523 research outputs found
Tycho: Facilitation Support for Groupware User Tests
Running user tests for groupware requires tracking the progress of multiple users performing co-dependent tasks, while facilitating and observing their coordinated actions. This requirement negatively impacts the main objective of user testing, which is detecting usability flaws. User testing of groupware becomes more challenging when run remotely. Even if there are tools for remote user testing that can get the job done for a single user, they are not prepared for collaborative scenarios. In this paper we argue that tool support for the facilitation of user tests of groupware is missing. Consequently, we propose a method for user tests with tool assistance that makes it possible to automate task synchronization, especially for different workflows that must be run concurrently. We evaluated our proposal by comparing it to a manually facilitated approach during on-site coordinated user tests. The results indicate that, while the task of designing and running user tests with tool support takes more time, it allows the testers to better focus on detecting usability problems.Fil: Grigera, Julián. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; Argentina. Universidad Nacional de La Plata. Facultad de Informática. Laboratorio de Investigación y Formación en Informática Avanzada; Argentina. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas; ArgentinaFil: Gardey, Juan Cruz. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; Argentina. Universidad Nacional de La Plata. Facultad de Informática. Laboratorio de Investigación y Formación en Informática Avanzada; ArgentinaFil: Fernandez, Alejandro. Universidad Nacional de La Plata. Facultad de Informática. Laboratorio de Investigación y Formación en Informática Avanzada; Argentina. Provincia de Buenos Aires. Gobernación. Comisión de Investigaciones Científicas; ArgentinaFil: Garrido, Alejandra. Consejo Nacional de Investigaciones Científicas y Técnicas. Centro Científico Tecnológico Conicet - La Plata; Argentina. Universidad Nacional de La Plata. Facultad de Informática. Laboratorio de Investigación y Formación en Informática Avanzada; Argentin
Tycho: facilitation support for groupware user tests
Running user tests for groupware requires tracking the progress of multiple users performing co-dependent tasks, while facilitating and observing their coordinated actions. This requirement negatively impacts the main objective of user testing, which is detecting usability flaws. User testing of groupware becomes more challenging when run remotely. Even if there are tools for remote user testing that can get the job done for a single user, they are not prepared for collaborative scenarios. In this paper we argue that tool support for the facilitation of user tests of groupware is missing. Consequently, we propose a method for user tests with tool assistance that makes it possible to automate task synchronization, especially for different workflows that must be run concurrently. We evaluated our proposal by comparing it to a manually facilitated approach during on-site coordinated user tests. The results indicate that, while the task of designing and running user tests with tool support takes more time, it allows the testers to better focus on detecting usability problems
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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May – 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISC’s Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
Mobile flight and hotel booking application: A heuristic and UX test
The purpose of this study is to present the usability evaluation of the mobile flight and hotel booking application. Currently, mobile applications have offered the easiness to users in order to book flight and hotel. Unfortunately, there is a lack of study on usability that focuses on mobile booking application, while many people start to do all the transactions on their mobile phone.This study will conduct two combined usability evaluation methods which are heuristic and UX test.Ticket.com will be evaluated as it is a critical application that can represent the study of this usability testing.Those selected usability evaluation methods are to evaluate mobile application based on usability experts and end users to get feedbacks and propose solutions and recommendations to improve the application. Observation and questionnaire will be used to measure the metric of effectiveness, efficiency and satisfaction.The heuristic is conducted by three usability experts. Whereas, the UX test participants are ten persons that will be randomly selected either from novice users or the one who experience purchasing flight ticket and hotel reservation on mobile.The result of the study revealed that the application is not easy-to-use and inconsistent as it has been proven by usability score of this application is 66% or below average. It is expected that this study can be adopted by developers and usability practitioners to deliver a user-friendly mobile application that leads to high customer satisfaction
Design Knowledge for Virtual Learning Companions from a Value-centered Perspective
The increasing popularity of conversational agents such as ChatGPT has sparked interest in their potential use in educational contexts but undermines the role of companionship in learning with these tools. Our study targets the design of virtual learning companions (VLCs), focusing on bonding relationships for collaborative learning while facilitating students’ time management and motivation. We draw upon design science research (DSR) to derive prescriptive design knowledge for VLCs as the core of our contribution. Through three DSR cycles, we conducted interviews with working students and experts, held interdisciplinary workshops with the target group, designed and evaluated two conceptual prototypes, and fully coded a VLC instantiation, which we tested with students in class. Our approach has yielded 9 design principles, 28 meta-requirements, and 33 design features centered around the value-in-interaction. These encompass Human-likeness and Dialogue Management, Proactive and Reactive Behavior, and Relationship Building on the Relationship Layer (DP1,3,4), Adaptation (DP2) on the Matching Layer, as well as Provision of Supportive Content, Fostering Learning Competencies, Motivational Environment, and Ethical Responsibility (DP5-8) on the Service Layer
Facilitating the Process of Change: Exploring Alternate Approaches to Behavioural Design
The adoption of healthy lifestyle habits can have a profound impact on individual health and wellbeing on a global scale. This research investigates the use of behavioural insights in interactive digital health technologies, and the potential for these tools to motivate personal behaviour change for improved health and wellness. Explorations into this space have revealed the controversial nature of behaviour change which has motivated a search for alternative methods of facilitating the habit formation process. This shift away from the traditional approach of behavioural design has resulted in one that educates and encourages users to use these behavioural techniques on themselves instead in order to allow human agency to flourish. Design-based explorations that lead to the design of an educational wellness tool and investigates the applications of behavioural insights, using methods borrowed from interaction design, are the focus of this work.Interaction designHabitsBehavioural insightsBehaviour chang
Face to Face Educational Program for Active Ageing
Education Peer to Peer - through personal contact - can be interpreted as a process through which well-trained and motivated facilitators educate participants of (mainly) the same age, social position or have the same ability as the latter, with the aim to further develop parti and knowledge. The emphasis is on understanding of the concept of active ageing, desires and needs of the target group in terms of acquiring new skills and improving physical and mental health. Educational program for active ageing, presented in this publication, is taking place at two levels: a) the classical method (learning in class/group) with guidelines and implementation plan of activities summarized in this publication, and b) distant educational program (virtual classroom), which will be freely available online and thus accessible to the widest number of people
Designing Digital COVID-19 Screening: Insights and Deliberations
Due to the global COVID-19 pandemic, public health control and screening measures have been introduced at healthcare facilities, including those housing our most vulnerable populations. These warning measures situated at hospital entrances are presently labour-intensive, requiring additional staff to conduct manual temperature checks and risk-assessment questionnaires of every individual entering the premises. To make this process more efficient, we present eGate, a digital COVID-19 health-screening smart Internet of Things system deployed at multiple entry points around a children's hospital. This paper reports on design insights based on the experiences of concierge screening staff stationed alongside the eGate system. Our work contributes towards social-technical deliberations on how to improve design and deploy of digital health-screening systems in hospitals. It specifically outlines a series of design recommendations for future health screening interventions, key considerations relevant to digital screening control systems and their implementation, and the plausible effects on the staff who work alongside them
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