272,030 research outputs found

    Pattern languages in HCI: A critical review

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    This article presents a critical review of patterns and pattern languages in human-computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI

    Why we interact : on the functional role of the striatum in the subjective experience of social interaction

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    Acknowledgments We thank Neil Macrae and Axel Cleeremans for comments on earlier versions of this manuscript. Furthermore, we are grateful to Dorothé Krug and Barbara Elghahwagi for their assistance in data acquisition. This study was supported by a grant of the Köln Fortune Program of the Medical Faculty at the University of Cologne to L.S. and by a grant “Other Minds” of the German Ministry of Research and Education to K.V.Peer reviewedPreprin

    Conception of the cognitive engineering design problem

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    Cognitive design, as the design of cognitive work and cognitive tools, is predominantly a craft practice that currently depends on the experience and insight of the designer. However, the emergence of a discipline of cognitive engineering promises a more effective alternative practice, one that turns on the prescription of solutions to cognitive design problems. In this paper, the authors first examine the requirements for advancing cognitive engineering as a discipline. In particular, they identify the need for a conception for explicitly formulating cognitive design problems. A proposal for such a conception is then presented

    Patterns of Participation and Motivation in Folding@home: The Contribution of Hardware Enthusiasts and Overclockers

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    Folding@home is a distributed computing project in which participants run protein folding simulations on their computers. Participants complete work units and are awarded points for their contribution. An investigation into motivations to participate and patterns of participation revealed the significant contribution of a sub-community composed of individuals who custom-build computers to maximise their processing power. These individuals, known as “overclockers” or “hardware enthusiasts,” use distributed computing projects such as Folding@home to benchmark their modified computers and to compete with one another to see who can process the greatest number of project work units. Many are initially drawn to the project to learn about computer hardware from other overclockers and to compete for points. However, once they learn more about the scientific outputs of Folding@home, some participants become more motivated by the desire to contribute to scientific research. Overclockers form numerous online communities where members collaborate and help each other maximise their computing output. They invest heavily in their computers and process the majority of Folding@home’s simulations, thus providing an invaluable (and free) resource

    Anthropomorphic user interface feedback in a sewing context and affordances

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    The aim of the authors' research is to gain better insights into the effectiveness and user satisfaction of anthropomorphism at the user interface. Therefore, this paper presents a between users experiment and the results in the context of anthropomorphism at the user interface and the giving of instruction for learning sewing stitches. Two experimental conditions were used, where the information for learning sewing stitches was the same. However the manner of presentation was varied. Therefore one condition was anthropomorphic and the other was non-anthropomorphic. Also the work is closely linked with Hartson's theory of affordances applied to user interfaces. The results suggest that facilitation of the affordances in an anthropomorphic user interface lead to statistically significant results in terms of effectiveness and user satisfaction in the sewing context. Further some violation of the affordances leads to an interface being less usable in terms of effectiveness and user satisfaction

    Motivation, Design, and Ubiquity: A Discussion of Research Ethics and Computer Science

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    Modern society is permeated with computers, and the software that controls them can have latent, long-term, and immediate effects that reach far beyond the actual users of these systems. This places researchers in Computer Science and Software Engineering in a critical position of influence and responsibility, more than any other field because computer systems are vital research tools for other disciplines. This essay presents several key ethical concerns and responsibilities relating to research in computing. The goal is to promote awareness and discussion of ethical issues among computer science researchers. A hypothetical case study is provided, along with questions for reflection and discussion.Comment: Written as central essay for the Computer Science module of the LANGURE model curriculum in Research Ethic

    Occupational therapists’ views of using a virtual reality interior design application within the pre-discharge home visit process

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    This article has been made available through the Brunel Open Access Publishing Fund.Background: A key role of Occupational Therapists (OTs) is to carry out pre-discharge home visits (PHV) and propose appropriate adaptations to the home environment, to enable patients to function independently after hospital-home discharge. However, research shows that more than 50% of specialist equipment installed as part of home adaptations is not used by patients. A key reason for this is that decisions about home adaptations are often made without adequate collaboration and consultation with the patient. Consequently, there is an urgent need to seek out new and innovative uses of technology to facilitate patient/practitioner collaboration, engagement and shared decision making in the PHV process. Virtual reality interior design applications (VRIDAs) primarily allow users to simulate the home environment and visualise changes prior to implementing them. Customised VRIDAs, which also model specialist occupational therapy equipment, could become a valuable tool to facilitate improved patient/practitioner collaboration if developed effectively and integrated into the PHV process. Objective: To explore the perceptions of occupational therapists with regards to using VRIDAs as an assistive tool within the PHV process. Methods: Task-oriented interactive usability sessions, utilising the think-aloud protocol and subsequent semi-structured interviews were carried out with seven Occupational Therapists who possessed significant experience across a range of clinical settings. Template analysis was carried out on the think-aloud and interview data. Analysis was both inductive and driven by theory, centring around the parameters that impact upon the acceptance, adoption and use of this technology in practice as indicated by the Technology Acceptance Model (TAM). Results: OTs’ perceptions were identified relating to three core themes: (1) perceived usefulness (PU), (2) perceived ease of use (PEoU), and (3) actual use (AU). Regarding PU, OTs believed VRIDAs had promising potential to increase understanding, enrich communications and patient involvement, and improved patient/practitioner shared understanding. However, it was unlikely that VRIDAs would be suitable for use with cognitively impaired patients. For PEoU, all OTs were able to use the software and complete the tasks successfully, however, participants noted numerous specialist equipment items that could be added to the furniture library. AU perceptions were positive regarding use of the application across a range of clinical settings including children/young adults, long-term conditions, neurology, older adults, and social services. However, some “fine tuning” may be necessary if the application is to be optimally used in practice. Conclusions: Participants perceived the use of VRIDAs in practice would enhance levels of patient/practitioner collaboration and provide a much needed mechanism via which patients are empowered to become more equal partners in decisions made about their care. Further research is needed to explore patient perceptions of VRIDAs, to make necessary customisations accordingly, and to explore deployment of the application in a collaborative patient/practitioner-based context

    A first approach to understanding and measuring naturalness in driver-car interaction

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    With technology changing the nature of the driving task, qualitative methods can help designers understand and measure driver-car interaction naturalness. Fifteen drivers were interviewed at length in their own parked cars using ethnographically-inspired questions probing issues of interaction salience, expectation, feelings, desires and meanings. Thematic analysis and content analysis found five distinct components relating to 'rich physical' aspects of natural feeling interaction typified by richer physical, analogue, tactile styles of interaction and control. Further components relate to humanlike, intelligent, assistive, socially-aware 'perceived behaviours' of the car. The advantages and challenges of a naturalness-based approach are discussed and ten cognitive component constructs of driver-car naturalness are proposed. These may eventually be applied as a checklist in automotive interaction design.This research was fully funded by a research grant from Jaguar Land Rover, and partially funded by project n.220050/F11 granted by Research Council of Norway
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