93 research outputs found
Método para la evaluación de usabilidad de sitios web transaccionales basado en el proceso de inspección heurística
La usabilidad es considerada uno de los factores más importantes en el desarrollo de productos
de software. Este atributo de calidad está referido al grado en que, usuarios específicos de un
determinado aplicativo, pueden fácilmente hacer uso del software para lograr su propósito. Dada
la importancia de este aspecto en el éxito de las aplicaciones informáticas, múltiples métodos de
evaluación han surgido como instrumentos de medición que permiten determinar si la propuesta
de diseño de la interfaz de un sistema de software es entendible, fácil de usar, atractiva y agradable
al usuario. El método de evaluación heurística es uno de los métodos más utilizados en el área de
Interacción Humano-Computador (HCI) para este propósito debido al bajo costo de su ejecución
en comparación otras técnicas existentes. Sin embargo, a pesar de su amplio uso extensivo durante
los últimos años, no existe un procedimiento formal para llevar a cabo este proceso de evaluación.
Jakob Nielsen, el autor de esta técnica de inspección, ofrece únicamente lineamientos generales
que, según la investigación realizada, tienden a ser interpretados de diferentes maneras por los
especialistas. Por tal motivo, se ha desarrollado el presente proyecto de investigación que tiene
como objetivo establecer un proceso sistemático, estructurado, organizado y formal para llevar a
cabo evaluaciones heurísticas a productos de software. En base a un análisis exhaustivo realizado
a aquellos estudios que reportan en la literatura el uso del método de evaluación heurística como
parte del proceso de desarrollo de software, se ha formulado un nuevo método de evaluación
basado en cinco fases: (1) planificación, (2) entrenamiento, (3) evaluación, (4) discusión y (5)
reporte. Cada una de las fases propuestas que componen el protocolo de inspección contiene un
conjunto de actividades bien definidas a ser realizadas por el equipo de evaluación como parte
del proceso de inspección. Asimismo, se han establecido ciertos roles que deberán desempeñar
los integrantes del equipo de inspectores para asegurar la calidad de los resultados y un apropiado
desarrollo de la evaluación heurística. La nueva propuesta ha sido validada en dos escenarios
académicos distintos (en Colombia, en una universidad pública, y en Perú, en dos universidades
tanto en una pública como en una privada) demostrando en todos casos que es posible identificar
más problemas de usabilidad altamente severos y críticos cuando un proceso estructurado de
inspección es adoptado por los evaluadores. Otro aspecto favorable que muestran los resultados
es que los evaluadores tienden a cometer menos errores de asociación (entre heurística que es
incumplida y problemas de usabilidad identificados) y que la propuesta es percibida como fácil
de usar y útil. Al validarse la nueva propuesta desarrollada por el autor de este estudio se consolida
un nuevo conocimiento que aporta al bagaje cultural de la ciencia.Tesi
Learning HCI Across Institutions, Disciplines and Countries: A Field Study of Cognitive Styles in Analytical and Creative Tasks
Human-computer interaction (HCI) is increasingly becoming a subject taught in universities around the world. However, little is known of the interactions of the HCI curriculum with students in different types of institutions and disciplines internationally. In order to explore these interactions, we studied the performance of HCI students in design, technology and business faculties in universities in UK, India, Namibia, Mexico and China who participated in a common set of design and evaluation tasks. We obtained participants’ cognitive style profiles based on Allinson and Hayes scale in order to gain further insights into their learning styles and explore any relation between these and performance. We found participants’ cognitive style preferences to be predominantly in the adaptive range, i.e. with combined analytical and intuitive traits, compared to normative data for software engineering, psychology and design professionals. We further identified significant relations between students’ cognitive styles and performance in analytical and creative tasks of a HCI professional individual. We discuss the findings in the context of the distinct backgrounds of the students and universities that participated in this study and the value of research that explores and promotes diversity in HCI education
The Gamification of Crowdsourcing Systems: Empirical Investigations and Design
Recent developments in modern information and communication technologies have spawned two rising phenomena, gamification and crowdsourcing, which are increasingly being combined into gamified crowdsourcing systems. While a growing number of organizations employ crowdsourcing as a way to outsource tasks related to the inventing, producing, funding, or distributing of their products and services to the crowd – a large group of people reachable via the internet – crowdsourcing initiatives become enriched with design features from games to motivate the crowd to participate in these efforts. From a practical perspective, this combination seems intuitively appealing, since using gamification in crowdsourcing systems promises to increase motivations, participation and output quality, as well as to replace traditionally used financial incentives. However, people in large groups all have individual interests and motivations, which makes it complex to design gamification approaches for crowds. Further, crowdsourcing systems exist in various forms and are used for various tasks and problems, thus requiring different incentive mechanisms for different crowdsourcing types. The lack of a coherent understanding of the different facets of gamified crowdsourcing systems and the lack of knowledge about the motivational and behavioral effects of applying various types of gamification features in different crowdsourcing systems inhibit us from designing solutions that harness gamification’s full potential. Further, previous research canonically uses competitive gamification, although crowdsourcing systems often strive to produce cooperative outcomes. However, the potentially relevant field of cooperative gamification has to date barely been explored. With a specific focus on these shortcomings, this dissertation presents several studies to advance the understanding of using gamification in crowdsourcing systems
Designing research on personal information management : the "guided tour" technique
Zasadniczym celem artykułu było sformułowanie listy dylematów, które należy rozstrzygnąć w procesie projektowania badań, aby umożliwić wykorzystanie techniki oprowadzania (ang. guided tour) w badaniach indywidualnego zarządzania informacją. Najpierw przedstawiono koncepcję i podstawy epistemologiczne techniki oprowadzania oraz zaproponowano jej definiowanie poprzez wskazanie koniunkcji cech konstytutywnych. Przeanalizowano dotychczasowe zastosowania tej techniki w badaniach indywidualnego zarządzania informacją oraz omówiono wybrane podobne techniki stosowane także w innych dyscyplinach i obszarach badawczych. W konsekwencji za proponowano wspomniane wcześniej dylematy i zasygnalizowano podstawowe możliwości ich rozwiązywania.The main goal of this article was to formulate a list of dilemmas that need to be addressed to enable the use of the guided tour technique in individual information management research. First, the concept and epistemological basis of this technique were introduced and the conjunction of its constitutive features was proposed. Then the applications of this technique in individual information management research were discussed and some similar techniques used in other disciplines and research areas were analysed. As the result, the list of the aforementioned dilemmas was proposed and some basic ways of solving them were suggested
Linked Data Entity Summarization
On the Web, the amount of structured and Linked Data about entities is constantly growing. Descriptions of single entities often include thousands of statements and it becomes difficult to comprehend the data, unless a selection of the most relevant facts is provided. This doctoral thesis addresses the problem of Linked Data entity summarization. The contributions involve two entity summarization approaches, a common API for entity summarization, and an approach for entity data fusion
A Systematic Review on Fostering Appropriate Trust in Human-AI Interaction
Appropriate Trust in Artificial Intelligence (AI) systems has rapidly become
an important area of focus for both researchers and practitioners. Various
approaches have been used to achieve it, such as confidence scores,
explanations, trustworthiness cues, or uncertainty communication. However, a
comprehensive understanding of the field is lacking due to the diversity of
perspectives arising from various backgrounds that influence it and the lack of
a single definition for appropriate trust. To investigate this topic, this
paper presents a systematic review to identify current practices in building
appropriate trust, different ways to measure it, types of tasks used, and
potential challenges associated with it. We also propose a Belief, Intentions,
and Actions (BIA) mapping to study commonalities and differences in the
concepts related to appropriate trust by (a) describing the existing
disagreements on defining appropriate trust, and (b) providing an overview of
the concepts and definitions related to appropriate trust in AI from the
existing literature. Finally, the challenges identified in studying appropriate
trust are discussed, and observations are summarized as current trends,
potential gaps, and research opportunities for future work. Overall, the paper
provides insights into the complex concept of appropriate trust in human-AI
interaction and presents research opportunities to advance our understanding on
this topic.Comment: 39 Page
On data-driven systems analyzing, supporting and enhancing users’ interaction and experience
[EN]The research areas of Human-Computer Interaction and Software Architectures have
been traditionally treated separately, but in the literature, many authors made efforts to
merge them to build better software systems. One of the common gaps between software
engineering and usability is the lack of strategies to apply usability principles in the initial
design of software architectures. Including these principles since the early phases of software
design would help to avoid later architectural changes to include user experience
requirements. The combination of both fields (software architectures and Human-Computer
Interaction) would contribute to building better interactive software that should include the
best from both the systems and user-centered designs. In that combination, the software
architectures should enclose the fundamental structure and ideas of the system to offer the
desired quality based on sound design decisions.
Moreover, the information kept within a system is an opportunity to extract knowledge
about the system itself, its components, the software included, the users or the interaction
occurring inside. The knowledge gained from the information generated in a software
environment can be used to improve the system itself, its software, the users’ experience, and
the results. So, the combination of the areas of Knowledge Discovery and Human-Computer
Interaction offers ideal conditions to address Human-Computer-Interaction-related
challenges. The Human-Computer Interaction focuses on human intelligence, the Knowledge
Discovery in computational intelligence, and the combination of both can raise the support
of human intelligence with machine intelligence to discover new insights in a world crowded
of data.
This Ph.D. Thesis deals with these kinds of challenges: how approaches like data-driven
software architectures (using Knowledge Discovery techniques) can help to improve the users'
interaction and experience within an interactive system. Specifically, it deals with how to
improve the human-computer interaction processes of different kind of stakeholders to
improve different aspects such as the user experience or the easiness to accomplish a specific
task.
Several research actions and experiments support this investigation. These research
actions included performing a systematic literature review and mapping of the literature that
was aimed at finding how the software architectures in the literature have been used to
support, analyze or enhance the human-computer interaction. Also, the actions included work
on four different research scenarios that presented common challenges in the Human-
Computer Interaction knowledge area. The case studies that fit into the scenarios selected
were chosen based on the Human-Computer Interaction challenges they present, and on the
authors’ accessibility to them. The four case studies were: an educational laboratory virtual world, a Massive Open Online Course and the social networks where the students discuss
and learn, a system that includes very large web forms, and an environment where
programmers develop code in the context of quantum computing. The development of the
experiences involved the review of more than 2700 papers (only in the literature review
phase), the analysis of the interaction of 6000 users in four different contexts or the analysis
of 500,000 quantum computing programs.
As outcomes from the experiences, some solutions are presented regarding the minimal
software artifacts to include in software architectures, the behavior they should exhibit, the
features desired in the extended software architecture, some analytic workflows and
approaches to use, or the different kinds of feedback needed to reinforce the users’ interaction
and experience.
The results achieved led to the conclusion that, despite this is not a standard practice in
the literature, the software environments should embrace Knowledge Discovery and datadriven
principles to analyze and respond appropriately to the users’ needs and improve or
support the interaction. To adopt Knowledge Discovery and data-driven principles, the
software environments need to extend their software architectures to cover also the challenges
related to Human-Computer Interaction. Finally, to tackle the current challenges related to
the users’ interaction and experience and aiming to automate the software response to users’
actions, desires, and behaviors, the interactive systems should also include intelligent
behaviors through embracing the Artificial Intelligence procedures and techniques
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