9,760 research outputs found

    Designing an Adaptive Web Navigation Interface for Users with Variable Pointing Performance

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    Many online services and products require users to point and interact with user interface elements. For individuals who experience variable pointing ability due to physical impairments, environmental issues or age, using an input device (e.g., a computer mouse) to select elements on a website can be difficult. Adaptive user interfaces dynamically change their functionality in response to user behavior. They can support individuals with variable pointing abilities by 1) adapting dynamically to make element selection easier when a user is experiencing pointing difficulties, and 2) informing users about these pointing errors. While adaptive interfaces are increasingly prevalent on the Web, little is known about the preferences and expectations of users with variable pointing abilities and how to design systems that dynamically support them given these preferences. We conducted an investigation with 27 individuals who intermittently experience pointing problems to inform the design of an adaptive interface for web navigation. We used a functional high-fidelity prototype as a probe to gather information about user preferences and expectations. Our participants expected the system to recognize and integrate their preferences for how pointing tasks were carried out, preferred to receive information about system functionality and wanted to be in control of the interaction. We used findings from the study to inform the design of an adaptive Web navigation interface, PINATA that tracks user pointing performance over time and provides dynamic notifications and assistance tailored to their specifications. Our work contributes to a better understanding of users' preferences and expectations of the design of an adaptive pointing system

    A DATA-DRIVEN APPROACH TO SUPPORTING USERS’ ADAPTATION TO SMART IN-VEHICLE SYSTEMS

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    The utilization of data to understand user behavior and support user needs began to develop in areas such as internet services, smartphone apps development, and the gaming industry. This bloom of data-driven services and applications forced OEMs to consider possible solutions for better in-vehicle connectivity. However, digital transformation in the automotive sector presents numerous challenges. One of those challenges is identifying and establishing the relevant user-related data that will cover current and future needs to help the automotive industry cope with the digital transformation pace. At the same time, this development should not be sporadic, without a clear purpose or vision of how newly-generated data can support engineers to create better systems for drivers. The important issue is to learn how to extract the knowledge from the immense data we possess, and to understand the extent to which this data can be used.Another challenge is the lack of established approaches towards vehicle data utilization for user-related studies. This area is relatively new to the automotive industry. Despite the positive examples from other fields that demonstrate the potential for data-driven context-aware applications, automotive practices still have gaps in capturing the driving context and driver behavior. This lack of user-related data can partially be explained by the multitasking activities that the driver performs while driving the car and the higher complexity of the automotive context compared to other domains. Thus, more research is needed to explore the capacity of vehicle data to support users in different tasks.Considering all the interrelations between the driver and in-vehicle system in the defined context of use helps to obtain more comprehensive information and better understand how the system under evaluation can be improved to meet driver needs. Tracking driver behavior with the help of vehicle data may provide developers with quick and reliable user feedback on how drivers are using the system. Compared to vehicle data, the driver’s feedback is often incomplete and perception-based since the driver cannot always correlate his behavior to complex processes of vehicle performance or clearly remember the context conditions. Thus, this research aims to demonstrate the ability of vehicle data to support product design and evaluation processes with data-driven automated user insights. This research does not disregard the driver’s qualitative input as unimportant but provides insights into how to better combine quantitative and qualitative methods for more effective results.According to the aim, the research focuses on three main aspects:•\ua0\ua0\ua0\ua0\ua0 Identifying the extent to which vehicle data can contribute to driver behavior understanding.\ua0 •\ua0\ua0\ua0\ua0\ua0 Expanding the concepts for vehicle data utilization to support drivers.•\ua0\ua0\ua0\ua0\ua0 Developing the methodology for a more effective combination of quantitative (vehicle data-based) and qualitative (based on users’ feedback) studies. Additionally, special consideration is given to describing the drawbacks and limitations, to enhance future data-driven applications

    Factors Affecting the Accessibility of IT Artifacts : A Systematic Review

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    Accessibility awareness and development have improved in the past two decades, but many users still encounter accessibility barriers when using information technology (IT) artifacts (e.g., user interfaces and websites). Current research in information systems and human-computer interaction disciplines explores methods, techniques, and factors affecting the accessibility of IT artifacts for a particular population and provides solutions to address these barriers. However, design realized in one solution should be used to provide accessibility to the widest range of users, which requires an integration of solutions. To identify the factors that cause accessibility barriers and the solutions for users with different needs, a systematic literature review was conducted. This paper contributes to the existing body of knowledge by revealing (1) management- and development-level factors, and (2) user perspective factors affecting accessibility that address different accessibility barriers to different groups of population (based on the International Classification of Functioning by the World Health Organization). Based on these findings, we synthesize and illustrate the factors and solutions that need to be addressed when creating an accessible IT artifact.© 2022 by the Association for Information Systems. Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and full citation on the first page. Copyright for components of this work owned by others than the Association for Information Systems must be honored. Abstracting with credit is permitted. To copy otherwise, to republish, to post on servers, or to redistribute to lists requires prior specific permission and/or fee. Request permission to publish from: AIS Administrative Office, P.O. Box 2712 Atlanta, GA, 30301-2712 Attn: Reprints are via e-mail from [email protected]=vertaisarvioitu|en=peerReviewed

    Engineering Adaptive Model-Driven User Interfaces for Enterprise Applications

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    Enterprise applications such as enterprise resource planning systems have numerous complex user interfaces (UIs). Usability problems plague these UIs because they are offered as a generic off-the-shelf solution to end-users with diverse needs in terms of their required features and layout preferences. Adaptive UIs can help in improving usability by tailoring the features and layout based on the context-of-use. The model-driven UI development approach offers the possibility of applying different types of adaptations on the various UI levels of abstraction. This approach forms the basis for many works researching the development of adaptive UIs. Yet, several gaps were identified in the state-of-the-art adaptive model-driven UI development systems. To fill these gaps, this thesis presents an approach that offers the following novel contributions: - The Cedar Architecture serves as a reference for developing adaptive model-driven enterprise application user interfaces. - Role-Based User Interface Simplification (RBUIS) is a mechanism for improving usability through adaptive behavior, by providing end-users with a minimal feature-set and an optimal layout based on the context-of-use. - Cedar Studio is an integrated development environment, which provides tool support for building adaptive model-driven enterprise application UIs using RBUIS based on the Cedar Architecture. The contributions were evaluated from the technical and human perspectives. Several metrics were established and applied to measure the technical characteristics of the proposed approach after integrating it into an open-source enterprise application. Additional insights about the approach were obtained through the opinions of industry experts and data from real-life projects. Usability studies showed the approach’s ability to significantly improve usability in terms of end-user efficiency, effectiveness and satisfaction

    Adhering to International and Culture-related Usability Guidelines: A Basis for Developing Localized User-friendly Websites

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    Modern websites provide multiple forms of information such as images, text, audio, video, and different ways of accessing them. As the use of website becomes a global phenomenon, international usability guidelines are provided in order to enhance user experience. A major challenge lies in the lack of research data on the preferences of localized users. Without such data, many websites will be created that may not serve the needs of an intended user group, especially in a multi-cultural society. This will amount to a waste of time and resources. This paper describes web-design and usability guidelines and explains their importance to practice. It discusses why, when, and how these guidelines are applied in designing a responsive and easy-to-use website for any setting of choice. It emphasizes that, in addition to applying international usability standards and guidelines, website designers and owners should pay attention to culture-related usability preferences in order to develop localized and user-friendly websites. The paper highlights important features of websites that must be given priority in the design process. It draws attention to the need for an iterating process for usability testing of websites in order to improve their functions as information systems that serve the purpose of the owner and the needs of the users. The paper suggests more studies to be carried out with local website users, especially in Africa and the developing nations of the world, in order to develop usability guidelines that include the cultural preferences of the users. Keywords: Usability testing, heuristics, websites, interactivity, culture-related usability, localized websites, user-friendly website

    OPEN-SOURCE IMPLEMENTATION FOR E-LEARNING SYSTEM IN INDONESIAN UNIVERSITIES

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    University and educational organizations have different strategies in deploying E-learning systems, one of which is the use of open-source e-learning systems. This research is designed to analyze the implementation of elearning system using open source in the Indonesian universities. The survey result shows that the majority of elearning system from public and private universities in Indonesia use open source which is integrated to the university portal. The integration is considered favorable as it generally improve the content quality of e-learning system. This survey shows that the most frequently used open system system in Indonesian university is moodle. The finding also indicates that the content of e-learning websites of the Indonesian Universities is relatively low in quality compared to world class universities e-learning website
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