5,573 research outputs found

    Designing a mobile augmented memory system for people with traumatic brain injuries

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    Augmented memory systems help people remember events in their lives. Individuals with Traumatic Brain Injury (TBI) often have memory impairments. We conducted a user study to learn about strategies individuals with TBI use to remember events in their lives. We explored what characteristics individuals with TBI expect of an augmented memory system. We then investigated these aspects in an initial mobile app design, and propose here a concept for a rehearsal application that addresses the issues found in our studies

    Designing a mobile augmented memory system for people with traumatic brain injuries

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    Augmented memory systems help people remember events in their lives. Individuals with Traumatic Brain Injury (TBI) often have memory impairments. We conducted a user study to learn about strategies individuals with TBI use to remember events in their lives. We explored what characteristics individuals with TBI expect of an augmented memory system. We then investigated these aspects in an initial mobile app design, and propose here a concept for a rehearsal application that addresses the issues found in our studies

    Culture in the design of mHealth UI:An effort to increase acceptance among culturally specific groups

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    Purpose: Designers of mobile applications have long understood the importance of users’ preferences in making the user experience easier, convenient and therefore valuable. The cultural aspects of groups of users are among the key features of users’ design preferences, because each group’s preferences depend on various features that are culturally compatible. The process of integrating culture into the design of a system has always been an important ingredient for effective and interactive human computer interface. This study aims to investigate the design of a mobile health (mHealth) application user interface (UI) based on Arabic culture. It was argued that integrating certain cultural values of specific groups of users into the design of UI would increase their acceptance of the technology. Design/methodology/approach: A total of 135 users responded to an online survey about their acceptance of a culturally designed mHealth. Findings: The findings showed that culturally based language, colours, layout and images had a significant relationship with users’ behavioural intention to use the culturally based mHealth UI. Research limitations/implications: First, the sample and the data collected of this study were restricted to Arab users and Arab culture; therefore, the results cannot be generalized to other cultures and users. Second, the adapted unified theory of acceptance and use of technology model was used in this study instead of the new version, which may expose new perceptions. Third, the cultural aspects of UI design in this study were limited to the images, colours, language and layout. Practical implications: It encourages UI designers to implement the relevant cultural aspects while developing mobile applications. Originality/value: Embedding Arab cultural aspects in designing UI for mobile applications to satisfy Arab users and enhance their acceptance toward using mobile applications, which will reflect positively on their lives.</p

    Attention Allocation of Dynamic Icons on Mobile App Interfaces

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    The interface serves as the primary channel for interaction between users and mobile apps, making interface design critical for a successful user experience. To enhance the design language of app interfaces, motion graphics have been used due to their unique appeal. However, mobile usage patterns and interface sizes pose challenges in transmitting information effectively. Thus, the question of how to effectively apply motion graphics to meet users\u27 needs and reflect design value remains a pressing concern for interface designers. To address this, this study focuses on the research of dynamic icons in app interfaces and employs the user\u27s cognitive mechanism as a theoretical basis to explore the influence boundary of dynamic icons\u27 core feature. Specifically, an eye-tracking experiment was conducted to study the impact of dynamic icon attention under various experimental conditions. Through the analysis of the distribution characteristics of user attention, it was found that the influence of dynamic icons on user attention varied with changes in the number of dynamic icons. Moreover, the number of dynamic icons played a significant role in regulating changes in a user\u27s information processing mode. These changes ultimately affect the attention of dynamic icons. This research provides a crucial point of reference for future motion graphics interface design and implementation, as well as a more efficient way to enhance user experiences in mobile app user interfaces

    A platform for otakus to gradually learn and adapt to social conventions

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    It is believed that good design should not only satisfy users’ needs, but also improve their overall quality of life. Nowadays, with the rapidly increasing amounts of time spent on the internet, more and more people, the majority of them youngsters, claim themselves as otakus since they cut themselves off from face-to-face communication. From my primary and secondary user studies, most otakus have difficulties interacting with strangers in real world contexts, but some do want to expand their social networks. This design hypothesis is to provide opportunities for otakus to meet people and build friendships in real life. The purpose of this thesis is to use design methodologies to accomplish this hypothesis. The objective is to adopt design approaches to enhance the connections among otakus in face-to-face scenarios by incorporating what is learned from research on and with the target group. Based on the analysis of the user group who regard themselves as otakus, my final design adopts a user-centered approach in order to accurately address the problems. Previous otaku studies are valuable and inform this interaction design. Yet with such general information as a guide, it is still essential to identify the otakus users’ needs and problems they face in their daily routines. Therefore, I conducted a survey to learn about otakus’ social-phobias techniques skills and needs. The interview data provided more detailed information to identify user requirements and needs. According to the survey data, 79% of otakus are willing to meet more friends in real life, which indicated that most otakus wanted to meet more people in real belief as long as they are able to choose where and when to meet, as if they were playing a game. They lack the face-to-face communication practice with live people in various scenarios. The mobile phone is the best medium to reach out to otakus; cell phones are the most highly-used electronic device of all screen technologies. Thus, this design thesis developed the mobile app “Say Hey,” a social app with a role-playing game format. “Say Hey” a social app with a role-playing game platform. Using this app, otakus will act as game characters and finish a set of tasks, which involves offline entertainments, including interacting with their physical surroundings. In this way, participating otakus will start to connect the virtual world (mobile application) and the real world (offline activities). By using this app, they will have to collaborate with other people to finish tasks, which will connect them with other players and people in real life, starting a trivia challenge. As a result, the objective is that Say Hey will improve their interpersonal communication skills. The ultimate design goal of this thesis project is to help otakus gradually get involved in real society and frequent interpersonal communications in daily life

    Communication aid requirements of intensive care unit patients with transient speech loss

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    Alert and transiently nonvocal intensive care unit (ICU) patients are dependent on augmentative and alternative communication (AAC). Unfortunately, the literature demonstrates that existent AAC devices have not been widely adopted, and unaided methods are often the primary modalities used despite being insufficient, and frustrating. We present the results of a qualitative semi-structured interview study with 8 ex-ICU patients, 4 ICU patient relatives, and 6 ICU staff, exploring their AAC needs and requirements. Participants identified important AAC hardware, software, and content requirements. Salient factors impacting on AAC adoption in the ICU setting were also highlighted and included the need for staff training and bedside patient assessment. Based on the study results, we propose a series of recommendations regarding the design and implementation of future AAC tools specifically targeted at this group

    Visual-Related Factors in Mobile Iconic Communication

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    The purpose of this exploratory, sequential, mixed methods design research was to explore current design trends and patterns in mobile application icons by analyzing existing icon elements and principles of design. The process of data collection and data analyses went through three main phases: (a) identify current characteristics and pattern design of existing icons, (b) compare mobile icons across selected application categories to underline how each category was different from the other regarding elements and principles of design used, and (c) explore users’ perceptions about the elements and principles of design and account for how these elements and principles influenced the mobile application user’s interaction. The results of the three phases concluded that in mobile iconic communication, the most impactful elements of design were color and graphics. It was also concluded that the icon’s visual design had a significant impact on mobile usability, interaction, and communication whereby mobile developers were encouraged to design attractive, appealing and easy to recognize icons. The outcomes of this study emphasized the importance of graphic visual-design as a visual representative of the content and category of the application. Further studies are needed to explore the impact of other senses involved in mobile communication

    Protect Me: An interactive mobile educational tool for children to help and prevent sexual abuse.

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    Recently, cases of child sexual abuse have drawn considerable attention in China. According to the data released by the China Children\u27s Culture and Arts Foundation, the number of childhood sexual abuse cases reported by the media in 2018 was 318. However, the lagging sex education provides criminals with chances to escape prosecution. Many children who have been sexually abused do not understand what sexual behavior is, do not even know where they have been hurt, and can\u27t tell which part of their body has been violated. In China, 90% of parents do not talk with their children about sex . Less than 6% of parents communicate with their children about sexual intercourse and contraception. Today, more and more people begin to pay attention to sexuality education. However, sex education is still lacking due to reasons like teachers and parents lacking the relevant experience and methods to teach children well, and the insufficient attention of relevant departments, and so on. The children\u27s education on the prevention of sexual abuse has a long way to go. ProtectMe is an educational app for 3 to 10 years-old children that teaches them how to identify and hopefully prevent sexual abuse. By analyzing a large number of real-life cases of sexual abuse, the app will teach children how to choose to protect themselves in every dangerous situation, as well as to teach them the parts of their body and distinguish between safe and unsafe physical contact. Using a gamification approach, this app is committed to delivering accurate and authentic knowledge effectively. It will also actively guide parents to participate and gives them some professional guidance. Compared to books, a mobile app is also a more attractive, engaging, and cost-effective educational method. Through this kind of edutainment, children can build awareness of protecting their own body, learn to identify potential risk factors in the environment, and seek help from trusted people in times of danger. More importantly, it helps to form a linkage between home, school, and social forces. On the road of popularizing the use of children\u27s\u27 sexual education, the cruel truth and the resistance of reality are never reasons for stopping. However, on the topic of preventing sexual abuse of children, it is hoped that the injured children can receive proper care and protection. At the same time, the relevant laws and systems will be sound and implemented, and related work will continue to gain attention and follow-up

    ENHANCING USERS’ EXPERIENCE WITH SMART MOBILE TECHNOLOGY

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    The aim of this thesis is to investigate mobile guides for use with smartphones. Mobile guides have been successfully used to provide information, personalisation and navigation for the user. The researcher also wanted to ascertain how and in what ways mobile guides can enhance users' experience. This research involved designing and developing web based applications to run on smartphones. Four studies were conducted, two of which involved testing of the particular application. The applications tested were a museum mobile guide application and a university mobile guide mapping application. Initial testing examined the prototype work for the ‘Chronology of His Majesty Sultan Haji Hassanal Bolkiah’ application. The results were used to assess the potential of using similar mobile guides in Brunei Darussalam’s museums. The second study involved testing of the ‘Kent LiveMap’ application for use at the University of Kent. Students at the university tested this mapping application, which uses crowdsourcing of information to provide live data. The results were promising and indicate that users' experience was enhanced when using the application. Overall results from testing and using the two applications that were developed as part of this thesis show that mobile guides have the potential to be implemented in Brunei Darussalam’s museums and on campus at the University of Kent. However, modifications to both applications are required to fulfil their potential and take them beyond the prototype stage in order to be fully functioning and commercially viable
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