1,104 research outputs found
Elderly Centered Design for Interaction – The Case of the S4S Medication Assistant
AbstractSeveral aspects of older adults’ life can benefit from recent technological developments, but success in harnessing this potential depends on careful design and accessible, easy to use products. Design and development must be centered on the elderly and adequately consider interaction. In this paper we follow this design approach and put it to the test in developing a concrete application, aimed to contribute to lower the high levels of non-adherence to medication in the elderly population. The “Medication Assistant” application was developed following an iterative method centered, from the start, on the elderly and interaction design. The method repeats short-time development cycles integrating definition of scenarios and goals, requirements engineering, design, prototyping and evaluation. Evaluation, by end-users, of the increasingly refined prototypes, is a key characteristic of the method. The evaluation results provide information related to strengths and weaknesses of the application and yield suggestions regarding changes and improvements, valuable support further development. Results regarding evaluation of the second prototype of “Medication Assistant” are presented
Empowering Responsible Online Gambling by Real-time Persuasive Information Systems
Online gambling, unlike other mediums of problem- atic and addictive behaviours, such as tobacco and alcohol, offers unprecedented opportunities for building information systems that are able to monitor and understand a user’s behaviour in real-time and adapt persuasive messages and interactions that would fit their personal profile and usage context. Online gambling industry usually provides Application Programming Interfaces (APIs) meant mainly to enable third-party applications to network with their gambling services and enhance a user’s gambling experience. In this industrial practice and experience paper, we advocate that such API’s can also be used to retrieve gamblers’ online data, such as browsing and betting history, promotions and available offers and use it to build more intel- ligent and proactive responsible gambling information systems. We report on our industrial experience in this field and make the argument that data available for persuasive marketing and usability should, under specific usage conditions, also be made available for responsible gambling information systems. This principle would provide equal opportunities for both directions. We discuss the psychological foundations of our proposed solution and the risks and challenges typically found when building such a software-assisted intervention, persuasion and emotion regulation technology. We also shed light on its potential implications from the perspectives of social corporate responsibility and data protection. We finally propose a conceptual architecture to demonstrate our vision and explain how it can be implemented. In the wider context, the paper is meant to provide insights on building behavioural awareness and regulation information systems in relation to problematic digital media usage
Why are smartphones disruptive? An empirical study of smartphone use in real-life contexts
Notifications are one of the core functionalities of smartphones. Previous research suggests they can be a major disruption to the professional and private lives of users. This paper presents evidence from a mixed-methods study using first-person wearable video cameras, comprising 200 h of audio-visual first-person, and self-confrontation interview footage with 1130 unique smartphone interactions (N = 37 users), to situate and analyse the disruptiveness of notifications in real-world contexts. We show how smartphone interactions are driven by a complex set of routines and habits users develop over time. We furthermore observe that while the duration of interactions varies, the intervals between interactions remain largely invariant across different activity and location contexts, and for being alone or in the company of others. Importantly, we find that 89% of smartphone interactions are initiated by users, not by notifications. Overall this suggests that the disruptiveness of smartphones is rooted within learned user behaviours, not devices
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Opportunities for olfactory interaction in an automotive context
Driving is a highly visual task. Nevertheless, it is a process that involves other senses as well. When we drive, we touch the steering wheel; we listen to what is happening around us, and, even if we are not paying attention to that, we smell what is happening with the car or around it. A scent of gasoline, the burning rubber, the plastic heated up by the sunlight - these are just a few examples. Smell is a very important sense for driving, though it has not been studied much in this context [85], despite being able to provide a much more vivid experience than any other human sense [80]. This thesis aims to fill this gap by investigating opportunities for olfactory interaction in an automotive context. The thesis is mainly focused on designing a scent-delivery device suitable for in-car interaction, on the topic of delivering driving-relevant notifications using scents, and on studying the effects scents have on the driving performance and behaviour, as well as the driver’s mood and well-being. This paper-style PhD thesis consists of two parts. Part II is a collection of seven published papers written in the scope of this thesis, and Part I describes how these papers build a coherent story. Part I starts with an introduction (see Chapter 1) that covers the research questions and contributions of the thesis. It continues with a summary of the background research (see Chapter 2). This overview part then moves on to the description of the approach (see Chapter 3) that covers the process of designing the scent delivery device, the olfactory interaction space, and the studies conducted throughout this PhD. Chapter 4 then summarises the core findings of each study, which are finally discussed in Chapter 5. Part I finishes with a conclusion (see Chapter 6)
Multimodal feedback for mid-air gestures when driving
Mid-air gestures in cars are being used by an increasing number of drivers on the road. Us-ability concerns mean good feedback is important, but a balance needs to be found between supporting interaction and reducing distraction in an already demanding environment. Visual feedback is most commonly used, but takes visual attention away from driving. This thesis investigates novel non-visual alternatives to support the driver during mid-air gesture interaction: Cutaneous Push, Peripheral Lights, and Ultrasound feedback. These modalities lack the expressive capabilities of high resolution screens, but are intended to allow drivers to focus on the driving task. A new form of haptic feedback — Cutaneous Push — was defined. Six solenoids were embedded along the rim of the steering wheel, creating three bumps under each palm. Studies 1, 2, and 3 investigated the efficacy of novel static and dynamic Cutaneous Push patterns, and their impact on driving performance. In simulated driving studies, the cutaneous patterns were tested. The results showed pattern identification rates of up to 81.3% for static patterns and 73.5% for dynamic patterns and 100% recognition of directional cues. Cutaneous Push notifications did not impact driving behaviour nor workload and showed very high user acceptance. Cutaneous Push patterns have the potential to make driving safer by providing non-visual and instantaneous messages, for example to indicate an approaching cyclist or obstacle. Studies 4 & 5 looked at novel uni- and bimodal feedback combinations of Visual, Auditory, Cutaneous Push, and Peripheral Lights for mid-air gestures and found that non-visual feedback modalities, especially when combined bimodally, offered just as much support for interaction without negatively affecting driving performance, visual attention and cognitive demand. These results provide compelling support for using non-visual feedback from in-car systems, supporting input whilst letting drivers focus on driving.Studies 6 & 7 investigated the above bimodal combinations as well as uni- and bimodal Ultrasound feedback during the Lane Change Task to assess the impact of gesturing and feedback modality on car control during more challenging driving. The results of study Seven suggests that Visual and Ultrasound feedback are not appropriate for in-car usage,unless combined multimodally. If Ultrasound is used unimodally it is more useful in a binary scenario.Findings from Studies 5, 6, and 7 suggest that multimodal feedback significantly reduces eyes-off-the-road time compared to Visual feedback without compromising driving performance or perceived user workload, thus it can potentially reduce crash risks. Novel design recommendations for providing feedback during mid-air gesture interaction in cars are provided, informed by the experiment findings
Smart workplaces: a system proposal for stress management
Over the past last decades of contemporary society, workplaces
have become the primary source of many health issues, leading
to mental problems such as stress, depression, and anxiety.
Among the others, environmental aspects have shown to be the
causes of stress, illness, and lack of productivity. With the arrival
of new technologies, especially in the smart workplaces field,
most studies have focused on investigating the building energy
efficiency models and human thermal comfort. However, little has
been applied to occupants’ stress recognition and well-being
overall. Due to this fact, this present study aims to propose a
stress management solution for an interactive design system that
allows the adapting of comfortable environmental conditions
according to the user preferences by measuring in real-time the
environmental and biological characteristics, thereby helping to
prevent stress, as well as to enable users to cope stress when
being stressed. The secondary objective will focus on evaluating
one part of the system: the mobile application. The proposed
system uses several usability methods to identify users’ needs,
behavior, and expectations from the user-centered design
approach. Applied methods, such as User Research, Card
Sorting, and Expert Review, allowed us to evaluate the design
system according to Heuristics Analysis, resulting in improved
usability of interfaces and experience. The study presents the
research results, the design interface, and usability tests.
According to the User Research results, temperature and noise
are the most common environmental stressors among the users
causing stress and uncomfortable conditions to work in, and the
preference for physical activities over the digital solutions for
coping with stress. Additionally, the System Usability Scale (SUS)
results identified that the system’s usability was measured as
“excellent” and “acceptable” with a final score of 88 points out of
the 100. It is expected that these conclusions can contribute to
future investigations in the smart workplaces study field and their
interaction with the people placed there.Nas últimas décadas da sociedade contemporânea, o local de
trabalho tem se tornado principal fonte de muitos problemas de
saĂşde mental, como o stress, depressĂŁo e ansiedade. Os aspetos
ambientais têm se revelado como as causas de stress, doenças,
falta de produtividade, entre outros. Atualmente, com a chegada de
novas tecnologias, principalmente na área de locais de trabalho
inteligentes, a maioria dos estudos tem se concentrado na
investigação de modelos de eficiĂŞncia energĂ©tica de edifĂcios e
conforto térmico humano. No entanto, pouco foi aplicado ao
reconhecimento do stress dos ocupantes e ao bem-estar geral das
pessoas. Diante disso, o objetivo principal Ă© propor um sistema de
design de gestĂŁo do stress para um sistema de design interativo que
permita adaptar as condições ambientais de acordo com as
preferĂŞncias de utilizador, medindo em tempo real as caracterĂsticas
ambientais e biológicas, auxiliando assim na prevenção de stress,
bem como ajuda os utilizadores a lidar com o stress quando estĂŁo
sob o mesmo. O segundo objetivo Ă© desenhar e avaliar uma parte
do projeto — o protótipo da aplicação móvel através da realização
de testes de usabilidade. O sistema proposto resulta da abordagem
de design centrado no utilizador, utilizando diversos métodos de
usabilidade para identificar as necessidades, comportamentos e as
expectativas dos utilizadores. MĂ©todos aplicados, como Pesquisa de
Usuário, Card Sorting e Revisão de Especialistas, permitiram avaliar
o sistema de design de acordo com a análise heurĂstica, resultando
numa melhoria na usabilidade das interfaces e experiĂŞncia. O
estudo apresenta os resultados da pesquisa, a interface do design e
os testes de usabilidade. De acordo com os resultados de User
Research, a temperatura e o ruĂdo sĂŁo os stressores ambientais
mais comuns entre os utilizadores, causando stresse e condições
menos favoráveis para trabalhar, igualmente existe uma preferência
por atividades fĂsicas sobre as soluções digitais na gestĂŁo do
stresse. Adicionalmente, os resultados de System Usability Scale
(SUS) identificaram a usabilidade do sistema de design como
“excelente” e “aceitável” com pontuação final de 88 pontos em 100.
É esperado que essas conclusões possam contribuir para futuras
investigações no campo de estudo dos smart workplaces e sua
interação com os utilizadores
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