267,888 research outputs found

    The interplay between food knowledge, nudges, and preference elicitation methods determines the evaluation of a recipe recommender system

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    Domain knowledge can affect how a user evaluates different aspects of a recommender system. Recipe recommendations might be difficult to understand, as some health aspects are implicit. The appropriateness of a recommender’s preference elicitation (PE) method, whether users rate individual items or item attributes, may depend on the user’s knowledge level. We present an online recipe recommender experiment. Users (𝑁=360) with varying levels of subjective food knowledge faced different cognitive digital nudges (i.e., food labels) and PE methods. In a 3 (recipes annotated with no labels, Multiple Traffic Light (MTL) labels, or full nutrition labels) x2 (PE method : content-based PE or knowledge-based) between-subjects design. We observed a main effect of knowledge-based PE on the healthiness of chosen recipes, while MTL label only helped marginally. A Structural Equation Model analysis revealed that the interplay between user knowledge and the PE method reduced the perceived effort of using the system and in turn, affected choice difficulty and satisfaction. Moreover, the evaluation of health labels depends on a user’s level of food knowledge. Our findings emphasize the importance of user characteristics in the evaluation of food recommenders and the merit of interface and inter action aspects

    Culture and e-commerce: An exploration of the perceptions and attitudes of Egyptian internet users

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    This paper examines the perceptions and attitudes that Egyptian users hold towards electronic shopping sites. Internet sites are globally available, opening up huge potential markets for online retailers. However, it remains unclear whether sites designed for the US or European markets will be acceptable in other cultures. This paper describes an exploratory card sorting study conducted with Egyptian consumers. The study was designed to examine the e-commerce interface features that are most salient to this user group and to explore how these relate to user intentions to engage in internet shopping. The results support the role of site familiarity in predicting purchase intentions within this cultural setting

    Switch access to technology - A comprehensive Guide.

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    When most of us use a computer we use the standard interface of a keyboard and mouse. However, what do you do if you cannot use a keyboard or mouse? A number of alternative access systems exist, for example: alternative keyboards, tracker balls, touchscreens, head pointers etc. But for some people these devices are also an impossibility, and this is where switches 'kick in'. The main subject of this document is the switch user. For completeness we have include a brief mention of other input devices, which may be grouped together as 'alternative access systems'.We aim to: - Encourage developers to include switch access into their products - Standardise practice and terminology. This document explains some of the issues involved for people with severe physical difficulties who access computers and other electronic devices with switches. It details the ways in which switch users interact with computer programs and other technology designed to be directly accessible to them. The document includes some precise definitions of terms. It also attempts to survey the whole range of issues associated with switch use. As such it should be useful to professionals working or entering the field, those software developers considering switch users for the first time and also for those already developing in this area

    Exploring individual user differences in the 2D/3D interaction with medical image data

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    User-centered design is often performed without regard to individual user differences. In this paper, we report results of an empirical study aimed to evaluate whether computer experience and demographic user characteristics would have an effect on the way people interact with the visualized medical data in a 3D virtual environment using 2D and 3D input devices. We analyzed the interaction through performance data, questionnaires and observations. The results suggest that differences in gender, age and game experience have an effect on people’s behavior and task performance, as well as on subjective\ud user preferences

    Culture in the design of mHealth UI:An effort to increase acceptance among culturally specific groups

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    Purpose: Designers of mobile applications have long understood the importance of users’ preferences in making the user experience easier, convenient and therefore valuable. The cultural aspects of groups of users are among the key features of users’ design preferences, because each group’s preferences depend on various features that are culturally compatible. The process of integrating culture into the design of a system has always been an important ingredient for effective and interactive human computer interface. This study aims to investigate the design of a mobile health (mHealth) application user interface (UI) based on Arabic culture. It was argued that integrating certain cultural values of specific groups of users into the design of UI would increase their acceptance of the technology. Design/methodology/approach: A total of 135 users responded to an online survey about their acceptance of a culturally designed mHealth. Findings: The findings showed that culturally based language, colours, layout and images had a significant relationship with users’ behavioural intention to use the culturally based mHealth UI. Research limitations/implications: First, the sample and the data collected of this study were restricted to Arab users and Arab culture; therefore, the results cannot be generalized to other cultures and users. Second, the adapted unified theory of acceptance and use of technology model was used in this study instead of the new version, which may expose new perceptions. Third, the cultural aspects of UI design in this study were limited to the images, colours, language and layout. Practical implications: It encourages UI designers to implement the relevant cultural aspects while developing mobile applications. Originality/value: Embedding Arab cultural aspects in designing UI for mobile applications to satisfy Arab users and enhance their acceptance toward using mobile applications, which will reflect positively on their lives.</p

    Wicked Problems and Gnarly Results: Reflecting on Design and Evaluation Methods for Idiosyncratic Personal Information Management Tasks

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    This paper is a case study of an artifact design and evaluation process; it is a reflection on how right thinking about design methods may at times result in sub-optimal results. Our goal has been to assess our decision making process throughout the design and evaluation stages for a software prototype in order to consider where design methodology may need to be tuned to be more sensitive to the domain of practice, in this case software evaluation in personal information management. In particular, we reflect on design methods around (1) scale of prototype, (2) prototyping and design process, (3) study design, and (4) study population

    Systematic evaluation of design choices for software development tools

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    [Abstract]: Most design and evaluation of software tools is based on the intuition and experience of the designers. Software tool designers consider themselves typical users of the tools that they build and tend to subjectively evaluate their products rather than objectively evaluate them using established usability methods. This subjective approach is inadequate if the quality of software tools is to improve and the use of more systematic methods is advocated. This paper summarises a sequence of studies that show how user interface design choices for software development tools can be evaluated using established usability engineering techniques. The techniques used included guideline review, predictive modelling and experimental studies with users
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