73 research outputs found

    The role of avatars in e-government interfaces

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    This paper investigates the use of avatars to communicate live message in e-government interfaces. A comparative study is presented that evaluates the contribution of multimodal metaphors (including avatars) to the usability of interfaces for e-government and user trust. The communication metaphors evaluated included text, earcons, recorded speech and avatars. The experimental platform used for the experiment involved two interface versions with a sample of 30 users. The results demonstrated that the use of multimodal metaphors in an e-government interface can significantly contribute to enhancing the usability and increase trust of users to the e-government interface. A set of design guidelines, for the use of multimodal metaphors in e-government interfaces, was also produced

    Multimedia Communication in e-Government Interface: A Usability and User Trust Investigation

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    In the past few years, e-government has been a topic of much interest among those excited about the advent of Web technologies. Due to the growing demand for effective communication to facilitate real-time interaction between users and e-government applications, many governments are considering installing new tools by e-government portals to mitigate the problems associated with user ā€“ interface communication. Therefore, this study is to indicate the use of multimodal metaphors such as audio-visual avatars in e-government interfaces; to increase the user performance of communications and to reduce information overload and lack of trust that is common with many e-government interfaces. However, only a minority of empirical studies has been focused on assessing the role of audio-visual metaphors in e-government. Therefore, the subject of this thesisā€™ investigation was the use of novel combinations of multimodal metaphors in the presentation of messaging content to produce an evaluation of these combinationsā€™ effects on the usersā€™ communication performance as well as the usability of e-government interfaces and perception of trust. The thesis outlines research comprising three experimental phases. An initial experiment was to explore and compare the usability of text in the presentation of the messaging content versus recorded speech and text with graphic metaphors. The second experimental was to investigate two different styles of incorporating initial avatars versus the auditory channel. The third experiment examined a novel approach around the use of speaking avatars with human-like facial expressions, obverse speaking avatars full body gestures during the presentation of the messaging content to compare the usability and communication performance as well as the perception of trust. The achieved results demonstrated the usefulness of the tested metaphors to enhance e-government usability, improve the performance of communication and increase usersā€™ trust. A set of empirically derived ground-breaking guidelines for the design and use of these metaphors to generate more usable e-government interfaces was the overall provision of the results.Saudi Arabia Embass

    Adding, Retrieving and Browsing Content in Social Media and E-Journalism

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    This thesis explores the use of avatars with facial expressions in social media and e-journalism communication interfaces. This thesis involved three experimental conditions. In the first experimental condition a survey (n=34) and an experiment (n=25) were carried out in order to explore the central problems faced by users during adding and retrieving comments and methods to overcome those problems. The survey intended to find out the position users took towards these metaphors. 25users from the Aljazeera Channel in Doha, Qatar took part. The first experimental condition consisted of two interfaces, TARCS (traditional adding and retrieving comments system) and CMARCS (classification multimodal adding and retrieving comments system). This was carried out in order to assess users' perception of unique text with graphic classification and multimodal in an EARCS (electronic adding and retrieving comments system) interface in the presence and absence of an interactive context. This was implemented in order to assess the role of these unique classification interfaces in a news comment in the term of usability. In the second experiment, forty users evaluated the use of the VARCS (visual adding and retrieving comments system) and MMARCS (multimodal adding and retrieving comments system). Both interfaces evaluated the effect on public opinion as media study and effectiveness, interactivity and user satisfaction in HCI studies. The third experimental condition consisted of one study that investigated the impactbility and usability of facial expressions compared text with graphic and multimodal metaphors. Sixty six users from Al-Arabiya Channel in Dubai, UEA took part in these two experiments. The results obtained show that users had some problems with adding and retrieving comments in social media such as missing data and lack of organisation. Also, the new classification performed better and faster under an interface that implemented avatars with specific facial expressions compared to a textual interface and multimodal. Practical guidelines were also introduced to provide assistance to multimedia designers who use avatars with facial expressions in e-journalism interactive systems as well as its impact on the public opinion.Ministry of High Education in Saudi, the Saudi Arabian Cultural Bureau, Al-Jazeera Channel, MBC Group and Al-Arabiya Channe

    The role of edutainment in e-learning: An empirical study.

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    Impersonal, non-face-to-face contact and text-based interfaces, in the e-Learning segment, present major problems that are encountered by learners, since they are out on vital personal interactions and useful feedback messages, as well as on real-time information about their learning performance. This research programme suggests a multimodal, combined with an edutainment approach, which is expected to improve the communications between users and e-Learning systems. This thesis empirically investigates usersā€™ effectiveness; efficiency and satisfaction, in order to determine the influence of edutainment, (e.g. amusing speech and facial expressions), combined with multimodal metaphors, (e.g. speech, earcon, avatar, etc.), within e-Learning environments. Besides text, speech, visual, and earcon modalities, avatars are incorporated to offer a visual and listening realm, in online learning. The methodology used for this research project comprises a literature review, as well as three experimental platforms. The initial experiment serves as a first step towards investigating the feasibility of completing all the tasks and objectives in the research project, outlined above. The remaining two experiments explore, further, the role of edutainment in enhancing e-Learning user interfaces. The overall challenge is to enhance user-interface usability; to improve the presentation of learning, in e-Learning systems; to improve user enjoyment; to enhance interactivity and learning performance; and, also, to contribute in developing guidelines for multimodal involvement, in the context of edutainment. The results of the experiments presented in this thesis show an improvement in user enjoyment, through satisfaction measurements. In the first experiment, the enjoyment level increased by 11%, in the Edutainment (E) platform, compared to the Non-edutainment (NE) interface. In the second experiment, the Game-Based Learning (GBL) interface obtained 14% greater enhancement than the Virtual Class (VC) interface and 20.85% more than the Storytelling interface; whereas, the percentage obtained by the game incorporated with avatars increased by an extra 3%, compared with the other platforms, in the third experiment. In addition, improvement in both user performance and learning retention were detected through effective and efficiency measurements. In the first experiment, there was no significant difference between mean values of time, for both conditions (E) & (NE) which were not found to be significant, when tested using T-test. In the second experiment, the time spent in condition (GBL) was higher by 7-10 seconds, than in the other conditions. In the third experiment, the mean values of the time taken by the users, in all conditions, were comparable, with an average of 22.8%. With regards to effectiveness, the findings of the first experiment showed, generally, that the mean correct answer for condition (E) was higher by 20%, than the mean for condition (NE). Users in condition (GBL) performed better than the users in the other conditions, in the second experiment. The percentage of correct answers, in the second experiment, was higher by 20% and by 34.7%, in condition (GBL), than in the (VC) and (ST), respectively. Finally, a set of empirically derived guidelines was produced for the design of usable multimodal e-Learning and edutainment interfaces.Libyan Embass

    DESIGN FOUNDATIONS FOR CONTENT-RICH ACOUSTIC INTERFACES: INVESTIGATING AUDEMES AS REFERENTIAL NON-SPEECH AUDIO CUES

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    Indiana University-Purdue University Indianapolis (IUPUI)To access interactive systems, blind and visually impaired users can leverage their auditory senses by using non-speech sounds. The current structure of non-speech sounds, however, is geared toward conveying user interface operations (e.g., opening a file) rather than large theme-based information (e.g., a history passage) and, thus, is ill-suited to signify the complex meanings of primary learning material (e.g., books and websites). In order to address this problem, this dissertation introduces audemes, a new category of non-speech sounds, whose semiotic structure and flexibility open new horizons for facilitating the education of blind and visually impaired students. An experiment with 21 students from the Indiana School for the Blind and Visually Impaired (ISBVI) supports the hypothesis that audemes increase the retention of theme-based information. By acting as memory catalysts, audemes can play an important role in enhancing the aural interaction and navigation in future sound-based user interfaces. For this dissertation, I designed an Acoustic EDutainment INterface (AEDIN) that integrates audemes as a way by which to vividly anticipate text-to-speech theme-based information and, thus, act as innovative aural covers. The results of two iterative usability evaluations with total of 20 blind and visually impaired participants showed that AEDIN is a highly usable and enjoyable acoustic interface. Yet, designing well-formed audemes remains an ad hoc process because audeme creators can only rely on their intuition to generate meaningful and memorable sounds. In order to address this problem, this dissertation presents three experiments, each with 10 blind and visually impaired participants. The goal was to examine the optimal combination of audeme attributes, which can be used to facilitate accurate recognitions of audeme meanings. This work led to the creation of seven basic guidelines that can be used to design well-formed audemes. An interactive application tool (ASCOLTA: Advanced Support and Creation-Oriented Library Tool for Audemes) operationalized these guidelines to support individuals without an audio background in designing well-formed audemes. An informal evaluation conducted with three teachers from the ISBVI, supports the hypothesis that ASCOLTA is a useful tool by which to facilitate the integration of audemes into the teaching environment

    Multimodal Interaction in Electronic Customer Loyalty Management Systems: An Empirical Investigation

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    This thesis investigates the application of multimodal metaphors in electronic Customer Loyalty Management Systems (e-CLMS) in terms of efficiency, effectiveness, user satisfaction, and understandability of the customisation tasks and information communicated. The potential of users developing loyalty as a result of better usability and user satisfaction is also accessed via questionnaires. The first experiment investigated issues of usability and the usersā€Ÿ views of an e-commerce platform developed for these experiments using three conditions with three independent groups. A visual group (VICLMS, n=25) that was communicated information within the platform using text with graphics, a multimodal group (MICLMS, n=25) that usedrecorded speech, earcons and auditory icons and an expressive avatars group(AICLMS, n=25) that was predominantly communicated information using avatars. The second experiment evaluated three avatar-based multimodal conditions using a dependent group (n=50). This experiment evaluated user satisfaction, perceived convenience, enjoyment, ease of use and customisation, and successful completion of user tasks. The conditions were avatars with earcons (AEICLMS), avatars with auditory icons (AAICLMS) and avatars with both earcons and auditory icons (AICLMS).The use of expressive avatars in the e-CLMS interface contributed to the positive predisposition of usersto develop loyalty. Multimodal metaphors contributed more significantly to complex customisation tasks. A set of empirically derived guidelines and a validation approach is suggested for designing multimodal E-CLMS interfaces

    Understanding and Enhancing Customer-Agent-Computer Interaction in Customer Service Settings

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    Providing good customer service is crucial to many commercial organizations. There are different means through which the service can be provided, such as Ecommerce, call centres or face-to-face. Although some service is provided through electronic or telephone-based interaction, it is common that the service is provided through human agents. In addition, many customer service interactions also involve a computer, for example, an information system where a travel agent finds suitable flights. This thesis seeks to understand the three channels of customer service interactions between the agent, customer and computer: Customer-Agent-Computer Interaction (CACI). A set of ethnographic studies were conducted at call centres to gain an initial understanding of CACI and to investigate the customer-computer channel. The findings revealed that CACI is more complicated than traditional CHI, because there is a second person, the customer, involved in the interaction. For example, the agent provides a lot of feedback about the computer to the customer, such as, ā€œI am waiting for the computerā€ Laboratory experiments were conducted to investigate the customer-computer channel by adding non-verbal auditory feedback about the computer directly to the customers. The findings showed only a small insignificant difference in task completion time and subjective satisfaction. There were indications that there was an improvement in flow of communication. Experiments were conducted to investigate how the two humans interact over two different communication modes: face-to-face and telephone. Findings showed that there was a significantly shorter task completion time via telephone. There was also a difference in style of communication, with face-to-face having more single activities, such as, talking only, while in the telephone condition there were more dual activities, for instance talking while also searching. There was only a small difference in subjective satisfaction. To investigate if the findings from the laboratory experiment also held in a real situation and to identify potential improvement areas, a series of studies were conducted: observations and interviews at multiple travel agencies, one focus group and a proof of concept study at one travel agency. The findings confirmed the results from the laboratory experiments. A number of potential interface improvements were also identified, such as, a history mechanism and sharing part of the computer screen with the customer at the agent's discretion. The results from the work in this thesis suggest that telephone interaction, although containing fewer cues, is not necessarily an impoverished mode of communication. Telephone interaction is less time consuming and more task-focused. Further, adding non-verbal auditory feedback did not enhance the interaction. The findings also suggest that customer service CACI is inherently different in nature and that there are additional complications with traditional CHI issues

    A generic approach to the evolution of interaction in ubiquitous systems

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    This dissertation addresses the challenge of the configuration of modern (ubiquitous, context-sensitive, mobile et al.) interactive systems where it is difficult or impossible to predict (i) the resources available for evolution, (ii) the criteria for judging the success of the evolution, and (iii) the degree to which human judgements must be involved in the evaluation process used to determine the configuration. In this thesis a conceptual model of interactive system configuration over time (known as interaction evolution) is presented which relies upon the follow steps; (i) identification of opportunities for change in a system, (ii) reflection on the available configuration alternatives, (iii) decision-making and (iv) implementation, and finally iteration of the process. This conceptual model underpins the development of a dynamic evolution environment based on a notion of configuration evaluation functions (hereafter referred to as evaluation functions) that provides greater flexibility than current solutions and, when supported by appropriate tools, can provide a richer set of evaluation techniques and features that are difficult or impossible to implement in current systems. Specifically this approach has support for changes to the approach, style or mode of use used for configuration - these features may result in more effective systems, less effort involved to configure them and a greater degree of control may be offered to the user. The contributions of this work include; (i) establishing the the need for configuration evolution through a literature review and a motivating case study experiment, (ii) development of a conceptual process model supporting interaction evolution, (iii) development of a model based on the notion of evaluation functions which is shown to support a wide range of interaction configuration approaches, (iv) a characterisation of the configuration evaluation space, followed by (v) an implementation of these ideas used in (vi) a series of longitudinal technology probes and investigations into the approaches

    Instructional eLearning technologies for the vision impaired

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    The principal sensory modality employed in learning is vision, and that not only increases the difficulty for vision impaired students from accessing existing educational media but also the new and mostly visiocentric learning materials being offered through on-line delivery mechanisms. Using as a reference Certified Cisco Network Associate (CCNA) and IT Essentials courses, a study has been made of tools that can access such on-line systems and transcribe the materials into a form suitable for vision impaired learning. Modalities employed included haptic, tactile, audio and descriptive text. How such a multi-modal approach can achieve equivalent success for the vision impaired is demonstrated. However, the study also shows the limits of the current understanding of human perception, especially with respect to comprehending two and three dimensional objects and spaces when there is no recourse to vision

    Ambient hues and audible cues: An approach to automotive user interface design using multi-modal feedback

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    The use of touchscreen interfaces for in-vehicle information, entertainment, and for the control of comfort settings is proliferating. Moreover, using these interfaces requires the same visual and manual resources needed for safe driving. Guided by much of the prevalent research in the areas of the human visual system, attention, and multimodal redundancy the Hues and Cues design paradigm was developed to make touchscreen automotive user interfaces more suitable to use while driving. This paradigm was applied to a prototype of an automotive user interface and evaluated with respects to driver performance using the dual-task, Lane Change Test (LCT). Each level of the design paradigm was evaluated in light of possible gender differences. The results of the repeated measures experiment suggests that when compared to interfaces without both the Hues and the Cues paradigm applied, the Hues and Cues interface requires less mental effort to operate, is more usable, and is more preferred. However, the results differ in the degradation in driver performance with interfaces that only have visual feedback resulting in better task times and significant gender differences in the driving task with interfaces that only have auditory feedback. Overall, the results reported show that the presentation of multimodal feedback can be useful in design automotive interfaces, but must be flexible enough to account for individual differences
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