48,656 research outputs found

    Analysis of research methodologies for neurorehabilitation

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    Health Figures: An Open Source JavaScript Library for Health Data Visualization

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    The way we look at data has a great impact on how we can understand it, particularly when the data is related to health and wellness. Due to the increased use of self-tracking devices and the ongoing shift towards preventive medicine, better understanding of our health data is an important part of improving the general welfare of the citizens. Electronic Health Records, self-tracking devices and mobile applications provide a rich variety of data but it often becomes difficult to understand. We implemented the hFigures library inspired on the hGraph visualization with additional improvements. The purpose of the library is to provide a visual representation of the evolution of health measurements in a complete and useful manner. We researched the usefulness and usability of the library by building an application for health data visualization in a health coaching program. We performed a user evaluation with Heuristic Evaluation, Controlled User Testing and Usability Questionnaires. In the Heuristics Evaluation the average response was 6.3 out of 7 points and the Cognitive Walkthrough done by usability experts indicated no design or mismatch errors. In the CSUQ usability test the system obtained an average score of 6.13 out of 7, and in the ASQ usability test the overall satisfaction score was 6.64 out of 7. We developed hFigures, an open source library for visualizing a complete, accurate and normalized graphical representation of health data. The idea is based on the concept of the hGraph but it provides additional key features, including a comparison of multiple health measurements over time. We conducted a usability evaluation of the library as a key component of an application for health and wellness monitoring. The results indicate that the data visualization library was helpful in assisting users in understanding health data and its evolution over time.Comment: BMC Medical Informatics and Decision Making 16.1 (2016

    An investigation into the perspectives of providers and learners on MOOC accessibility

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    An effective open eLearning environment should consider the target learner’s abilities, learning goals, where learning takes place, and which specific device(s) the learner uses. MOOC platforms struggle to take these factors into account and typically are not accessible, inhibiting access to environments that are intended to be open to all. A series of research initiatives are described that are intended to benefit MOOC providers in achieving greater accessibility and disabled learners to improve their lifelong learning and re-skilling. In this paper, we first outline the rationale, the research questions, and the methodology. The research approach includes interviews, online surveys and a MOOC accessibility audit; we also include factors such the risk management of the research programme and ethical considerations when conducting research with vulnerable learners. Preliminary results are presented from interviews with providers and experts and from analysis of surveys of learners. Finally, we outline the future research opportunities. This paper is framed within the context of the Doctoral Consortium organised at the TEEM'17 conference

    SCUdent Books: A University-Focused Bookselling Platform

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    As the beginning of each university semester or quarter commences, so does the rush to acquire books for classes. The search for school books is a busy and important task for many students. However, an entire slew of problems and frustrations emerge with this academic race to gather books. To begin, students have to deal with the traditional frustrations of expensive textbooks sold at the university bookstore which is especially troublesome for those on a tight budget. Additionally, required textbooks for classes may not be available at the bookstore or require restocking which can take an unknown amount of time. Because of this, students turn to cheaper, faster, and more efficient alternatives for acquiring school books including online retailers such as Amazon or Barnes and Noble. While the Internet makes book shopping appear easier, there exist issues that come with it. Students have to put in more effort ordering online, pay for extra shipping, and wait for their books to arrive. Also, online shopping for books is incredibly decentralized with no convenient platform to cater to students\u27 needs. Students must first spend time finding out which books are required for each class and then spend even more time comparing prices from multiple online retailers. In addition, once a student completes a class he or she may no longer need the book. As a result, the student has no convenient method of disposing the book and must now sell it, throw it away, or keep it. Overall, the process of acquiring books in university is disorganized, stressful, and inconvenient for students

    Facilitating the take-up of new HCI practices: a ‘diffusion of innovations’ perspective

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    The workshop Made for Sharing: HCI Stories of Transfer, Triumph & Tragedy focuses on collecting cases in which practitioners have used their HCI methods in new contexts. For analyzing the collected body of cases we propose to apply a framework inspired by the Diffusion of Innovations approach which focuses on what facilitates the adoption, re-invention and implementation of new practices in social systems

    Just design

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    Inclusive design prescribes addressing the needs of the widest possible audience in order to consider human differences. Taking differences seriously, however, may imply severely restricting “the widest possible audience”. In confronting this paradox, we investigate to what extent Rawls’ theory of justice as fairness applies to design. By converting the paradox into the question of how design can be fair, we show that the demand for equitability shifts from the design output to the design process. We conclude that the two main questions about justice find application in design: the question about the standards of justice and the question about its metrics. We endorse a Rawlsian approach to the former, while some revision may be due regarding the latter

    Assessing Expectations: Towards a Toolbox for an Ethics of Emerging Technologies

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    In recent years, several authors have argued that the desirability of novel technologies should be assessed early, when they are still emerging. Such an ethical assessment of emerging technologies is by definition focused on an elusive object. Usually promises, expectations, and visions of the technology are taken as a starting point. As Nordmann and Rip have pointed out in a recent article, however, ethicists should not take for granted the plausibility of such expectations and visions. In this paper, we explore how the quality of expectations on emerging technologies might be assessed when engaging in a reflection on the desirability of emerging technologies. We propose that an assessment of expectations’ plausibility should focus on statements on technological feasibility, societal usability, and desirability of the expected technology. Whereas the feasibility statement and, to a lesser extent, the usability statements are frequently quite futuristic, the claims on desirability, by contrast, often display a conservative stance towards the future. Assessing the quality of expectations and visions on behalf of emerging technologies requires, then, a careful and well-directed use of both skepticism and imagination. We conclude with a brief overview of the tools and methods ethicists could use to assess claims made on behalf of emerging technologies and improve the ethical reflection on them

    Methodological development

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    Book description: Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organisational and social sciences in order to understand how people use and experience interactive technology. Until now, researchers have been forced to return to the individual subjects to learn about research methods and how to adapt them to the particular challenges of HCI. This is the first book to provide a single resource through which a range of commonly used research methods in HCI are introduced. Chapters are authored by internationally leading HCI researchers who use examples from their own work to illustrate how the methods apply in an HCI context. Each chapter also contains key references to help researchers find out more about each method as it has been used in HCI. Topics covered include experimental design, use of eyetracking, qualitative research methods, cognitive modelling, how to develop new methodologies and writing up your research
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