65 research outputs found

    Designing and evaluating the usability of a machine learning API for rapid prototyping music technology

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    To better support creative software developers and music technologists' needs, and to empower them as machine learning users and innovators, the usability of and developer experience with machine learning tools must be considered and better understood. We review background research on the design and evaluation of application programming interfaces (APIs), with a focus on the domain of machine learning for music technology software development. We present the design rationale for the RAPID-MIX API, an easy-to-use API for rapid prototyping with interactive machine learning, and a usability evaluation study with software developers of music technology. A cognitive dimensions questionnaire was designed and delivered to a group of 12 participants who used the RAPID-MIX API in their software projects, including people who developed systems for personal use and professionals developing software products for music and creative technology companies. The results from the questionnaire indicate that participants found the RAPID-MIX API a machine learning API which is easy to learn and use, fun, and good for rapid prototyping with interactive machine learning. Based on these findings, we present an analysis and characterization of the RAPID-MIX API based on the cognitive dimensions framework, and discuss its design trade-offs and usability issues. We use these insights and our design experience to provide design recommendations for ML APIs for rapid prototyping of music technology. We conclude with a summary of the main insights, a discussion of the merits and challenges of the application of the CDs framework to the evaluation of machine learning APIs, and directions to future work which our research deems valuable

    Investigation of the relationship between aesthetics and perceived usability in web pages

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    The main hypothesis of the thesis is that between two systems identical in functionality and usability, di erences in aesthetics may positively in uence users perceived usability. To date, a narrow focus on the engineering aspects of aesthetics has adversely a ected the scope and success of experiments, therefore previous work in the eld needed to be revisited. The thesis reviews literature and theory in usability and aesthetics, the latter from the point of the view of philosophy, theory, and application. It also explores the relationship between aesthetics, usability and user engagement; discusses a distinct new trend research that identi es a link between beauty and perceived usability of website interaction; and develops a pilot for an experimental methodology. Based on conclusions from the review of the eld of usability, two experiments where designed and carried out, an independent measures and repeated measures. The ndings of these experiments con rmed the hypothesis that perceived usability was positively in uenced by higher aesthetics

    Applying blended conceptual spaces to variable choice and aesthetics in data visualisation

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    Computational creativity is an active area of research within the artificial intelligence domain that investigates what aspects of computing can be considered as an analogue to the human creative process. Computers can be programmed to emulate the type of things that the human mind can. Artificial creativity is worthy of study for two reasons. Firstly, it can help in understanding human creativity and secondly it can help with the design of computer programs that appear to be creative. Although the implementation of creativity in computer algorithms is an active field, much of the research fails to specify which of the known theories of creativity it is aligning with. The combination of computational creativity with computer generated visualisations has the potential to produce visualisations that are context sensitive with respect to the data and could solve some of the current automation problems that computers experience. In addition theories of creativity could theoretically compute unusual data combinations, or introducing graphical elements that draw attention to the patterns in the data. More could be learned about the creativity involved as humans go about the task of generating a visualisation. The purpose of this dissertation was to develop a computer program that can automate the generation of a visualisation, for a suitably chosen visualisation type over a small domain of knowledge, using a subset of the computational creativity criteria, in order to try and explore the effects of the introduction of conceptual blending techniques. The problem is that existing computer programs that generate visualisations are lacking the creativity, intuition, background information, and visual perception that enable a human to decide what aspects of the visualisation will expose patterns that are useful to the consumer of the visualisation. The main research question that guided this dissertation was, “How can criteria derived from theories of creativity be used in the generation of visualisations?”. In order to answer this question an analysis was done to determine which creativity theories and artificial intelligence techniques could potentially be used to implement the theories in the context of those relevant to computer generated visualisations. Measurable attributes and criteria that were sufficient for an algorithm that claims to model creativity were explored. The parts of the visualisation pipeline were identified and the aspects of visualisation generation that humans are better at than computers was explored. Themes that emerged in both the computational creativity and the visualisation literature were highlighted. Finally a prototype was built that started to investigate the use of computational creativity methods in the ‘variable choice’, and ‘aesthetics’ stages of the data visualisation pipeline.School of ComputingM. Sc. (Computing

    Generating graphical and projectional editors

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    En ingĂ©nierie dirigĂ©e par les modĂšles, les langages spĂ©cifiques au domaine (DSL) offrent des notations adaptĂ©es Ă  un domaine prĂ©cis pour reprĂ©senter ses diffĂ©rents concepts. De nombreux outils permettent la dĂ©finition de DSLs en explicitant les relations entre un concept et ses reprĂ©sentations. En fonction de la sĂ©mantique du domaine, l’ingĂ©nieur du langage peut choisir entre des notations textuelles ou graphiques. Les langages de modĂ©lisation graphique nĂ©cessitent une gestion de la position, la taille et la disposition des Ă©lĂ©ments visuels afin de maximiser leur expressivitĂ© visuelle. La plupart des Ă©diteurs de modĂ©lisation manquent de support automatique pour gĂ©rer ces propriĂ©tĂ©s de la syntaxe concrĂšte. Les Ă©diteurs projectionnels permettent aux utilisateurs de se concentrer sur la conception de leur modĂšle en limitant les modifications de la syntaxe concrĂšte. Cependant, bien qu’ils offrent de multiples notations, ces Ă©diteurs ne permettent pas la crĂ©ation de langage graphique. Dans ce mĂ©moire, nous proposons une nouvelle approche pour concevoir des Ă©diteurs graphiques et projectionnels. Nous avons crĂ©Ă© une extension d’un Ă©diteur projectionnel orientĂ© vers le web, Gentleman, qui nous a permis d’extraire diffĂ©rentes exigences. Au cours du mĂ©moire, nous dĂ©crivons leurs impacts sur les projections et proposons des lignes directrices ainsi que des exemples d’implĂ©mentation. Comme l’édition projectionnelle demande une gestion spĂ©cifique de l’interaction, nous prĂ©sentons diffĂ©rentes approches pour interagir avec les reprĂ©sentations graphiques utilisant les nouvelles informations disponibles dans les projections. Étant donnĂ© que la plupart des exigences se concentrent sur la disposition des projections, nous avons dĂ©fini plusieurs algorithmes simples de disposition qui couvrent une large gamme de structures pouvant ĂȘtre retrouvĂ©es dans un Ă©diteur graphique. Enfin, afin d’évaluer cette approche, nous avons explorĂ© la gĂ©nĂ©ration de trois Ă©diteurs graphiques et projectionnels pour diffĂ©rents domaines: les machines d’états, les diagrammes de sĂ©quences et les partitions de musique.In model-driven engineering, domain specific-languages (DSL) provide tailored notations towards a specific problem domain to represent its different concepts. Multiple tools allow the definition of DSL by specifying the relations between a concept and its representations. Depending on the semantics of the domain, the language engineer can choose between textual or graphical notations. Graphical modeling languages require proper management of position, size, and layout to maximize their visual expressiveness. Most modeling editors lack automated support to manage these graphical concrete syntax properties. It is a time-consuming effort that affects the understandability of the model. Projectional editors prevent end-users from modifying the concrete syntax so they can focus on the modeling task. However, while they offer multiple notations, these editors lack support for graphical languages. During this thesis, we propose a new approach to design graphical and projectional editors. We created an extension of a web-oriented projectional editor, Gentleman, that allowed us to extract different requirements. During the thesis, we describe their impact on the projections and propose guidelines and examples of implementation. Because projectional editing requires specific management of the interaction, we present multiple approaches to interact with the graphical representations, using the new information available in the graphics. Since most of the requirements were focusing on the disposition of the projection, we define multiple simple layout algorithms that cover a large range of structures that can be found in a graphical editor. Finally, we explore the generation of three graphical and projectional editors for different domains: statecharts, sequence diagrams, and music sheet

    Exploring virtual rewards in real life: A gimmick or a motivational tool for promoting physical activity?

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    Virtual rewards, digital badges or points, are often awarded to extrinsically reinforce desirable user behaviors. Acknowledging their motivational power for increased user engagement and enhanced playfulness, virtual reward systems are widely employed in contemporary activity tracking devices and services. While the characteristics of the current virtual reward systems vary and previous studies point to mixed outcomes around the effectiveness of virtual rewards for encouraging physical activity, there is little empirical research on the actual use and impact of virtual rewards provided from activity tracking tools in a real-life environment. To address the knowledge gaps on the use and effects of virtual rewards, I investigate the lived experiences of users with the virtual reward system of the activity tracking tool and their effects and value in the physical activity practices of individuals. To understand this both qualitatively and quantitatively, I conduct user experience research using mixed methods. Diary-based autoethnography research is preceded using three popular activity trackers, thereby having and documenting situated experiences with two different digital badge systems and one points-based system. My autoethnographic exploration is followed by an online survey with 113 existing users of activity tracking devices. The collected data is analysed through content and statistical analyses. By interpreting the findings from both studies and the reviewed literature, this thesis illustrates in great detail how virtual rewards interact with users and other system features in real-life practices. In addition, it provides a clearer picture of the effects of virtual rewards on people’s engagement in physical exercise and what makes some of them more valuable. Finally, it offers a set of considerations for the design of virtual reward systems that can lead to more user-centric, multi-layered, and meaningful virtual reward experience

    INFLUENCE OF NEWSPAPER AESTHETICS ON READERSHIP IN NORTH-CENTRAL NIGERIA: A STUDY OF SELECTED NEWSPAPERS

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    This study examined the influence of newspaper aesthetics on readership in North-Central Nigeria. The thesis is a study of selected newspapers namely: Daily Trust, Leadership, New Telegraph, The Daily Sun and The Guardian newspapers. Survey research method and in-depth interview were adopted as the blueprint for eliciting information from the respondents, using questionnaire and in-depth interview guide as instruments. The population of the study was drawn from all the six States in North – Central Nigeria. The population comprised people who buy and read newspapers (that is, the readers) and people who use aesthetic elements (that is the graphic editors). A sample size of 400 respondents was statistically determined for the study using Taro Yamane’s formula for finite population. The data were presented, using simple percentages in tables for clearer understanding. Formulated hypothesis was tested, using Parsons’ Product Moment Correlation. The study found that various aesthetic elements attract readers to a particular newspaper. These elements include news content, good design and layout, bold font size and the use of photographs and illustrations attract readers. Additionally, the study found that by typefaces and type sizes, use of colour, tint and reserve block, good design, layout of text, pictures and illustrations, headlines, white space, boxes and borders used in newspaper design attract readers to a paper. The study also revealed that, aesthetics make the readers buy and read newspaper without minding the cost; they buy it always and read all the pages, and keep the paper in their library. This was affirmed by 71% of the respondents. The study showed that readers are satisfied with the arrangement of the newspaper they read. Additional finding shows that aesthetics allow for easy reading of the newspaper easy and faster reading, encourage more readership, presents fewer obstacles to reading and aid in understanding of the message.Hypothesis tested showed that there is significant relationship between newspaper aesthetics and readership in North-Central, r = .732, P<.01. The study concludes that aesthetic elements are very vital for the survival of conventional newspapers since readers are attracted to them. The study, among other points, recommends that editors and publishers should employ high quality production made available by technological revolution to attract readers to the paper

    What makes a satisfying user experience in the context of human-computer interaction?

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    The purpose of this research is to study the relations of user interface aesthetics, usability, and user experience in the context of human-computer interaction (HCI). This study aims to discover the key factors contributing to a satisfying user experience from the user's perspective. We present a novel user experience model that connects perceived usability, and its subcharacteristics, into perceived user experience, and to the emotional responses it evokes. The ISO/IEC 205010:2011 standard of the International Standardization Organization will act as a framework for the constructed user experience model, combining characteristics from both Product Quality and Quality-in-Use. An empirical study including 149 participants, consisting mostly of young, Finnish university students, will be conducted, in which the respondents evaluate three European festival websites by 28 different user experience aspects per each website. A partial least squares structural equation modeling (PLS-SEM) will be used as a statistical methodology in order to discover the structural relations between usability subcharacteristics (Appropriateness Recognizability, User Interface Aesthetics, Learnability and Operability) and Satisfying User Experience in HCI
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