets of data.Comment: Journal articl

    Student-Centered Learning: Functional Requirements for Integrated Systems to Optimize Learning

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    The realities of the 21st-century learner require that schools and educators fundamentally change their practice. "Educators must produce college- and career-ready graduates that reflect the future these students will face. And, they must facilitate learning through means that align with the defining attributes of this generation of learners."Today, we know more than ever about how students learn, acknowledging that the process isn't the same for every student and doesn't remain the same for each individual, depending upon maturation and the content being learned. We know that students want to progress at a pace that allows them to master new concepts and skills, to access a variety of resources, to receive timely feedback on their progress, to demonstrate their knowledge in multiple ways and to get direction, support and feedback from—as well as collaborate with—experts, teachers, tutors and other students.The result is a growing demand for student-centered, transformative digital learning using competency education as an underpinning.iNACOL released this paper to illustrate the technical requirements and functionalities that learning management systems need to shift toward student-centered instructional models. This comprehensive framework will help districts and schools determine what systems to use and integrate as they being their journey toward student-centered learning, as well as how systems integration aligns with their organizational vision, educational goals and strategic plans.Educators can use this report to optimize student learning and promote innovation in their own student-centered learning environments. The report will help school leaders understand the complex technologies needed to optimize personalized learning and how to use data and analytics to improve practices, and can assist technology leaders in re-engineering systems to support the key nuances of student-centered learning

    Leading Change through User Experience: How End Users Are Changing the Library

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    Cline Library is centrally located on the Northern Arizona University (NAU) campus in Flagstaff, Arizona. The library has a staff of sixty-two, and an additional forty-six student staff. According to the Carnegie Classification of Institutions of Higher Education, NAU is classified as “R2: Doctoral Universities—Higher Research Activity.” Founded in 1899 with twenty-three students, NAU is now a public university with over 30,000 undergraduate and graduate students who learn on campus and online, across the state and beyond. NAU has built a reputation for research and scientific discovery, and over 1,000 undergraduates present at the annual Undergraduate Research Symposium. From the beginning, NAU placed students at the center, and students are the driving force behind what Cline Library does. Through a strategic planning process now underway, users and staff imagine the future for Cline Library as a people-focused experiential learning environment, which is dynamic, is proactive to user needs, and promotes both individual discovery and creative collaboration. The library’s newly crafted mission and vision state

    Identifying Agile Requirements Engineering Patterns in Industry

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    Agile Software Development (ASD) is gaining in popularity in today´s business world. Industry is adopting agile methodologies both to accelerate value delivery and to enhance the ability to deal with changing requirements. However, ASD has a great impact on how Requirements Engineering (RE) is carried out in agile environments. The integration of Human-Centered Design (HCD) plays an important role due to the focus on user and stakeholder involvement. To this end, we aim to introduce agile RE patterns as main objective of this paper. On the one hand, we will describe our pattern mining process based on empirical research in literature and industry. On the other hand, we will discuss our results and provide two examples of agile RE patterns. In sum, the pattern mining process identifies 41 agile RE patterns. The accumulated knowledge will be shared by means of a web application.Ministerio de Economía y Competitividad TIN2013-46928-C3-3-RMinisterio de Economía y Competitividad TIN2016-76956-C3-2-RMinisterio de Economía y Competitividad TIN2015-71938-RED

    Living Innovation Laboratory Model Design and Implementation

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    Living Innovation Laboratory (LIL) is an open and recyclable way for multidisciplinary researchers to remote control resources and co-develop user centered projects. In the past few years, there were several papers about LIL published and trying to discuss and define the model and architecture of LIL. People all acknowledge about the three characteristics of LIL: user centered, co-creation, and context aware, which make it distinguished from test platform and other innovation approaches. Its existing model consists of five phases: initialization, preparation, formation, development, and evaluation. Goal Net is a goal-oriented methodology to formularize a progress. In this thesis, Goal Net is adopted to subtract a detailed and systemic methodology for LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps. Big data, crowd sourcing, crowd funding and crowd testing take place in suitable steps to realize UUI, MCC and PCA throughout the innovation process in LIL 2.0. It would become a guideline for any company or organization to develop a project in the form of an LIL 2.0 project. To prove the feasibility of LIL Goal Net Model, it was applied to two real cases. One project is a Kinect game and the other one is an Internet product. They were both transformed to LIL 2.0 successfully, based on LIL goal net based methodology. The two projects were evaluated by phenomenography, which was a qualitative research method to study human experiences and their relations in hope of finding the better way to improve human experiences. Through phenomenographic study, the positive evaluation results showed that the new generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf

    INCORPORATING WEB TECHNOLOGY IN FACE TO FACE COOPERATIVE LEARNING IN AN ENGINEERING COURSE

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    Traditional and monologue type of teaching and learning environment has been at the saturated stage. The teachers and students have shown their indifferences toward teaching and learning process. New approach, which requires students’ involvement in learning process, was introduced. Peer based learning activities through face-to-face interaction have been introduced to students. Variety of learner centered learning activities was developed and it has contributed in developing new learning culture to the students, i.e. collaborative and shared out attitude towards each other. Applying the Web Technology to this cooperative learning environment promotes more active and personal learning experiences to each individual student. Through threaded discussion facility students are able to evaluate, comment, share and enrich other ideas, opinions and problems. Web technology supports the face-to-face cooperative learning, as students are able to keep their group and class learning activities on beyond their scheduled formal class meeting. Variety teaching-learning scenarios certainly play prominent role to this group activity

    Assessing the Effectiveness and Usability of Personalized Internet Search through a Longitudinal Evaluation

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    This paper discusses a longitudinal user evaluation of Prospector, a personalized Internet meta-search engine capable of personalized re-ranking of search results. Twenty-one participants used Prospector as their primary search engine for 12 days, agreed to have their interaction with the system logged, and completed three questionnaires. The data logs show that the personalization provided by Prospector is successful: participants preferred re-ranked results that appeared higher up. However, the questionnaire results indicated that people would prefer to use Google instead (their search engine of choice). Users would, nevertheless, consider employing a personalized search engine to perform searches with terms that require disambiguation and/or contextualization. We conclude the paper with a discussion on the merit of combining system- and user-centered evaluation for the case of personalized systems
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