1,244 research outputs found

    Information and communication technologies for public use and interactive-multimedia city kiosks

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    Thesis (Master)--Izmir Institute of Technology, Industrial Design, Izmir, 2004Includes bibliographical references (leaves: 103)Text in English; Abstract: Turkish and Englishix, 106 leavesThis thesis provides framework for consideration of the potential of information andcommunication technologies for public events and performances for the developing usage of new products, particularly information public kiosks. In the theoretical framework, the concepts and terms of information and communication technology are generally introduced along with the identification of number of major factors such as elements, diversity, necessity and evolution. Moreover, the importance of ICT technologies in urban settings and human behavior in response to this type of technology are investigated through the history of ICT. The concept of the usage of information and communication technology by actual people is particularly emphasized. Not only the utilization of information and communication technology in public space is described but also effective usage of ICT in the public space and information access provided by public products are identified.Figures of ICT systems and related products, their roots in design differences and new tools and products that are common examples of ICT, particularly the use of the information city kiosk, are presented and discussed. Design principles of the public information kiosk, which play a prominent role in the public use of ICT, are established. The analysis of design factors and human-product relations based on user profile, material choices, form, function and location are discussed. Finally, the thesis includes a conclusion that argues that the information city kiosks and their increased public use will designate the new images of the cities

    Seamless mobility with personal servers

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    We describe the concept and the taxonomy of personal servers, and their implications in seamless mobility. Personal servers could offer electronic services independently of network availability or quality, provide a greater flexibility in the choice of user access device, and support the key concept of continuous user experience. We describe the organization of mobile and remote personal servers, define three relevant communication modes, and discuss means for users to exploit seamless services on the personal server

    User-Centered Intelligent Interface of Vending Machines Modeling

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    Convenience and speed of service makes vending machines popular world-wide.However, the development and use of vending machines in China have not kept pace with global markets. In this paper, in order to determine the key design factors, interface elements and parameters which affect the convenience of user-machine interaction, the author analyzes the interaction problems in current vending machine design and finds out that unreasonable design results from machine-centered logic design. Then, with user-centered design principles, a new user-centered intelligent interaction model of vending machines is developed.The result of the test shows that the user-centered interface system can effectively reduce the operational time and decrease the mistake type and mistake rate. The process followed in the present study can also serve as a general framework for the analysis and development of UCD interfaces for other self-service systems

    The Kiosk Culture: Reconciling The Performance Support Paradox In The Postmodern Age Of Machines

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    Do you remember the first time you used an Automatic Teller Machine (ATM)? Or a pay-at-the-pump gas station? Or an airline e-ticket kiosk? How did you know what to do? Although you never received any formal instruction in how to interact with the self-service technology, you were likely able to accomplish your task (e.g., withdrawing or depositing money) as successfully as an experienced user. However, not so long ago, to accomplish that same task, you needed the direct mediation of a service professional who had been trained how to use the required complex technology. What has changed? In short, the technology is now able to compensate for the average consumer\u27s lack of experience with the transactional system. The technology itself bridges the performance gap, allowing a novice to accomplish the same task as an experienced professional. This shift to a self-service paradigm is completely changing the dynamics of the consumer relationship with the capitalist enterprise, resulting in what is rapidly becoming the default consumer interface of the postmodern era. The recognition that the entire performance support apparatus now revolves around the end user/consumer rather than the employee represents a tectonic shift in the workforce training industry. What emerges is a homogenized consumer culture enabled by self-service technologies--a kiosk culture. No longer is the ability to interact with complex technology confined to a privileged workforce minority who has access to expensive and time-consuming training. The growth of the kiosk culture is being driven equally by business financial pressures, consumer demand for more efficient transactions, and the improved sophistication of compensatory technology that allows a novice to perform a task with the same competence as an expert. The Kiosk Culture examines all aspects of self-service technology and its ascendancy. Beyond the milieu of business, the kiosk culture is also infiltrating all corners of society, including medicine, athletics, and the arts, forcing us to re-examine our definitions of knowledge, skills, performance, and even humanity. The current ubiquity of self-service technology has already impacted our society and will continue to do so as we ride the rising tide of the kiosk culture

    Cinema E-Ticketing Self-Service System

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    In a world of wide-spread technology usage, standing in a queue for half-an-hour or more is what any customer would hate. There really isn't any enjoyment in waiting in a queue for hours on end. Eventually customers become irritable of all that waiting they decide to leave The Cinema E-Ticketing Self-Service Project commenced in January 2007 and its work was completed in September 2007. The original objective of the project was to investigate and hopefully develop a self-service ecommerce-based system in particular a cinema self service system. The objectives of self-service systems are relative to the kind of self-service system being created. The most common example would include many gas stations, where the customer pumps their own gas rather than have an attendant do it. In this context, the Cinema E-ticketing Self-Service System's specific objectives were relative i.e. to make the system user friendly, to be easily accessible, and to provide movie information and slots also to provide a seating schema for selection. Lastly it should provide a payment process simulation and print a ticket. The Cinema E-ticketing Self Service system will therefore encompass the efficiency of a self-service system. The ticket printing functionality will give more convenience to the user. The methodology includes the procedure identified to implement the system. The waterfall model was used. The model carefully and gradually refines each phase of the system's development lifecycle. These are requirements gathering, analysis, design, development, the testing and maintenance. The report concludes with recommendations such as: There is a need for self-service systems to be developed, to assist staff or workers i.e. to reduce the load of work. Serious consideration must be taken into security issues and providing consumers with some level of security should be a priority. Steps should be taken to encourage better physical design of self-service systems. Instead of designs that repel customers and complex interfaces. Since self service is growing rapidly, everyone should be catered for especially the handicapped. Disabled users, especially the blind should be considered and steps should be taken in future to adapt self-service systems for their use. Encouragement should be given to the development of more self-service systems, which would promote the usage of such systems by the public in order to familiarize society with electronic commerce systems

    Designing Haptic Clues for Touchscreen Kiosks

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    Most interactive touchscreen kiosks are a challenge to accessibility: if graphics and sound fail in communication, the interaction process halts. In such a case, turning to the only remaining environmentally suited sense - the touch - is an intuitive option. To reinforce the interaction with interactive touchscreen kiosks it is possible to add haptic (touchable) feedback into the features of the device. The range of touchscreen-suited haptic technologies already enables some touch feedback from touchscreen surfaces and significant leaps still forward are being made at a constant rate. Due to this development it is relevant to review the human-centred factors affecting the design of haptic touchscreen in public kiosks. This thesis offers an overview for designing haptic clues for touchscreen kiosks. It emphasizes context sensitivity and the meaningfulness and communicability of different haptic design variants. As the main contribution, this thesis collects together the important considerations for the conscious design of haptic features in interactive kiosks and offers points of multimodal design considerations for designers intending to enrich their touchscreen interaction with haptic features

    Surveying The Virtual World. A Large Scale Survey in Second Life Using the Virtual Data Collection Interface (VDCI)

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    Technology has always introduced changes in the way researchers administer surveys. A new technology known as virtual worlds has now emerged that promises to change data collection once again. Virtual worlds are persistent, online, computer-rendered spaces populated by hundreds, thousands, or even millions of people at a time. Previously, this population has only been surveyed in ways that required respondents to exit the virtual world before giving their answers. No survey method has existed whereby they could be surveyed while remaining present in the virtual space. Needless to say, this is less than ideal for any survey about the respondent’s attitudes, perceptions, and behavior within the virtual world itself. This study introduces a method for solving this problem and a tool that allows surveys entirely within a virtual environment. The method is introduced as Virtual Assisted Self Interview (VASI), and the tool for implementing it, the Virtual Data Collection Interface (VDCI). The tool was created and deployed in the virtual world Second Life (SL), where users were asked questions about demographics and quality of life. The valid response numbers for the survey (N=2094) make it the largest in-virtualworld data collection seen so far. This paper discusses the VDCI and describes several different sampling methods, as well as results that provide unique, new insights into virtual world populations. It is found, for example, that the demographic make-up of SL is unlike that of other virtual worlds. Moreover, the SL population is unlike that of other worlds in its approach to gender-switching. The limitations and new hazards of virtual world survey research are also discussed, especially survey "hacking" by individuals hoping to exploit the survey for financial gain. Despite the challenges, the results generally suggest that the VDCI is a valuable new research tool for obtaining representative data on virtual world population.VASI, VDCI, Second Life, Survey Plan, Fieldwork

    Designing and Optimizing a Healthcare Kiosk for the Community

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    Investigating new ways to deliver care, such as the use of self-service kiosks to collect and monitor signs of wellness, supports healthcare efficiency and inclusivity. Self-service kiosks offer this potential, but there is a need for solutions to meet acceptable standards, e.g., provision of accurate measurements. This study investigates the design and optimization of a prototype healthcare kiosk to collect vital signs measures. The design problem was decomposed, formalized, focused and used to generate multiple solutions. Systematic implementation and evaluation allowed for the optimization of measurement accuracy, first for individuals and then for a population. The optimized solution was tested independently to check the suitability of the methods, and quality of the solution. The process resulted in a reduction of measurement noise and an optimal fit, in terms of the positioning of measurement devices. This guaranteed the accuracy of the solution and provides a general methodology for similar design problems
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