3,770 research outputs found

    UsaGame – A new methodology to support user- centered design of touchscreen game applications

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    Dissertação para Obtenção do Grau de Mestre em Engenharia e Gestão IndustrialTouchscreen mobile devices growth resulted in an explosion of the mobile applications. Focusing on touch mobile game applications this study aims to fulfill a research gap, creating appropriate usability guidelines for these applications. Concerns about usability, touch technologies, mobile devices and game testing, provided the background needs for this study. Initial game application tests allowed for the creation and implementation of such proposed usability guidelines into a support checklist (UsaGame), designed to help applications developers. An evaluation test was performed with 20 users in order to assess the validity of the proposed guidelines. Results from the test of the two builds from the same game application allowed comparisons that led to the assessment of the importance of some of the guidelines implemented into the application. Results suggested a usability improvement on the game application implemented with the guidelines. Furthermore results allowed commenting on all proposed usability guidelines

    The use of think-aloud and instant data analysis in evaluation research: Exemplar and lessons learned

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    AbstractWhile health information technologies have become increasingly popular, many have not been formally tested to ascertain their usability. Traditional rigorous methods take significant amounts of time and manpower to evaluate the usability of a system. In this paper, we evaluate the use of instant data analysis (IDA) as developed by Kjeldskov et al. to perform usability testing on a tool designed for older adults and caregivers. The IDA method is attractive because it takes significantly less time and manpower than the traditional usability testing methods. In this paper we demonstrate how IDA was used to evaluate usability of a multifunctional wellness tool, discuss study results and lessons learned while using this method. We also present findings from an extension of the method which allows the grouping of similar usability problems in an efficient manner. We found that the IDA method is a quick, relatively easy approach to identifying and ranking usability issues among health information technologies

    Exploring New Paradigms for Mobile Edge Computing

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    Edge computing has been rapidly growing in recent years to meet the surging demands from mobile apps and Internet of Things (IoT). Similar to the Cloud, edge computing provides computation, storage, data, and application services to the end-users. However, edge computing is usually deployed at the edge of the network, which can provide low-latency and high-bandwidth services for end devices. So far, edge computing is still not widely adopted. One significant challenge is that the edge computing environment is usually heterogeneous, involving various operating systems and platforms, which complicates app development and maintenance. in this dissertation, we explore to combine edge computing with virtualization techniques to provide a homogeneous environment, where edge nodes and end devices run exactly the same operating system. We develop three systems based on the homogeneous edge computing environment to improve the security and usability of end-device applications. First, we introduce vTrust, a new mobile Trusted Execution Environment (TEE), which offloads the general execution and storage of a mobile app to a nearby edge node and secures the I/O between the edge node and the mobile device with the aid of a trusted hypervisor on the mobile device. Specifically, vTrust establishes an encrypted I/O channel between the local hypervisor and the edge node, such that any sensitive data flowing through the hosted mobile OS is encrypted. Second, we present MobiPlay, a record-and-replay tool for mobile app testing. By collaborating a mobile phone with an edge node, MobiPlay can effectively record and replay all types of input data on the mobile phone without modifying the mobile operating system. to do so, MobiPlay runs the to-be-tested application on the edge node under exactly the same environment as the mobile device and allows the tester to operate the application on a mobile device. Last, we propose vRent, a new mechanism to leverage smartphone resources as edge node based on Xen virtualization and MiniOS. vRent aims to mitigate the shortage of available edge nodes. vRent enforces isolation and security by making the users\u27 android OSes as Guest OSes and rents the resources to a third-party in the form of MiniOSes

    COFFEE: Context Observer For Fast Enthralling Entertainment

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    Desktops, laptops, smartphones, tablets, and the Kinect, oh my! With so many devices available to the average consumer, the limitations and pitfalls of each interface are becoming more apparent. Swimming in devices, users often have to stop and think about how to interact with each device to accomplish the current tasks at hand. The goal of this thesis is to minimize user cognitive effort in handling multiple devices by creating a context aware hybrid interface. The context aware system will be explored through the hybridization of gesture and touch interfaces using a multi-touch coffee table and the next-generation Microsoft Kinect. Coupling gesture and touch interfaces creates a novel multimodal interface that can leverage the benefits of both gestures and touch. The hybrid interface is able to utilize the more intuitive and dynamic use of gestures, while maintaining the precision of a tactile touch interface. Joining these two interfaces in an intuitive and context aware way will open up a new avenue for design and innovation

    Snowboard, Ski, and Skateboard Sensor System Application

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    The goal of this project was develop a sensor for the commercial market for skiers, snowboarders, and skateboarders that can give them the data such as speed, elevation, pressure, temperature, flex, acceleration, position, and other performance data such as trick characterization. This was done by using a variety of sensors, including a GPS, flex sensors, accelerometer, and others to provide data such as speed, position, position, and temperature. The sensors were placed in an external polycarbonate casing attached to the ski or board by using an adhesive pad on the bottom of the casing. These sensors then transmit the data via a microcontroller to either an LCD screen displaying a simple application or a memory system. The user can then access and analyze this data using Matlab code to interpret its relevancy. Using this system, performance data was recorded to analyze tricks such as spins and jumps

    State of Alaska Election Security Project Phase 2 Report

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    A laska’s election system is among the most secure in the country, and it has a number of safeguards other states are now adopting. But the technology Alaska uses to record and count votes could be improved— and the state’s huge size, limited road system, and scattered communities also create special challenges for insuring the integrity of the vote. In this second phase of an ongoing study of Alaska’s election security, we recommend ways of strengthening the system—not only the technology but also the election procedures. The lieutenant governor and the Division of Elections asked the University of Alaska Anchorage to do this evaluation, which began in September 2007.Lieutenant Governor Sean Parnell. State of Alaska Division of Elections.List of Appendices / Glossary / Study Team / Acknowledgments / Introduction / Summary of Recommendations / Part 1 Defense in Depth / Part 2 Fortification of Systems / Part 3 Confidence in Outcomes / Conclusions / Proposed Statement of Work for Phase 3: Implementation / Reference
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