8,222 research outputs found

    Leading Change through User Experience: How End Users Are Changing the Library

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    Cline Library is centrally located on the Northern Arizona University (NAU) campus in Flagstaff, Arizona. The library has a staff of sixty-two, and an additional forty-six student staff. According to the Carnegie Classification of Institutions of Higher Education, NAU is classified as “R2: Doctoral Universities—Higher Research Activity.” Founded in 1899 with twenty-three students, NAU is now a public university with over 30,000 undergraduate and graduate students who learn on campus and online, across the state and beyond. NAU has built a reputation for research and scientific discovery, and over 1,000 undergraduates present at the annual Undergraduate Research Symposium. From the beginning, NAU placed students at the center, and students are the driving force behind what Cline Library does. Through a strategic planning process now underway, users and staff imagine the future for Cline Library as a people-focused experiential learning environment, which is dynamic, is proactive to user needs, and promotes both individual discovery and creative collaboration. The library’s newly crafted mission and vision state

    A Comparison of Quantitative and Qualitative Data from a Formative Usability Evaluation of an Augmented Reality Learning Scenario

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    The proliferation of augmented reality (AR) technologies creates opportunities for the devel-opment of new learning scenarios. More recently, the advances in the design and implementation of desktop AR systems make it possible the deployment of such scenarios in primary and secondary schools. Usability evaluation is a precondition for the pedagogical effectiveness of these new technologies and requires a systematic approach for finding and fixing usability problems. In this paper we present an approach to a formative usability evaluation based on heuristic evaluation and user testing. The basic idea is to compare and integrate quantitative and qualitative measures in order to increase confidence in results and enhance the descriptive power of the usability evaluation report.augmented reality, multimodal interaction, e-learning, formative usability evaluation, user testing, heuristic evaluation

    HELIN Consortium OPAC Report

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    Report of the HELIN OPAC Task Force, a group appointed by the HELIN Directors to review the Innovative Interfaces online public access catalog under 2006 release driven by WebPAC Pro. The task force met during the fall of 2006

    Usability engineering for GIS: learning from a screenshot

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    In this paper, the focus is on the concept of Usability Engineering for GIS – a set of techniques and methods that are especially suitable for evaluating the usability of GIS applications – which can be deployed as part of the development process. To demonstrate how the framework of Usability Engineering for GIS can be used in reality, a screenshot study is described. Users were asked to provide a screenshot of their GIS during their working day. The study shows how a simple technique can help in understanding the way GIS is used in situ

    Virtualizing Monitoring and Control Systems: First Operational Experience and Future Applications

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    Virtualization is a technology that allows emulating a complete computer platform. The potential use ranges from consolidating hardware to running several different operating systems in parallel on one computer to preserving the operability of heritage software. GSOC has been investigating the possibilities of virtualization for some time. Aside from the usual approach of virtualizing the central servers out of administrational, consolidational reasons, the possibilities and advantages of control room client virtualization was explored. While moving mainstream in other businesses, the space community is cautious to apply this technique to the mission critical monitoring and control systems. This paper illustrates three virtualization steps that are underway at GSOC and presents the experiences gained

    Heuristic usability evaluation on games: a modular approach

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    Heuristic evaluation is the preferred method to assess usability in games when experts conduct this evaluation. Many heuristics guidelines have been proposed attending to specificities of games but they only focus on specific subsets of games or platforms. In fact, to date the most used guideline to evaluate games usability is still Nielsen’s proposal, which is focused on generic software. As a result, most evaluations do not cover important aspects in games such as mobility, multiplayer interactions, enjoyability and playability, etc. To promote the usage of new heuristics adapted to different game and platform aspects we propose a modular approach based on the classification of existing game heuristics using metadata and a tool, MUSE (Meta-heUristics uSability Evaluation tool) for games, which allows a rebuild of heuristic guidelines based on metadata selection in order to obtain a customized list for every real evaluation case. The usage of these new rebuilt heuristic guidelines allows an explicit attendance to a wide range of usability aspects in games and a better detection of usability issues. We preliminarily evaluate MUSE with an analysis of two different games, using both the Nielsen’s heuristics and the customized heuristic lists generated by our tool.Unión Europea PI055-15/E0

    Submission to the Commons Select Committee on Education

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    Computing is a rigorous, intellectually rich discipline alongside Maths, Science, or History. Like those subjects, Computing explores foundational principles and ideas, rather than training students in skills that date quickly. In an increasingly digital, knowledge-based age, Computing is fundamental both to full citizenship, and to our economic health as a nation. Yet, incredibly, Computing is virtually absent from UK schools. Instead, secondary schools in England currently teach ICT. The original concept behind ICT was to teach students how to use software to solve real-world problems. That would have been a tremendous achievement had it succeeded. However, what has actually happened in far too many schools is that ICT focuses solely upon IT literacy, and supporting teaching and learning in other curriculum contexts. ICT is not the discipline of understanding and knowledge of computers and the way they work.The creation of the EBac provides the perfect opportunity to send a clear signal to schools and pupils of the importance of Computing. Our key recommendation is that Computing (unlike ICT) should “count” towards the English Baccalaureate.On behalf of Computing at School:Dr. John WoollardProf. Simon Peyton-JonesDr. Bill Mitchel

    Investigating affordances of virtual worlds for real world B2C e-commerce

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    Virtual worlds are three-dimensional (3D) online persistent multi-user environments where users interact through avatars. The literature suggests that virtual worlds can facilitate real world business-to-consumer (B2C) e-commerce. However, few real world businesses have adopted virtual worlds for B2C e-commerce. In this paper, we present results from interviews with consumers in a virtual world to investigate how virtual worlds can support B2C e-commerce. A thematic analysis of the data was conducted to uncover affordances and constraints of virtual worlds for B2C e-commerce. Two affordances (habitability and appearance of realness) and one constraint (demand for specialised skill) were uncovered. The implications of this research for designers are (1) to provide options to consumers that enable them to manage their online reputation, (2) to focus on managing consumers’ expectations and (3) to facilitate learning between consumers
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