12,595 research outputs found

    IMAGINE Final Report

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    User experience, performance, and social acceptability: usable multimodal mobile interaction

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    This thesis explores the social acceptability of multimodal interaction in public places with respect to acceptance, adoption and appropriation. Previous work in multimodal interaction has mainly focused on recognition and detection issues without thoroughly considering the willingness of users to adopt these kinds of interactions in their everyday lives. This thesis presents a novel approach to user experience that is theoretically motivated by phenomenology, practiced with mixed-methods, and analysed based on dramaturgical metaphors. In order to explore the acceptance of multimodal interfaces, this thesis presents three studies that look at users’ initial reactions to multimodal interaction techniques: a survey study focusing on gestures, an on-the-street user study, and a follow-up survey study looking at gesture and voice-based interaction. The investigation of multimodal interaction adoption is explored through two studies: an in situ user study of a performative interface and a focus group study using experience prototypes. This thesis explores the appropriation of multimodal interaction by demonstrating the complete design process of a multimodal interface using the performative approach to user experience presented in this thesis. Chapter 3 looks at users’ initial reactions to and acceptance of multimodal interactions. The results of the first survey explored location and audience as factors the influence how individuals behave in public places. Participants in the on-the-street study described the desirable visual aspects of the gestures as playful, cool, or embarrassing aspects of interaction and how gestures could be hidden as everyday actions. These results begin to explain why users accepted or rejected the gestures from the first survey. The second survey demonstrated that the presence of familiar spectators made interaction significantly more acceptable. This result indicates that performative interaction could be made more acceptable by interfaces that support collaborative or social interaction. Chapter 4 explores how users place interactions into a usability context for use in real world settings. In the first user study, participants took advantage of the wide variety of possible performances, and created a wide variety of input, from highly performative to hidden actions, based on location. The ability of this interface to support flexible interactions allowed users to demonstrate the the purposed of their actions differently based on the immediately co-located spectators. Participants in the focus group study discussed how they would go about placing multimodal interactions into real world contexts, using three approaches: relationship to the device, personal meaning, and relationship to functionality. These results demonstrate how users view interaction within a usability context and how that might affect social acceptability. Chapter 5 examines appropriation of multimodal interaction through the completion of an entire design process. The results of an initial survey were used as a baseline of comparison from which to design the following focus group study. Participants in the focus groups had similar motives for accepting multimodal interactions, although the ways in which these were expressed resulted in very different preferences. The desire to use technology in a comfortable and satisfying way meant different things in these different settings. During the ‘in the wild’ user study, participants adapted performance in order to make interaction acceptable in different contexts. In some cases, performance was hidden in public places or shared with familiar spectators in order to successfully incorporate interaction into public places

    Evaluating the Usability of Automatically Generated Captions for People who are Deaf or Hard of Hearing

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    The accuracy of Automated Speech Recognition (ASR) technology has improved, but it is still imperfect in many settings. Researchers who evaluate ASR performance often focus on improving the Word Error Rate (WER) metric, but WER has been found to have little correlation with human-subject performance on many applications. We propose a new captioning-focused evaluation metric that better predicts the impact of ASR recognition errors on the usability of automatically generated captions for people who are Deaf or Hard of Hearing (DHH). Through a user study with 30 DHH users, we compared our new metric with the traditional WER metric on a caption usability evaluation task. In a side-by-side comparison of pairs of ASR text output (with identical WER), the texts preferred by our new metric were preferred by DHH participants. Further, our metric had significantly higher correlation with DHH participants' subjective scores on the usability of a caption, as compared to the correlation between WER metric and participant subjective scores. This new metric could be used to select ASR systems for captioning applications, and it may be a better metric for ASR researchers to consider when optimizing ASR systems.Comment: 10 pages, 8 figures, published in ACM SIGACCESS Conference on Computers and Accessibility (ASSETS '17

    Malicious User Experience Design Research for Cybersecurity

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    This paper explores the factors and theory behind the user-centered research that is necessary to create a successful game-like prototype, and user experience, for malicious users in a cybersecurity context. We explore what is known about successful addictive design in the fields of video games and gambling to understand the allure of breaking into a system, and the joy of thwarting the security to reach a goal or a reward of data. Based on the malicious user research, game user research, and using the GameFlow framework, we propose a novel malicious user experience design approac

    Representing older people: towards meaningful images of the user in design scenarios

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    Designing for older people requires the consideration of a range of difficult and sometimes highly personal design problems. Issues such as fear, loneliness, dependency, and physical decline may be difficult to observe or discuss in interviews. Pastiche scenarios and pastiche personae are techniques that employ characters to create a space for the discussion of new technological developments and as a means to explore user experience. This paper argues that the use of such characters can help to overcome restrictive notions of older people by disrupting designers' prior assumptions. In this paper, we reflect on our experiences using pastiche techniques in two separate technology design projects that sought to address the needs of older people. In the first case pastiche scenarios were developed by the designers of the system and used as discussion documents with users. In the second case, pastiche personae were used by groups of users themselves to generate scenarios which were scribed for later use by the design team. We explore how the use of fictional characters and settings can generate new ideas and undermine rhetorical devices within scenarios that attempt to fit characters to the technology, rather than vice versa. To assist in future development of pastiche techniques in designing for older people, we provide an array of fictional older characters drawn from literary and popular culture.</p

    Experiences in deploying metadata analysis tools for institutional repositories

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    Current institutional repository software provides few tools to help metadata librarians understand and analyze their collections. In this article, we compare and contrast metadata analysis tools that were developed simultaneously, but independently, at two New Zealand institutions during a period of national investment in research repositories: the Metadata Analysis Tool (MAT) at The University of Waikato, and the Kiwi Research Information Service (KRIS) at the National Library of New Zealand. The tools have many similarities: they are convenient, online, on-demand services that harvest metadata using OAI-PMH; they were developed in response to feedback from repository administrators; and they both help pinpoint specific metadata errors as well as generating summary statistics. They also have significant differences: one is a dedicated tool wheres the other is part of a wider access tool; one gives a holistic view of the metadata whereas the other looks for specific problems; one seeks patterns in the data values whereas the other checks that those values conform to metadata standards. Both tools work in a complementary manner to existing Web-based administration tools. We have observed that discovery and correction of metadata errors can be quickly achieved by switching Web browser views from the analysis tool to the repository interface, and back. We summarize the findings from both tools' deployment into a checklist of requirements for metadata analysis tools

    Experiences in deploying metadata analysis tools for institutional repositories

    Get PDF
    Current institutional repository software provides few tools to help metadata librarians understand and analyze their collections. In this article, we compare and contrast metadata analysis tools that were developed simultaneously, but independently, at two New Zealand institutions during a period of national investment in research repositories: the Metadata Analysis Tool (MAT) at The University of Waikato, and the Kiwi Research Information Service (KRIS) at the National Library of New Zealand. The tools have many similarities: they are convenient, online, on-demand services that harvest metadata using OAI-PMH; they were developed in response to feedback from repository administrators; and they both help pinpoint specific metadata errors as well as generating summary statistics. They also have significant differences: one is a dedicated tool wheres the other is part of a wider access tool; one gives a holistic view of the metadata whereas the other looks for specific problems; one seeks patterns in the data values whereas the other checks that those values conform to metadata standards. Both tools work in a complementary manner to existing Web-based administration tools. We have observed that discovery and correction of metadata errors can be quickly achieved by switching Web browser views from the analysis tool to the repository interface, and back. We summarize the findings from both tools' deployment into a checklist of requirements for metadata analysis tools
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