705 research outputs found

    A user centred approach to the modelling of contextualised experience adaptation in relation to video consumption

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    This research focused on the development of a user centric framework for the interpretation of contextualised TV and video viewing experiences (UX). Methods to address content overload and provide better contextualisation when consuming video have been an area of academic discussion for almost 20 years (Burke, Felfernig, & Goker, 2011). However over the same period technical system design for video has actually moved away from attempts to model the nature of real viewing contexts. With now near ubiquitous access to video from a range of disparate devices the addition of contextualisation within video applications and devices represents an opportunity in terms of improving viewer UX. Three user studies were carried out to inform development of the framework and employed mixed method approaches. The first focused on understanding where video is watched and the contextual factors that defined those places as viewing situations. This study derived eight Archetype viewing situations and associated contextual cues. The second study measured viewing UX in context. Significant differences in subjective ratings for measured UX were found when viewing was compared within subjects across Viewing Archetype situations. A third study characterised viewing UX, identifying behavioural, environmental and technological factors which through observed frequency and duration were identified as indicative enablers and detractors in the creation of viewing UX. Concepts generated within the studies that related to viewing context identification and viewing UX classification through experiential factors were integrated into the framework. The framework provides a way through which to identify, describe and improve viewing UX across contexts. Additionally the framework was referenced to develop an exemplar system model for contextual adaptation in order to show its relevance to the generation of technical system design. Finally information for designers was created in the form of scenarios and suggestions for use in order to bring the framework to life as a resource for development teams

    Winter Road Safety -A Case Study in Azumi Village, Nagano-

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    This comparative and case study, undertaken from May 2000 to February 2004 at locations in Washington, Alaska and finally Nagano, Japan, focuses on a winter thoroughfare called the Kamikochi Norikura Super Rindo(herein: Forest Road) in the Azumi Village, which has been accosted with avalanche incidents and accidents for a number of years despite large investment in avalanche protection measures. In Japan, problems that are associated with winter both mountain travel safety to outdoor recreation safety are in many ways characterized by the issues which surround the risk management planning, use and management of this road. The problem in Azumi is of how to reduce the avalanche hazard along the Forest Road. In this paper, as an introduction and general overview in support of the ideas and concepts brought up body text, the current situation of avalanche work worldwide and in Japan is presented. One tendency seen in Japan is for heavy reliance on permanent measures such as the 88 snowfences constructed on the Forest Road at a huge expenditure(153,353,000JPY) in Azumi over the last 23 years. Avalanche forecast-ing is also rare, as demonstrated by only recent inclusion snowfall parameters for road closure purposes in Azumi. In North America and Europe, active avalanche control, which is the process of artificially releasing avalanches through explosive use, is popular as a temporary measure. Such protocol is often used to and complement to permanent measures such as earthworks or snowfences which redirect or reduce velocity of snow flow. In Switzerland alone 10,000kg explosives are used annually in avalanche control work. For the purposes of this study, operating models of bombing routes using hand-deployed charges and bomb trams which carry explosives to avalanche start zones as seen on field trips and inspected in Highway departments and ski areas in the US are proposed as a solution for the Forest Road in Azumi Village, Nagano, and investigated with respect to applicability, safety of use, legality, etc. The only legally hand-deployable charge in Japan, and major topic in this study is a new product called ACE(Avalanche Control Explosive) the research of which is facilitated through elementary on-snow testing. Through the course of this study it became evident that underlying the snow safety issue are issues in forest policy, road use planning, measure selection and funds appropriation. Delving further, it became clear that village and higher government may not have had access to a full range of internationally accepted options in the search for answers to problems of avalanche hazard reduction. In Azumi this inaccessibility to technology has resulted in expensive construction of inadequate permanent protection measures. Assuming that a program including active control could be formally made available to road managers at an attractive price, either deployment of charges by hand or light cableway would be suitable, albeit with some Japan-specific modifications. ACE are relatively low in total energy and their use would require some modification in size, and with respect to tram use it would be necessary to solve small engineering problems and determine which type of charge is explosive material bakes best economic and operational sense for the village. Both measures would require increasing the caliber and accuracy of the current forecasting program as well as unprecedented cooperation with road maintenance crews.Article信州大学農学部AFC報告 2: 35-65(2004)departmental bulletin pape

    User experiences with flexible offices

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    Different office types provide the preconditions for distinct user experiences. However, research evidence on how users appraise flexible offices such as activity-based or combi offices is not as abundant as in the case of the more traditional open-plan and cell offices. Furthermore, the available literature shows discrepant results between flexible offices. The main difference between traditional and flexible offices is that the design of the latter is intended for users to switch between different shared spaces and workstations oriented to support different activities, needs and preferences. This office design may offer new opportunities and challenges for users as their experiences at work may be influenced by design qualities (or constellations of them) that are not present in traditional offices. I study the experiences of users with flexible offices because I want to understand the influences that the design qualities of office artefacts and spaces have on such experiences, as well as their design implications. In addition, I utilise the acquired knowledge to explore design opportunities for positive user experiences with flexible offices. In this regard, the research angle adopted builds on a UX theoretical background and a practical approach with multiple user studies in real office environments. The findings show that user experiences with flexible offices are influenced by interrelated design qualities of the spaces and artefacts in use, rather than isolated qualities. These (tangible and intangible) qualities define the nature of an artefact, a space, or constellations of them that users experience, for instance the qualities of an office chair vs. a meeting room. Experiences are subjective, but relate to both individual and collective experiences, for example using an ergonomic workstation vs. sharing such workstations. The findings also suggest that designing for user experiences with flexible offices is a highly complex endeavour, and that emphasis should be placed on designing for the experiences of pleasure, community, autonomy, purpose, and control over the environment. Utilising this knowledge to develop and test research prototypes allowed for a richer understanding of the experiential process and its relation to more systemic aspects such as the context of use or the temporality of experiences. Derived from these research activities and their findings, I present in this thesis the tentative SEEX (Stimuli-Evaluation-EXperiential outcome) model of how user experiences take place. This thesis contributes knowledge on theoretical and practical levels for academics and practitioners to continue studying office user experiences from a UX perspective, support informed decisions in the planning, operation, and evaluation of offices, and explore design opportunities for office environments

    Design of a Learner-Directed E-Learning Model

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    How can one create online educational material that support and motivate students in guiding their own learning and make meaningful instructional decisions? One of the main focuses on designing e-learning is about creating an environment where learners can actively assume control and take responsibility for their own learning with little or no guidance from the tutors. This research aims to discover a new way to design learning that would cater to individual choices and preferences. The idea goes beyond learner-centred design; it is about learner control and direction. As an option, learners should be able to choose to be in the driver’s seat, to direct their own learning journey. As a starting point, this research explores the use of two educational theories - Experiential Learning Theory (ELT) and Self-Regulated Learning (SRL) theory as the underpinning instructional design for a Learner-Directed Model to support students’ online learning in both domain knowledge and meta knowledge in the subject of computer programming. One unit material from an online Introduction to Java Programming course has been redesigned based on the proposed Learner-Directed Model for the experimental design study. The study involved a total of 35 participants divided randomly into one Experimental Group and one Control Group. They were assigned to either a Learner-Directed Model (Experimental Group) or a linear model (Control Group). Pre/post tests, survey, follow-up interview as well as log file analysis were instruments used for assessing students’ domain knowledge, meta knowledge and their attitudes for their overall learning experience. Learning experience is further broken down into perceived ease of use and user satisfaction; system usability; learner experience; and perceived controllability. The results of the study have revealed that there is statistically significant difference between the survey results for the Experimental Group and the Control Group. The Experimental Group reported a higher level of overall learning experience and better attitudes in general. However, there was no statistically significant difference existing between the two groups on the domain and meta level knowledge improvement. Based on these results, I have proposed further research directions and put forward a number of recommendations and suggestions on learner-directed e-learning design

    Tackling the Algorithmic Control Crisis -the Technical, Legal, and Ethical Challenges of Research into Algorithmic Agents

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    Algorithmic agents permeate every instant of our online existence. Based on our digital profiles built from the massive surveillance of our digital existence, algorithmic agents rank search results, filter our emails, hide and show news items on social networks feeds, try to guess what products we might buy next for ourselves and for others, what movies we want to watch, and when we might be pregnant. Algorithmic agents select, filter, and recommend products, information, and people; they increasingly customize our physical environments, including the temperature and the mood

    Intuitive interaction: Steps towards an integral understanding of the user experience in interaction design

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    A critical review of traditional practices and methodologies demonstrates an underplaying of firstly the role of emotions and secondly aspects of exploration in interaction behaviour in favour of a goal orientated focus in the user experience (UX). Consequently, the UX is a commodity that can be designed, measured, and predicted. An integral understanding of the UX attempts to overcome the rationalistic and instrumental mindset of traditional Human-Computer Interaction (HCI) on several levels. Firstly, the thesis seeks to complement a functional view of interaction with a qualitative one that considers the complexity of emotions. Emotions are at the heart of engagement and connect action irreversibly to the moment it occurs; they are intettwined with cognition, and decision making. Furthermore, they introduce the vague and ambiguous aspects of experience and open it up to potentiality of creation. Secondly, the thesis examines the relationship between purposive and non-purposive user behaviour such as exploration, play and discovery. The integral position proposed here stresses the procedurally relational nature and complexity of interaction experience. This requires revisiting and augmenting key themes of HCI practice such as interactivity and intuitive design. Intuition is investigated as an early and unconscious form of learning, and unstructured browsing discussed as random interaction mechanisms as forms of implicit learning. Interactivity here is the space for user's actions, contributions and creativity, not only in the design process but also during interaction as co-authors of their experiences. Finally, I envisage integral forms of usability methods to embrace the vague and the ambiguous, in order to enrich HCI's vocabulary and design potential. Key readings that inform this position cut across contemporary philosophy, media and interaction studies and professional HCI literature. On a practical level, a series of experimental interaction designs for web-browsing aim to augment the user's experience, and create space for user's intuition

    Arts-based social interventions : First results of the AMASS testbed

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