2,364 research outputs found

    Usability dimensions in collaborative GIS

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    Collaborative GIS requires careful consideration of the Human-Computer Interaction (HCI) and Usability aspects, given the variety of users that are expected to use these systems, and the need to ensure that users will find the system effective, efficient, and enjoyable. The chapter explains the link between collaborative GIS and usability engineering/HCI studies. The integration of usability considerations into collaborative GIS is demonstrated in two case studies of Web-based GIS implementation. In the first, the process of digitising an area on Web-based GIS is improved to enhance the user's experience, and to allow interaction over narrowband Internet connections. In the second, server-side rendering of 3D scenes allows users who are not equipped with powerful computers to request sophisticated visualisation without the need to download complex software. The chapter concludes by emphasising the need to understand the users' context and conditions within any collaborative GIS project. © 2006, Idea Group Inc

    The experience of enchantment in human-computer interaction

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    Improving user experience is becoming something of a rallying call in human–computer interaction but experience is not a unitary thing. There are varieties of experiences, good and bad, and we need to characterise these varieties if we are to improve user experience. In this paper we argue that enchantment is a useful concept to facilitate closer relationships between people and technology. But enchantment is a complex concept in need of some clarification. So we explore how enchantment has been used in the discussions of technology and examine experiences of film and cell phones to see how enchantment with technology is possible. Based on these cases, we identify the sensibilities that help designers design for enchantment, including the specific sensuousness of a thing, senses of play, paradox and openness, and the potential for transformation. We use these to analyse digital jewellery in order to suggest how it can be made more enchanting. We conclude by relating enchantment to varieties of experience.</p

    Design as conversation with digital materials

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    This paper explores Donald Schön's concept of design as a conversation with materials, in the context of designing digital systems. It proposes material utterance as a central event in designing. A material utterance is a situated communication act that depends on the particularities of speaker, audience, material and genre. The paper argues that, if digital designing differs from other forms of designing, then accounts for such differences must be sought by understanding the material properties of digital systems and the genres of practice that surround their use. Perspectives from human-computer interaction (HCI) and the psychology of programming are used to examine how such an understanding might be constructed.</p

    Who says personas can't dance?:The use of comic strips to design information security personas

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    This paper presents comic strips as an approach to align personas and narrative scenarios; the resulting visual artifact was tested with information security practitioners, who often struggle with wider engagement. It offers ways in which different professional roles can work together to share understanding of complex topics such as information security. It also offers user-centered design practitioners a way to reflect on, and participate with, user research data

    Collaborative Interactions for Medical e-Diagnosis

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    International audienceThe Network and Distributed Systems Group within the University of Franche-Comte's computer research lab (LIFC) gained solid expertise on medical e-diagnosis in the area of remote collaboration through continued research and findings. TeNeCi (Cooperative Teleneurology) is a European remote diagnosis project applied to neurology developed under the aegis of INTERREGIII. INTERREGIII is a European Community Initiative program aiming at supporting cross-border, transnational and interregional co-operation in both social and economic perspectives. This paper has a dual objective: it first presents the improvements and contributions made to advance the TeNeCi project which is a research and development tool, and then it synthesizes our research work in collaborative medical e-diagnosis. The TeNeCi tool originality is to allow practitioners to act as if they were at the same diagnosis table, using a great panel of medical tools (images, software, . . . ). Collaboration and awareness features are used to make TeNeCi more efficient than classical telemedicine software in terms of collaboration level

    Human Computer Interaction, Art and Experience

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    With contributions from artists, scientists, curators, entrepreneurs and designers engaged in the creative arts, this book is an invaluable resource for both researchers and practitioners, working in this emerging field

    Fearsquare: hacking open crime data to critique, jam and subvert the 'aesthetic of danger'

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    We present a critical evaluation of a locative media application, Fearsquare, which provocatively invites users to engage with personally contextualized risk information drawn from the UK open data crime maps cross-referenced with geo-located user check-ins on Foursquare. Our analysis of user data and a corpus of #Fearsquare discourse on Twitter revealed three cogent appraisals ('Affect', 'Technical' and 'Critical') reflecting the salient associations and aesthetics that were made between different components of the application and interwoven issues of technology, risk, danger, emotion by users. We discuss how the varying strength and cogency of these public responses to Fearsquare call for a broader imagining and analysis of how risk and danger are interpreted; and conclude how our findings reveal important challenges for researchers and designers wishing to engage in projects that involve the computer-mediated communication of risk
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