14 research outputs found

    User perceptions of Islamic website (I-webs)

    Get PDF
    Despite attending face-to-face meetings with the Muslim scholars, the Islamic Websites (I-webs) has been one of the most influential mediums of communication for Muslims across the globe to find information about Islam, and to share the knowledge they learned to both Muslims and non-Muslims. Realizing the significant impact of I-webs in spreading da'wah, it is imperative for the researchers understand the perception of our younger generation about I-webs as the source of information. This paper explores the Muslim Youths' perception of I-webs among undergraduate students aged between 19 to 22 years old. I-webs were evaluated using Islamic Website Evaluation Guidelines (IWEG) survey instrument. The outcome of this research will be used to further improve the design of I-webs to attract more users, particularly among the younger generation to deliver messages on the beauty of Islam

    Ethylene : composants dynamiques pour la mise en øeuvre d'IHM plastiques en informatique ambiante

    No full text
    National audienceL'informatique ambiante impose de nouvelles contraintes sur la manière de construire les interfaces Homme- Machine (IHM). Traditionnellement centralisée sur un unique dispositif, l'IHM doit maintenant être distribuable de manière opportuniste sur un ensemble dynamique de dispositifs hétérogènes. Ces nouvelles IHM, dites plastiques, sont abordées dans cet article sous l'angle du génie logiciel (GL). Ce sont des logiciels répartis, dynamiquement adaptables, capables de s'affranchir de l'hétérogénéité des dispositifs et des logiciels. Les solutions actuelles de l'état de l'art en GL et systèmes répartis ne tiennent pas compte de la spécificité de l'interaction homme-machine. Nous proposons donc Ethylene, un cadre conceptuel et technique pour déve- lopper des IHM plastiques en informatique ambiante. Notre solution s'appuie sur l'intégration des approches dirigées par les modèles, d'une combinaison particulière de l'approche à composants et de l'approche à service et d'une manière originale de s'affranchir de l'hétérogénéité des modèles de communication inter- composant

    P for Politics D for Dialogue: Reflections on Participatory Design with Children and Animals

    Get PDF
    Participatory Design strives to open up the decision-making process and empower all those who may be affected by design. This is opposed to Design as a non-participatory process, in which the power to make decisions is vested in the hands of one group to the possible detriment of others. In this paper we interrogate the nature, possibilities and limitations of Participatory Design through the perspective of Child Computer Interaction (CCI) and Animal Computer Interaction (ACI). Due to the cognitive and communication characteristics, and to the social and legal status of their participants, researchers in these communities have to contend with and challenge existing notions of participation and design. Thus, their theories and practices provide a lens through which the nature and goals of Participatory Design can be examined with a view to facilitating the development of more inclusive participatory models and practices

    Interfaces distribuées pour jeux de plateau : d’un retour d’expérience à des règles de conception basées sur la territorialité

    Get PDF
    International audienceThis paper reports an experience feedback on the design of several interactive board games distributed over several devices, a design driven by the 5W1H questions. The analysis of the games developed in reference to the theory of tabletop territoriality leads us to propose design rules which are more structuring for such games, and which remain to be confirmed.Cet article présente un retour d’expérience sur la conception de jeux de plateau interactifs distribués sur plusieurs dispositifs, conception guidée par les questions 5W1H. L’analyse des jeux développés au regard de la théorie de la territorialité appliquée aux tables interactives nous amène à proposer des règles de conception plus structurantes pour de tels jeux : règles qu’il reste à confirmer

    Multilayered paper prototyping for user concept modeling:Supporting the development of application profiles

    Get PDF
    This paper describes an investigation of user-centered design methodologies intended to apply to metadata or information architecture evaluation and deployment. The primary focus of this work is investigation of user conceptual models and comparison with formally architected models. We describe related work, primarily from the domain of information architecture, such as free-listing, contextual enquiry, card-sorting and evaluation, and then describes the design, initial evaluation and practical use of a multi-stage prototyping method designed for elicitation of user knowledge and concepts of a domain, common conceptual models in that domain and the objects, collections and relations between objects considered relevant by users. A simple approach to the analysis of results is described

    Re-using Digital Narrative Content in Interactive Games

    Get PDF
    This paper presents a model, called Scene-Driver, for the reuse of film and television material. We begin by exploring general issues surrounding the ways in which content can be sub-divided into meaningful units for re-use and how criteria might then be applied to the selection and ordering of these units. We also identify and discuss the different means by which a user might interact with the content to create novel and engaging experiences. The Scene-Driver model has been instantiated using content from an animated children’s television series called Tiny Planets, which is aimed at children of 5-7 years old. This type of material, being story-based itself, lends itself particularly well to the application of narrative constraints to scene reordering, to provide coherence to the experience of interacting with the content. We propose an interactive narrative-driven game architecture, in which a user generates novel narratives from existing content by placing “domino” like tiles. These tiles act as “glue” between scenes and each tile-choice dictates certain properties of the next scene to be shown within a game. There are three different game-types, based on three different ways in which tiles can be matched to scenes. We introduce algorithms for generating legal tile-sets for each of these three game-types, which can be extended to include narrative constraints. This ensures that all novel orderings adhere to a minimum narrative plan, which has been identified based on analysis of the Tiny Planets series and on narrative theories. We also suggest ways in which basic narratives can be enhanced by the inclusion of directorial techniques and by the use of more complex plot structures. In our evaluation studies with children in the target age-range, our game compared favourably with other games that the children enjoyed playing

    Ethylene : composants dynamiques pour la mise en øeuvre d'IHM plastiques en informatique ambiante

    Get PDF
    National audienceL'informatique ambiante impose de nouvelles contraintes sur la manière de construire les interfaces Homme- Machine (IHM). Traditionnellement centralisée sur un unique dispositif, l'IHM doit maintenant être distribuable de manière opportuniste sur un ensemble dynamique de dispositifs hétérogènes. Ces nouvelles IHM, dites plastiques, sont abordées dans cet article sous l'angle du génie logiciel (GL). Ce sont des logiciels répartis, dynamiquement adaptables, capables de s'affranchir de l'hétérogénéité des dispositifs et des logiciels. Les solutions actuelles de l'état de l'art en GL et systèmes répartis ne tiennent pas compte de la spécificité de l'interaction homme-machine. Nous proposons donc Ethylene, un cadre conceptuel et technique pour déve- lopper des IHM plastiques en informatique ambiante. Notre solution s'appuie sur l'intégration des approches dirigées par les modèles, d'une combinaison particulière de l'approche à composants et de l'approche à service et d'une manière originale de s'affranchir de l'hétérogénéité des modèles de communication inter- composant

    User Interface Migration of Web Applications with Task continuity and Platform Adaptation Support

    Get PDF
    This thesis shows the work undertaken for supporting user interface migration of web applications. Interface migration occurs when a user interacting with an application switches to a different device and the application interface is transferred onto the new device. Migration must be supported by a platform aware system able to perform interface adaptation that keeps into account the different features of the devices involved, in order to keep the interface usability. Beside adaptation, continuity is the main matter. Once the interface migrates onto a new device, the interaction can be continued without having to restart the application from the beginning. Different types of migration can occur and supporting them poses different level of difficulty. This thesis analyses the various types of migration and describes the client-server architecture implemented for supporting all of them. The thesis shows how the migration service evolved starting from a first core of basic functionalities supporting the easiest situation to the most challenging one

    Task-based Adaptation of Graphical Content in Smart Visual Interfaces

    Get PDF
    To be effective visual representations must be adapted to their respective context of use, especially in so-called Smart Visual Interfaces striving to present specifically those information required for the task at hand. This thesis proposes a generic approach that facilitate the automatic generation of task-specific visual representations from suitable task descriptions. It is discussed how the approach is applied to four principal content types raster images, 2D vector and 3D graphics as well as data visualizations, and how existing display techniques can be integrated into the approach.Effektive visuelle Repräsentationen müssen an den jeweiligen Nutzungskontext angepasst sein, insbesondere in sog. Smart Visual Interfaces, welche anstreben, möglichst genau für die aktuelle Aufgabe benötigte Informationen anzubieten. Diese Arbeit entwirft einen generischen Ansatz zur automatischen Erzeugung aufgabenspezifischer Darstellungen anhand geeigneter Aufgabenbeschreibungen. Es wird gezeigt, wie dieser Ansatz auf vier grundlegende Inhaltstypen Rasterbilder, 2D-Vektor- und 3D-Grafik sowie Datenvisualisierungen anwendbar ist, und wie existierende Darstellungstechniken integrierbar sind
    corecore