30 research outputs found

    A Review System Based On Product Features In A Mobile Environment

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    With the rapid growth of the mobile commerce, firms have been trying to get their online channels optimized for the mobile devices. However, many contents on online shopping sites are still focused on a desktop PC environment. Especially, consumer reviews are difficult to browse and grasp via a mobile device. Usually, it is not helpful to simply reduce the size of fonts or photos to fit to mobile devices without a fundamental transformation of the review presentation. In this study, we suggest a feature-based summarization process of consumer reviews in mobile environment. Further, we illustrate an implementation of the process by applying opinion mining techniques to product reviews crawled from a major shopping site in Korean. Finally, a plan for a controlled laboratory experiment is proposed to validate the effectiveness of the suggested review framework in this study

    Designing multimodal interaction for the visually impaired

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    Although multimodal computer input is believed to have advantages over unimodal input, little has been done to understand how to design a multimodal input mechanism to facilitate visually impaired users\u27 information access. This research investigates sighted and visually impaired users\u27 multimodal interaction choices when given an interaction grammar that supports speech and touch input modalities. It investigates whether task type, working memory load, or prevalence of errors in a given modality impact a user\u27s choice. Theories in human memory and attention are used to explain the users\u27 speech and touch input coordination. Among the abundant findings from this research, the following are the most important in guiding system design: (1) Multimodal input is likely to be used when it is available. (2) Users select input modalities based on the type of task undertaken. Users prefer touch input for navigation operations, but speech input for non-navigation operations. (3) When errors occur, users prefer to stay in the failing modality, instead of switching to another modality for error correction. (4) Despite the common multimodal usage patterns, there is still a high degree of individual differences in modality choices. Additional findings include: (I) Modality switching becomes more prevalent when lower working memory and attentional resources are required for the performance of other concurrent tasks. (2) Higher error rates increases modality switching but only under duress. (3) Training order affects modality usage. Teaching a modality first versus second increases the use of this modality in users\u27 task performance. In addition to discovering multimodal interaction patterns above, this research contributes to the field of human computer interaction design by: (1) presenting a design of an eyes-free multimodal information browser, (2) presenting a Wizard of Oz method for working with visually impaired users in order to observe their multimodal interaction. The overall contribution of this work is that of one of the early investigations into how speech and touch might be combined into a non-visual multimodal system that can effectively be used for eyes-free tasks

    Designing Search User Interfaces for Visually Impaired Searchers: A User-centred Approach

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    PhDThe Web has been a blessing for visually impaired users as with the help of assistive technologies such as screen readers, they can access previously inaccessible information independently. However, for screen reader users, web-based information seeking can still be challenging as web pages are mainly designed for visual interaction. This affects visually impaired users’ perception of theWeb as an information space as well as their experience of search interfaces. The aim of this thesis is therefore to consider visually impaired users’ information seeking behaviour, abilities and interactions via screen readers in the design of a search interface to support complex information seeking. We first conduct a review of how visually impaired users navigate the Web using screen readers. We highlight the strategies employed, the challenges encountered and the solutions to enhance web navigation through screen readers. We then investigate the information seeking behaviour of visually impaired users on the Web through an observational study and we compare this behaviour to that of sighted users to examine the impact of screen reader interaction on the information seeking process. To engage visually impaired users in the design process, we propose and evaluate a novel participatory approach based on a narrative scenario and a dialogue-led interaction to verify user requirements and to brainstorm design ideas. The development of the search interface is informed by the requirements gathered from the observational study and is supported through the inclusion of visually impaired users in the design process. We implement and evaluate the proposed search interface with novel features to support visually impaired users for complex information seeking. This thesis shows that considerations for information seeking behaviour and users’ abilities and mode of interaction contribute significantly to the design of search user interfaces to ensure that interface components are accessible as well as usable

    Web Usability Testing Guidelines - Incorporate Usability Testing Application

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    The prototype of web usability testing application is an application that will be used by the developer and evaluator to check and verify the usability of the corporate web pages or sites. The application will consist of usability test that will incorporate three main elements of web site; web design, web navigation and web functions. The first project objective is to help the web developer to ensure the usability of their web site by using the developed prototype. The next objective is to gather technical data or recommendations from the user to be incorporated in the prototype application. The technical data will represent the elements that most of users need in the web site. The scope of this project is about identifying the usability components under the three major elements of web site which is web design, web navigation and web function. The compilation of the components will be the guideline incorporated in the prototype application. The prototype will be developed and used to test the usability of the web site. For the success of the project, the basic System Development Life Cycle methodology that is Waterfall Model will be used whereby it has five phases; planning, analysis, design, implementation and support. The product of the project will lead to build a prototype of web usability testing application that can be used throughout the web development process and to check the usability of the web from time to time

    Understanding and Supporting Cross-modal Collaborative Information Seeking

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    Most previous studies of users with visual impairments (VI) access to the web have focused solely on single user human-web interaction. This thesis explores the under investigated area of cross-modal collaborative information seeking (CCIS), that is the challenges and opportunities that exist in supporting visually impaired users to take an effective part in collaborative web search tasks with sighted peers. The thesis examines the overall question of what happens currently when people perform CCIS, and how might the CCIS process be improved? To motivate the work, we conducted a survey, the results of which showed that a significant amount of CCIS activity goes on. An exploratory study was conducted to investigate the challenges faced and behaviour patterns that occur when people perform CCIS. We observed 14 pairs of VI and sighted users in both co-located and distributed settings. In this study participants used their tools of choice, that is the web browser, note taker and preferred communications system. The study examines how concepts from the “mainstream” collaborative Information Seeking (CIS) literature, play out in the context of cross-modality. Based on the findings of this study, we produced design recommendations for features that can better support cross-modal collaborative search. Following this, we surveyed mainstream CIS systems and selected the most accessible software package that satisfied the design recommendations from the initial study. Due to the fact that the software was not built with accessibility in mind, we developed JAWS scripts and employed other JAWS features to improve its accessibility and VI user experience. We then performed a second study, using the same participants undertaking search tasks of a similar complexity as before, but this time using the CIS system. The aim of this study was to explore the impact on the CCIS process when introducing a mainstream CIS system, enhanced for accessibility. In this study we looked into CCIS from two perspectives: the collaboration and the individual interaction with the interface. The findings from this study provide an understanding of the process of CCIS when using a system that supports it. These findings assisted us in formulating a set of guidelines toward supporting collaborative search in a cross-modal context

    Clique: Perceptually Based, Task Oriented Auditory Display for GUI Applications

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    Screen reading is the prevalent approach for presenting graphical desktop applications in audio. The primary function of a screen reader is to describe what the user encounters when interacting with a graphical user interface (GUI). This straightforward method allows people with visual impairments to hear exactly what is on the screen, but with significant usability problems in a multitasking environment. Screen reader users must infer the state of on-going tasks spanning multiple graphical windows from a single, serial stream of speech. In this dissertation, I explore a new approach to enabling auditory display of GUI programs. With this method, the display describes concurrent application tasks using a small set of simultaneous speech and sound streams. The user listens to and interacts solely with this display, never with the underlying graphical interfaces. Scripts support this level of adaption by mapping GUI components to task definitions. Evaluation of this approach shows improvements in user efficiency, satisfaction, and understanding with little development effort. To develop this method, I studied the literature on existing auditory displays, working user behavior, and theories of human auditory perception and processing. I then conducted a user study to observe problems encountered and techniques employed by users interacting with an ideal auditory display: another human being. Based on my findings, I designed and implemented a prototype auditory display, called Clique, along with scripts adapting seven GUI applications. I concluded my work by conducting a variety of evaluations on Clique. The results of these studies show the following benefits of Clique over the state of the art for users with visual impairments (1-5) and mobile sighted users (6): 1. Faster, accurate access to speech utterances through concurrent speech streams. 2. Better awareness of peripheral information via concurrent speech and sound streams. 3. Increased information bandwidth through concurrent streams. 4. More efficient information seeking enabled by ubiquitous tools for browsing and searching. 5. Greater accuracy in describing unfamiliar applications learned using a consistent, task-based user interface. 6. Faster completion of email tasks in a standard GUI after exposure to those tasks in audio

    Ageing Futures: Towards Cognitively Inclusive Digital Media Products

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    This thesis is situated in a moment when the theory and practice of inclusive design appears to be significantly implicated in the social and economic response to demographic changes in Western Europe by addressing the need to reconnect older people with technology. In light of claims that cognitive ageing results in an increasing disconnection from novel digital media in old age, inclusive design is apparently trapped in a discourse in which digital media products and interfaces are designed as a response to a deterministic decline in abilities. The thesis proceeds from this context to ask what intellectual moves are required within the discourses of inclusive design so that its community of theorists and practitioners can both comprehend and afford the enaction of cognitive experience in old age? Whilst influential design scholarship actively disregards reductionist cognitive explanations of human and technological relationships, it appears that inclusive design still requires an explanation of temporal changes to human cognition in later life. Whilst there is a burgeoning area of design related research dealing with this issue—an area this thesis defines as ‘cognitively inclusive design’—the underlying assumptions and claims supporting this body of research suggests its theorists and practitioners are struggling to move beyond conceptualising older people as passive consumers suffering a deterioration in key cognitive abilities. The thesis argues that, by revisiting the cognitive sciences for alternative explanations for the basis of human cognition, it is possible to relieve this problem by opening up new spaces for designers to critically reflect upon the manner in which older people interact with digital media. In taking a position that design is required to support human cognitive enactment, the thesis develops a new approach to conceptualising temporal changes in human cognition, defined as ‘senescent cognition’. From this new critical lens, the thesis provides an alternative ‘senescentechnic’ explanation of cognitive disconnections between older people and digital media that eschews reductionism and moves beyond a deterministic process of deterioration. In reassessing what ageing cognition means, new strategies for the future of inclusive design are proposed that emphasise the role of creating space for older people to actively explore, reflect upon and enact their own cognitive couplings with technology.Arts and Humanities Research Counci
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