15 research outputs found

    Using Activity Theory to Understand Technology Use and Perception among Rural Users in Uganda

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    Implementing technologies in developing communities often involves working with people that have a very different context from the researcher in terms of lower literacy and less experience with technology. Having worked with three rural communities in Uganda and introduced an Information and Communication Technology (ICT) intervention for water management, we use activity theory to analyse people's activities in relation to the use and uptake of the community-based ICT tool. To understand the contextual factors that influence the use of the tool, we proceed from our activity theory analysis and we unpack the perceptions and attitudes that rural technology users have towards technology. Our findings provide insights into what motivates and demotivates people in rural communities to use ICTs. We use our findings to substantiate the relevance of the intangible impacts of ICTs such as empowerment, social cohesion and improved self-worth for rural technology users. We recommend that technology designers be open to the unintended uses of the technologies they introduce in rural communities

    Bootstrapping security policies for wearable Apps using attributed structural graphs

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    We address the problem of bootstrapping security and privacy policies for newly-deployed apps in wireless body area networks (WBAN) composed of smartphones, sensors and other wearable devices. We introduce a framework to model such a WBAN as an undirected graph whose vertices correspond to devices, apps and app resources, while edges model structural relationships among them. This graph is then augmented with attributes capturing the features of each entity together with user-defined tags. We then adapt available graph-based similarity metrics to find the closest app to a new one to be deployed, with the aim of reusing, and possibly adapting, its security policy. We illustrate our approach through a detailed smartphone ecosystem case study. Our results suggest that the scheme can provide users with a reasonably good policy that is consistent with the user’s security preferences implicitly captured by policies already in place.MINECO grant TIN2013-46469-R (SPINY: Security and Privacy in the Internet of You)

    Brand and usability in content-intensive websites

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    Indiana University-Purdue University Indianapolis (IUPUI)Our connections to the digital world are invoked by brands, but the intersection of branding and interaction design is still an under-investigated area. Particularly, current websites are designed not only to support essential user tasks, but also to communicate an institution's intended brand values and traits. What we do not yet know, however, is which design factors affect which aspect of a brand. To demystify this issue, three sub-projects were conducted. The first project developed a systematic approach for evaluating the branding effectiveness of content-intensive websites (BREW). BREW gauges users' brand perceptions on four well-known branding constructs: brand as product, brand as organization, user image, and brand as person. It also provides rich guidelines for eBranding researchers in regard to planning and executing a user study and making improvement recommendations based on the study results. The second project offered a standardized perceived usability questionnaire entitled DEEP (design-oriented evaluation of perceived web usability). DEEP captures the perceived website usability on five design-oriented dimensions: content, information architecture, navigation, layout consistency, and visual guidance. While existing questionnaires assess more holistic concepts, such as ease-of-use and learnability, DEEP can more transparently reveal where the problem actually lies. Moreover, DEEP suggests that the two most critical and reliable usability dimensions are interface consistency and visual guidance. Capitalizing on the BREW approach and the findings from DEEP, a controlled experiment (N=261) was conducted by manipulating interface consistency and visual guidance of an anonymized university website to see how these variables may affect the university's image. Unexpectedly, consistency did not significantly predict brand image, while the effect of visual guidance on brand perception showed a remarkable gender difference. When visual guidance was significantly worsened, females became much less satisfied with the university in terms of brand as product (e.g., teaching and research quality) and user image (e.g., students' characteristics). In contrast, males' perceptions of the university's brand image stayed the same in most circumstances. The reason for this gender difference was revealed through a further path analysis and a follow-up interview, which inspired new research directions to unpack even more the nexus between branding and interaction design

    Usability and User Experience Evaluation of EUDAT Services. Use Case: Aalto Data Repository.

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    The amount of generated research data is growing exponentially. Following this trend, many universities and research institutes require their researchers to plan research data management before commencing a new research project. Research data is a valuable product of research process. Without proper management, the value of research data cannot be utilized properly. As the largest university in Finland in the field of engineering, Aalto University has defined its research data management policy. The policy aims to make research data management easier and it requires Aalto University to find the most suitable platforms to be used for its research data management. Currently Aalto University has four available options for its research data management platform and EUDAT services are considered as one of the best candidate for Aalto University research data management platform. EUDAT is a pan European project which offers common data services and it is funded by European Union. However, it is still unclear how useful EUDAT services would be for researchers in Aalto University. This thesis evaluates the current state of usability and user experience of four EUDAT services: B2DROP, B2SHARE, B2FIND, and B2ACCESS. In addition to that, this thesis also evaluates the functionalities that are available on those services. There are two usability evaluation methods that are used to evaluate EUDAT services: feature inspection and usability testing. The results from those two evaluations show that B2DROP and B2FIND have few usability problems and the available functionalities are good enough for researchers in Aalto University. On the other hand, the results show that B2SHARE and B2ACCESS need to be improved significantly before it can be widely used by researchers in Aalto University. This mainly caused by existing usability problems with significant impact that need to be fixed first

    Computer-Mediated Communication

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    This book is an anthology of present research trends in Computer-mediated Communications (CMC) from the point of view of different application scenarios. Four different scenarios are considered: telecommunication networks, smart health, education, and human-computer interaction. The possibilities of interaction introduced by CMC provide a powerful environment for collaborative human-to-human, computer-mediated interaction across the globe

    The User Experience of Participation: Tracing the Intersection of Sociotechnical Design and Cultural Practice in Digital Ecosystems

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    In this dissertation, I combine methods from Technical Communication, Cultural and Media Studies, and User Experience Design to trace the social and creative practices of social web participants. Using actor network theory, I explore the concept of participation as social and creative practice that demands coordinative knowledge work enacted within a cultural space. Leveraging the insight gained from this research, I develop the user experience of participation as a research and design methodology that privileges the movement of people and information in order to structure and re-structure social connections. I explore this methodology through three intersections between people and technology. The first is between the practices of digital participants within online cultures and the policies aimed at regulating their social and creative work. Second, participation is defined in the ways that local exigency of participants intersects with the implementation of regulations and policies through technological design. Finally, a third intersection appears when participants work to restructure their relationships to policies and technologies through coordinative knowledge work that uncovers and links information within digital ecosystems

    Método para la evaluación de usabilidad de sitios web transaccionales basado en el proceso de inspección heurística

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    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

    Usability in digitalen Kooperationsnetzwerken. Nutzertests und Logfile-Analyse als kombinierte Methode

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    Usability is a key factor when developing new applications. The interaction between the users and the application should be efficient, effective and engaging. Furthermore, a good usability includes a high error tolerance and an good learnability. Different methods allow the measurement of usability throughout the development (process). All methods have in common that the different employed steps like planning, conducting and evaluating are rather time-consuming. When end-users are included as subjects, usability tests are employed. Due to the high time-effort, usually ten or less tests are conducted. The thesis tries to solve this point by trying to combine usability tests and logfile analysis. The empirical work is two-folded. First, usability tests within a learning management system (LMS) are logged in the background. These logfiles are assigned to severe usability problems. Second, the paths of the severe usability problems are combined with logfile data from a real-world LMS that runs the same application. The real-world logfiles contain a period of about 300 days with 133 active users. Prior to the combination, both data sets converted into a similar format. Being a new procedure, the definite similarity value had to be specified by descriptive statistics and visual inspections. The final combination makes it possible to determine the severity of usability problems on the basis of real-world usage data. The proposed method offers a more precise overview of the occurrence of the found usability problems, independent of the test situation. This thesis provides additional value to the fields of (Web) Data Mining, Usability and Human-Computer Interaction (HCI). It also offers additional knowledge to the field of software development, quantitative and quantitative research as well as computer-supported cooperative work (CSCW) and learning management systems (LMS)
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