2,735 research outputs found

    A reflective characterisation of occasional user

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    This work revisits established user classifications and aims to characterise a historically unspecified user category, the Occasional User (OU). Three user categories, novice, intermediate and expert, have dominated the work of user interface (UI) designers, researchers and educators for decades. These categories were created to conceptualise user's needs, strategies and goals around the 80s. Since then, UI paradigm shifts, such as direct manipulation and touch, along with other advances in technology, gave new access to people with little computer knowledge. This fact produced a diversification of the existing user categories not observed in the literature review of traditional classification of users. The findings of this work include a new characterisation of the occasional user, distinguished by user's uncertainty of repetitive use of an interface and little knowledge about its functioning. In addition, the specification of the OU, together with principles and recommendations will help UI community to informatively design for users without requiring a prospective use and previous knowledge of the UI. The OU is an essential type of user to apply user-centred design approach to understand the interaction with technology as universal, accessible and transparent for the user, independently of accumulated experience and technological era that users live in

    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

    Human-Computer User Interface Design for Semiliterate and Illiterate Users

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    Information and Communication Technology (ICT) has revolutionized the lives of the people. The technology is embedded in daily life of literate or semiliterate/illiterate users. However, the user interface (UI) requirements for semiliterate/illiterate users are different from that of an educated person. The researchers of Human Computer Interaction for Development (HCI4D) face challenges to improve the usability of a UI for the semiliterate users. Therefore, a Systematic Literature Review (SLR) is conducted to provide a set of design factors and guidelines for UI development of semiliterate users. The study is based on extensive research gathered from literature to understand the user-centered design (UCD) approach, enhancing user experience (UX) for semiliterate users. This study analyses fifty two research articles that are published during 2010-2020. The findings shed light on the systematization of UI design guidelines for semiliterate/illiterate users. These guidelines can help in taking advantage of ICT during the COVID-19 pandemic. The analysis shows that seventeen main design factors are indispensable for designing UI of semiliterate users. The most suggested design factors include localization and graphics, which should be incorporated in UI for the target population. Moreover, the lag in the design factors as personalization and consistency open a road for future research

    Mobile money system design for illiterate users in rural Ethiopia

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    Current mobile money systems provide users with hierarchical user interface and represent money as a positive rational numbers of the form 1, 3, 4.87.N. However, research indicates that rural communities that cannot read and write have a challenge entering such numbers in to mobile money system. Navigating through hierarchical text menu is also difficult to illiterate individuals. The present study uses concepts like memory placeholders, dragging & dropping; swiping, temporary holding space, and frequency counter and proposed a system that consists of three layers. The first layer denotes user interface and uses photos of currency notes, second layer is a placeholder memory that keep record of the frequency of currency bill, and the last layer keeps record of the total digital money in the system. We believe that the proposed system enables illiterate to identify currency notes while making payments and receiving payments, count digital money while making payments and or receiving payments during transaction

    The State of Speech in HCI: Trends, Themes and Challenges

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    Towards a Heuristic Model for Usable and Secure Online Banking

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    The main purpose of this paper is to propose a heuristic model for usable and secure online banking. The model is based on identified heuristics that contribute to the design of usable security in the context of online banking security. Little research has focused on the balance between usability and security in online banking authentication mechanisms when evaluating the effectiveness of security systems. Nielsen’s ten usability principles are still fundamentally important in designing usable secure systems, as indicated by the analysis of heuristics developed from recent studies. Online banking users are vulnerable to numerous old and new sophisticated online security threats that are increasingly being developed and targeting this unsuspecting group of users. An investigation into this aspect of security design can certainly benefit both the online banking users and online banking merchants, and foster a secure and usable banking environment. In this paper, a heuristic model for usable online banking security is developed, based on security design principles found in literature. Using data collected from users of online banking in South Africa through a questionnaire and banking security personnel interviews, we envisaged refining the identified heuristics and developing a checklist for each heuristic used, for heuristic evaluation by field experts

    Usable cryptocurrency systems

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    Since the introduction of Bitcoin in 2008 cryptocurrency and blockchain technology have drawn increasing attention from research and industry alike. The probably most visible evidence of the growing adoption of cryptocurrencies is the combined market capitalization which had reached over USD 2.9 trillion in November 2021. While the market capitalization remains subject to high volatility and has fallen since, the field has been growing steadily behind the scenes. Developer activity has been growing over the last decade and multiple projects which had been started to improve over the original design have reached maturity in recent years. However, the introduction of new technologies is often accompanied by the emergence of equally new design challenges. Despite the technological progress over the past years, cryptocurrencies have earned a reputation of being hard to get started with and overall difficult to use. But what exactly are the aspects that make them difficult to use? How do users manage their cryptocurrency in practice? Which challenges do they need to overcome? And how can Human-Computer Interaction help overcome these challenges? In several studies, this dissertation addresses these questions and explores them through three different approaches: (1) Cryptocurrency in Human-Computer Interaction: By systematically reviewing published Human-Computer Interaction research since the inception of Bitcoin, we organize the existing research effort and juxtapose it with the changing landscape of emerging technologies from practice to identify avenues for future research. Our results show that existing research has overwhelmingly focused on Bitcoin and Ethereum, while not addressing novel cryptocurrencies. (2) Understanding User Behavior: By exploring user behavior through multiple lenses we shed light on real-world practices of users and the challenges they face. We explore security and privacy practices through a qualitative interview study and triangulate the results in a delphi-study with 25 experts. We conducted an interview study to understand a particularly relevant point for the adoption of cryptocurrency – we investigate challenges first-time users face. Our results show that many usability issues are not rooted in the technical aspects of blockchain technology and can be addressed through Human-Computer Interaction research. (3) Improving Application Usability: By evaluating different approaches on how to aid the development of cryptocurrency applications we translate the findings of our empirical work into artifacts and put them to the test. Our results show that onboarding in mobile apps can improve perceived usability for first-time users under the right conditions, that Bitcoin Lightning can serve as a usable settlement layer for everyday transactions, that education can support the next generation of developers in building more useful applications, and that systems for rapid interface prototyping may speed up development efforts. Collectively, the contribution of this dissertation centers around the ongoing discussion on how to build usable cryptocurrency systems. More precisely, this dissertation contributes (a) empirical studies that show how users manage their cryptocurrency in practice and which challenges they face in doing so and (b) constructive approaches attempting to support the development of cryptocurrency systems in the future. The work concludes by reflecting on the future role of Human-Computer Interaction research in the cryptocurrency and blockchain space

    Towards a kansei-based user modeling methodology for eco-design

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    We propose here to highlight the benefits of building a framework linking Kansei Design (KD), User Centered Design (UCD) and Eco-design, as the correlation between these fields is barely explored in research at the current time. Therefore, we believe Kansei Design could serve the goal of achieving more sustainable products by setting up an accurate understanding of the user in terms of ecological awareness, and consequently enhancing performance in the Eco-design process. In the same way, we will consider the means-end chain approach inspired from marketing research, as it is useful for identifying ecological values, mapping associated functions and defining suitable design solutions. Information gathered will serve as entry data for conducting scenario-based design, and supporting the development of an Eco-friendly User Centered Design methodology (EcoUCD).ANR-ECOUS

    INFORMATION PRIVACY CONCERNS AMONG NOVICE AND EXPERT USERS OF SOLOMO

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    SoLoMo (Social-Local-Mobile) services are becoming dominant to the huge population of semiliterate users living in emerging economies due to low costs and ubiquity. However, usage of SoLoMo services is still susceptible by information privacy concerns. Studies typically addressed the ways to mitigate information privacy concerns for the literate users and not the semi-literate users. To fill the gap of semi-literate users and have a better understanding of the information privacy concerns among different communities, this study draws upon theories of privacy calculus, familiarity, intrinsic and extrinsic motivation and protection motivation to identify the precursors of information privacy concerns related to SoLoMo services and users’ expertise. The proposed research model is empirically tested in a laboratory experiment. The findings show that the two channels (covert and overt) of delivering SoLoMo services affect the degree of information privacy concerns between the literate and semi-literate users. Implications for improving usage intentions and mitigating information privacy concerns for SoLoMo services for different types of mobile applications are discussed

    Using ICT4D in Educative Training for Reducing Road Accidents in Developing Countries

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    All over the world road accidents are the major causes of death, it stems from reckless driving and poor driving culture. The rate of road accidents in developing nations is a lot higher than that of the developed nations. However, while observing the Finnish road users and their driving culture, where commuters respect road rules and pedestrians, inspired the thought of designing a platform more suitable for teaching road users and motorist in developing countries. Usually, majority of public road drivers in Nigeria, a developing country, are low literate; thus, they opt against using text-based road use highway-code information as they cannot read or interpret them due to their level of education. Therefore, they lack information that is supposed to serve as a guide in the prevention of road accident. Consequently, this thesis explores the opportunity of using the knowledge of ICT4D in building an interactive prototype application for teaching road use and regulation. The application designed incorporates text-free UIs which afford users the use of image/graphics with audio annotations. In fact, text-free UIs has been previously used in making services available to low literate users in sectors such as health, banking and job search with success. Therefore, a text free prototype application is designed to aid drivers, especially low literate and literate but novice technology users, so they can easily learn road use and its regulations. The application will be in a quiz-game like format, designed in three phases which are; User centered design, application version Phido and (PhidoE with English language audio output) as Experiment 1 for literate participants and Experiment 2 (PhidoY with Yoruba language audio output version) for low literate participants. In addition, the application is strategized and gamified with game-like elements as the quiz game show “Who wants to be a millionaire”, to increase both learning motivation and performance. Furthermore, designing and testing was done at Obafemi Awolowo University Ile-Ife, Nigeria. With test results showing that text-free UI on road use should be suitable for teaching road users in Nigeria, in that it provides access in learning road use for majority of low literate users and literate but novice technology users. Findings from research interviews, observations and questionnaire were used in generating design recommendation on text free user interface for road use
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