12 research outputs found

    Guidelines for the usability evaluation of a BI application within a coal mining organization

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    Business Intelligence (BI) applications are consulted by their users on a daily basis. BI information obtained assist users to make business decisions and allow for a deeper understanding of the business and its driving forces. In a mining environment companies need to derive maximum benefit from BI applications, therefore these applications need to be used optimally. Optimal use depends on various factors including the usability of the product. The documented lack of usability evaluation guidelines provides the rationale for this study. The purpose is to investigate the usability evaluation of BI applications in the context of a coal mining organization. The research is guided by the question: What guidelines should be used to evaluate the usability of BI applications. The research design included the identification of BI usability issues based on the observation of BI users at the coal mining organization. The usability criteria extracted from the usability issues were compared and then merged with general usability criteria from literature to form an initial set of BI usability evaluation criteria. These criteria were used as the basis for a heuristic evaluation of the BI application used at the coal mining organization. The same application was also evaluated using the Software Usability Measurement Inventory (SUMI) standardised questionnaire. The results from the two evaluations were triangulated to provide a refined set of criteria. The main contribution of the study is the heuristic evaluation guidelines for BI applications (based on these criteria). These guidelines are grouped in the following functional areas: visibility, flexibility, cognition, application behaviour, error control and help, affect and BI elements.Information ScienceM.Sc. (Information Systems

    An Integrated Formal Task Specification Method for Smart Environments

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    This thesis is concerned with the development of interactive systems for smart environments. In such scenario different interaction paradigms need to be supported and according methods and development strategies need to be applied to comprise not only explicit interaction (e.g., pressing a button to adjust the light) but also implicit interactions (e.g., walking to the speaker’s desk to give a talk) to assist the user appropriately. A task-based modeling approach is introduced allowing basing the implementing of different interaction paradigms on the same artifact

    Self-managed Workflows for Cyber-physical Systems

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    Workflows are a well-established concept for describing business logics and processes in web-based applications and enterprise application integration scenarios on an abstract implementation-agnostic level. Applying Business Process Management (BPM) technologies to increase autonomy and automate sequences of activities in Cyber-physical Systems (CPS) promises various advantages including a higher flexibility and simplified programming, a more efficient resource usage, and an easier integration and orchestration of CPS devices. However, traditional BPM notations and engines have not been designed to be used in the context of CPS, which raises new research questions occurring with the close coupling of the virtual and physical worlds. Among these challenges are the interaction with complex compounds of heterogeneous sensors, actuators, things and humans; the detection and handling of errors in the physical world; and the synchronization of the cyber-physical process execution models. Novel factors related to the interaction with the physical world including real world obstacles, inconsistencies and inaccuracies may jeopardize the successful execution of workflows in CPS and may lead to unanticipated situations. This thesis investigates properties and requirements of CPS relevant for the introduction of BPM technologies into cyber-physical domains. We discuss existing BPM systems and related work regarding the integration of sensors and actuators into workflows, the development of a Workflow Management System (WfMS) for CPS, and the synchronization of the virtual and physical process execution as part of self-* capabilities for WfMSes. Based on the identified research gap, we present concepts and prototypes regarding the development of a CPS WFMS w.r.t. all phases of the BPM lifecycle. First, we introduce a CPS workflow notation that supports the modelling of the interaction of complex sensors, actuators, humans, dynamic services and WfMSes on the business process level. In addition, the effects of the workflow execution can be specified in the form of goals defining success and error criteria for the execution of individual process steps. Along with that, we introduce the notion of Cyber-physical Consistency. Following, we present a system architecture for a corresponding WfMS (PROtEUS) to execute the modelled processes-also in distributed execution settings and with a focus on interactive process management. Subsequently, the integration of a cyber-physical feedback loop to increase resilience of the process execution at runtime is discussed. Within this MAPE-K loop, sensor and context data are related to the effects of the process execution, deviations from expected behaviour are detected, and compensations are planned and executed. The execution of this feedback loop can be scaled depending on the required level of precision and consistency. Our implementation of the MAPE-K loop proves to be a general framework for adding self-* capabilities to WfMSes. The evaluation of our concepts within a smart home case study shows expected behaviour, reasonable execution times, reduced error rates and high coverage of the identified requirements, which makes our CPS~WfMS a suitable system for introducing workflows on top of systems, devices, things and applications of CPS.:1. Introduction 15 1.1. Motivation 15 1.2. Research Issues 17 1.3. Scope & Contributions 19 1.4. Structure of the Thesis 20 2. Workflows and Cyber-physical Systems 21 2.1. Introduction 21 2.2. Two Motivating Examples 21 2.3. Business Process Management and Workflow Technologies 23 2.4. Cyber-physical Systems 31 2.5. Workflows in CPS 38 2.6. Requirements 42 3. Related Work 45 3.1. Introduction 45 3.2. Existing BPM Systems in Industry and Academia 45 3.3. Modelling of CPS Workflows 49 3.4. CPS Workflow Systems 53 3.5. Cyber-physical Synchronization 58 3.6. Self-* for BPM Systems 63 3.7. Retrofitting Frameworks for WfMSes 69 3.8. Conclusion & Deficits 71 4. Modelling of Cyber-physical Workflows with Consistency Style Sheets 75 4.1. Introduction 75 4.2. Workflow Metamodel 76 4.3. Knowledge Base 87 4.4. Dynamic Services 92 4.5. CPS-related Workflow Effects 94 4.6. Cyber-physical Consistency 100 4.7. Consistency Style Sheets 105 4.8. Tools for Modelling of CPS Workflows 106 4.9. Compatibility with Existing Business Process Notations 111 5. Architecture of a WfMS for Distributed CPS Workflows 115 5.1. Introduction 115 5.2. PROtEUS Process Execution System 116 5.3. Internet of Things Middleware 124 5.4. Dynamic Service Selection via Semantic Access Layer 125 5.5. Process Distribution 126 5.6. Ubiquitous Human Interaction 130 5.7. Towards a CPS WfMS Reference Architecture for Other Domains 137 6. Scalable Execution of Self-managed CPS Workflows 141 6.1. Introduction 141 6.2. MAPE-K Control Loops for Autonomous Workflows 141 6.3. Feedback Loop for Cyber-physical Consistency 148 6.4. Feedback Loop for Distributed Workflows 152 6.5. Consistency Levels, Scalability and Scalable Consistency 157 6.6. Self-managed Workflows 158 6.7. Adaptations and Meta-adaptations 159 6.8. Multiple Feedback Loops and Process Instances 160 6.9. Transactions and ACID for CPS Workflows 161 6.10. Runtime View on Cyber-physical Synchronization for Workflows 162 6.11. Applicability of Workflow Feedback Loops to other CPS Domains 164 6.12. A Retrofitting Framework for Self-managed CPS WfMSes 165 7. Evaluation 171 7.1. Introduction 171 7.2. Hardware and Software 171 7.3. PROtEUS Base System 174 7.4. PROtEUS with Feedback Service 182 7.5. Feedback Service with Legacy WfMSes 213 7.6. Qualitative Discussion of Requirements and Additional CPS Aspects 217 7.7. Comparison with Related Work 232 7.8. Conclusion 234 8. Summary and Future Work 237 8.1. Summary and Conclusion 237 8.2. Advances of this Thesis 240 8.3. Contributions to the Research Area 242 8.4. Relevance 243 8.5. Open Questions 245 8.6. Future Work 247 Bibliography 249 Acronyms 277 List of Figures 281 List of Tables 285 List of Listings 287 Appendices 28

    An Agile Holistic Gamified Pedagogical Design Framework To Promote The Synergy Between Teachers And Game Developers

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    The young generation is passionate about technology and the update of learning/teaching tools is a necessity to match their current interest. The existing literature on gamification supports its benefit on students’ engagement, learning acquisition, skills and resilience. This research discusses gamification concept in a pedagogical context, in which there appears to be a lack of clarity about the meaning provided in the literature. The balance of gamification design to cultivate students’ both extrinsic and intrinsic motivation. Then, it describes a focused interest in teachers’ roles as key stakeholders in gamification design. A literature review carried out to investigate current practices of gamification design and identify the barriers. There is inadequate integration of learning that theories might preserve the pedagogical aspect of the design. However, these theories might not be reciprocated by game developers. Conversely, game design terminology could be challenging for some teachers. There is a need to find common ground where both parties can express their design decisions and communicate efficiently. Therefore, there is a need for a communication platform that includes the two stakeholders—teachers and game developers—in the design process. This would keep each of them focused on their area of expertise and avoid the disadvantage of taking up too much of their time (i.e. the teachers will not dive into programming or game design technicalities). The research developed an Agile Holistic Gamified Pedagogical Design (AH-GPD) Framework to support the synergy between teachers and game developers in the design process. The framework’s high-level is based on two software design models: Analysis, Design, Development, Implementation, and Evaluation (ADDIE) and Usability-Software Development Life Cycle (U-SDLC). In this research, a comprehensive search was conducted to identify the gamification elements in a pedagogical context. The identified gamification elements are used to enhance the practicality of the framework and its adaptability by teachers. Then, the teachers’ role was defined using in the design process using a quantitative approach to categorise the gamification aspects from a teacher’s point of view. The supported categorisations are teacher-driven, game developers-driven or shared task. The next step of the research is the practical validation of the gamification elements utilising the think aloud interview protocol (qualitative approach) with teachers. Following that, a validation of the research with game developers through interviews to enable the collaboration with teachers and refining the framework. The validation of the research with both teachers and game developers concludes to building Pedagogical Game Design Document (Ped-GDD) as communication template. An evaluation of the Ped-GDD was conducted with a panel of experts representing the two stakeholders; teachers and game developers. The evaluation was conducted through a semi-structured interview, and the criteria is adopted from the Technology Acceptance Model (TAM). The features assessed are; Easy to learn, Easy to use, Usefulness, Comprehensiveness, Adaptability and Intention to use in the future

    Design in the Age of Information: A Report to the National Science Foundation (NSF)

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    The Information Age is upon us - it has become a global force in our everyday lives. But the promise of significant benefits from this revolution, which has been driven largely by technologists, will not be realized without more careful planning and design of information systems that can be integral to the simultaneously emerging user-cultures. In cultural terms, information systems must be effective, reliable, affordable, intuitively meaningful, and available anytime and everywhere. In this phase of the information revolution, design will be essential

    INTERRELATIONSHIPS BETWEEN USERS AND SYSTEM FLEXIBILITIES WITH PERCEIVED USABILITY OF ONLINE AIRLINE RESERVATION SYSTEMS

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    It is very critical for the organizations to design flexible systems that are easy to use and can accomplish all the requirements by way of offering customizability. Philosophers argue that users are good in adapting the systems; however, research shows users dissatisfaction with existing Online Airline Reservation Systems in terms of task completion. Therefore, researchers are eager to find out ways for improving online usability of the systems, how users' Perceived Usability of the system is formulated by its flexibility functions. This research therefore examines travelers' expectations, preferences and online behavior (Users' Flexibility) and aligns that with designing of flexible online airline reservation systems (System's Flexibility) and users' as evaluators of the online systems to determine its Perceived Usability through users' effectiveness, efficiency and satisfaction (Perceived Usability). In this dissertation, both quantitative and qualitative techniques were used to analyze the data collected in the context of SF, lJF and PU of the systems. A redesign solution for enhanced usability was developed based on HCI guidelines and the flexibility tactics used in online travel agencies, which led to a proposed interface with the integration of opaque mechanism. The two interfaces were used in the experiment. Participants were requested to complete the evaluation of the existing and proposed interfaces. The findings suggested that users can be classified on the basis of their Flexible Traveling Behavior which led to the development of a Users' Flexibility measuring scale. It is further investigated that integration of opaque fares concept would increase the usability of the system. Since flexibility is referred to its ability to respond to internal or external changes, systems incorporated with opaque fares would serve the role of external change agent by way of providing flexibility in users' decision making and will also serve the role of internal change agent by way of providing the capability of accepting changed decisions

    Designing technology for young children: guidelines grounded in a literature investigation on child development and children's technology

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    This thesis is about the design of technology for children from five to eight years of age. The majority of available guidelines and principles for design or evaluation of technology support the design of products aimed at adults. The limited guidelines available for design of young children's technology do not focus sufficiently on age-related requirements or they offer high-level advice that is only useful in the planning stages of design. Working from the assumption that knowledge available in the literature provides sufficient information to support this process, my aim with this study was to demonstrate how a dependable and useful set of guidelines for the design of technology for children aged five to eight years could be derived from an existing body of knowledge. Development of the guidelines firstly involved research into the psychological theories of children's development to identify those elements of development and the characteristics of children that may have bearing on children's use of technology. Secondly, the literature on children's development of specific skills such as literacy and mathematics was investigated. The available literature on young children's use of technology was studied next and, finally, the applicability of existing design guidelines and principles for children's products evaluated. Throughout this literature investigation the researcher gathered design-relevant factors that could potentially become design guidelines. Using qualitative data analysis techniques, more than five hundred such data elements were systematically coded, processed, analysed and categorised. The result is three hundred and fifty guidelines organised into a framework of six categories and twenty-six subcategories that integrates the relevant theoretical fields and provides practical support for designers. To demonstrate the credibility and usefulness of the emerging guidelines they were used to do an evaluation and re-design of an existing product aimed at the target group. The thesis reports in detail on the different stages of the research, and systematically takes the reader through the process of deriving guidelines from existing theory and research findings, and integrating them into a useful framework.School of ComputingPhD. (Computer Science

    Käyttäjäkeskeisen tuotekehitysorganisaation tietotuki – Pohdintoja "Knowledge Storage" –tiedonhallintaympäristön toteutuksen ja arvioinnin perusteella

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    User-centred development of interactive systems and devices has received increasing importance in product development organisations. So far, the answer from the usability engineering community has been the offering of different types of methods that can be applied during the development work in different stages of the development process. As the amount of applicable methods increase and the stakeholder population utilising these methods broadens, support for the management of this usability engineering work becomes important. This includes considerations about the arrangement of the organisation performing the development work as well as the tools and methods that supports this. The objective of this study is the modelling and construction of information support for product development that takes user-centred issues into consideration. The main research question of the study is "What kind of information management system can provide support for user-oriented product development?" Boundaries for the main research question are presented with the focus areas of the work that point out insights from the organisational standpoint as well as from the standpoint of the methods and tools. The methodological standpoint has a longer tradition in the HCI field than the organisational one. In the literature review part of this thesis, methods that are used rather widespread are introduced in order to find out the characteristics and requirements that they point out for the surrounding information support systems and the hosting organisation. The organisational standpoint is studied and reflected in the three empirical studies that illustrate the contemporary arrangement and organisation of product development. Product development is addressed also in the literature review. Building on the findings, a framework of the characteristics for a hosting organisation is presented. The framework consists of five levels: organisational orientation (values, attitude), life-cycle considerations (business/process/product), generic development support (methods and tools), quality instructions (organisation-specific adjustments of the generic level), and information support (operative level). This framework points out the position of an information support system in the organisational surroundings. After this 'positioning', more detailed modelling, design and implementation of the supporting information support system, the "Knowledge Storage" is presented. The results from the construction and evaluation of the Knowledge Storage point out needs for information support applications (developer community, roles, awareness, contribution evaluation). The results also reveal difficulties in the making of these kinds of applications attached to real development projects and activities (migration of existing knowledge base, 'suitable' project, application integration, implementation of baseline functionality vs. value-added features).Käyttäjäkeskeisyyden merkitys tuotekehitystoiminnan yhtenä suunnittelunäkökulmana on kasvanut viimeisen vuosikymmenen aikana merkittävästi. Käyttäjäkeskeistä suunnittelua painottavan tutkimusyhteisön tarjooma käytännön suunnittelutyölle on perinteisesti ollut joukko erilaisia suunnittelumenetelmiä, joita on mahdollista hyödyntää eri vaiheissa suunnittelua. Menetelmien määrä samoin kuin niitä hyödyntävien suunnitteluosapuolten määrä onkin näiden johdosta kasvanut. Tämä on luonut tilanteen, jossa käyttäjäkeskeisten menetelmien soveltamista ja niillä kerättyä tietoa on tarpeen hallita entistä systemaattisemmin keinoin. Tämän tutkimuksen tavoitteena on käyttäjäkeskeisen tuotekehityksen tueksi soveltuvan tietotukiympäristön mallintaminen, kehittäminen ja arviointi. Tutkimuksen pääkysymys on: "Millainen tiedonhallinnan järjestely voi tarjota tukea käyttäjäsuuntautuneelle tuotekehitykselle?" Pääkysymystä tarkentavat rajaukset nostavat esiin kaksi näkökulmaa: organisatorisen ja välineellisen. Metodiikkapainotteisella näkökulmalla on vahvempi perinne ihminen-tietokone-vuorovaikutuksen tutkimusalueella kuin organisatorispainotteisella. Työn kirjallisuuskatsauksessa tarkastellaankin yleisesti sovellettuja käyttäjäkeskeisen suunnittelun menetelmiä hakemalla niistä piirteitä ja vaatimuksia, joita niiden soveltaminen asettaa ympäröivälle organisaatiolle. Organisatorista näkökulmaa tarkastellaan kirjallisuuskatsauksessa tuotekehitystoiminnan yleisten piirteiden kautta sekä lisäksi kolmen empiirisen nykyaikaista tuotekehitystoimintaa selvittävän tutkimuksen avulla. Selvitysten tulosten perusteella työssä kehitetään viitekehys, jonka avulla tarkastellaan käyttäjäkeskeisesti toimivan organisaation edellytyksiä soveltaa käyttäjäkeskeistä suunnittelua ja siihen liittyvää tietotukea. Viitekehyksessä tunnistetaan viisi elementtiä: organisatorinen suhtautuminen (arvostukset, asenne), elinkaaritarkastelut (liiketoiminta/prosessit/tuotteet), toiminnan yleisen tason välineistäminen (menetelmät), laatuohjeistus (organisaatiokohtainen menetelmien soveltaminen) ja toiminnan operatiivisen tason tietotuki. Viitekehys sijoittaakin tietotukiratkaisut laajempaan organisatoriseen ympäristöön. Viitekehyksen esittämisen jälkeen työssä esitetään "Knowledge Storage" -tietotukiratkaisun kehittäminen. Tulokset tästä kehitystyöstä osoittavat vaatimuksia organisatorisessa viitekehyksessä toimiville tietotukiratkaisuille (yhteisöllisyys, roolijako, tilannetietoisuus, palaute yksilöllisistä kontribuutioista). Tulokset nostavat esiin myös merkittäviä haasteita ja vaikeuksia tämän tyyppisten ratkaisujen kokeilussa ja toimivuuden arvioinnissa todellisten käytännön projektien yhteydessä (aiemman tietoainespohjan hyödyntäminen, sopivan luonteinen projekti, perustoiminnallisuusvaade vs. uusi lisäarvoa tuottava toiminnallisuus).reviewe

    Users’ information seeking behaviours, their interactions and experience with the academic library web interface

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    The websites provided by academic libraries are challenged by the rapid developments in information and communication technology (ICT). These developments have created diverse options and channels for information sources that can be accessed easily by users through the Internet. Because of these alternate sources, many users no longer physically visit the library. Instead, they depend on the library’s website to obtain information online, or they use Internet searches to obtain the information they require.This research addresses the following question: How do the users of academic libraries search for information and interact with the libraries’ web interfaces? The research draws on models from the disciplines of information-seeking behaviour (ISB) and human-computer interaction (HCI). A unified model based on the models in ISB and HCI is created and investigated. In addition, a qualitative study has been conducted to investigate users’ information needs, information-seeking behaviours, and difficulties and experiences with the websites of academic libraries. Interpretive case studies were conducted at two universities, one in the UK and one in Kuwait. Qualitative data were collected in interviews, focus groups, and observations of diverse groups of library users. Furthermore, a content analysis approach was applied to analyse the data.The findings revealed seven steps taken in searching for information and interacting with academic libraries’ web interfaces, but exposed variance in the order in which users executed these steps. The findings also revealed several issues regarding the use of library websites to search for information. In particular, these concerned the complexity of finding information, the content organisation of the library websites and the use of incomprehensible terms on the library websites. As a result, the library users relied heavily on Google to find information. The thesis concludes with suggested guidelines for how academic library interfaces can best support the way users search for information, as well as their interactions, experiences and needs.Keywords: information-seeking behaviour, human-computer interaction, users’ needs, user experience, academic library website, usability, content analysis, postgraduate students, academics, library staff, Kuwait, UK
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