1,304 research outputs found
Practical, appropriate, empirically-validated guidelines for designing educational games
There has recently been a great deal of interest in the
potential of computer games to function as innovative
educational tools. However, there is very little evidence of
games fulfilling that potential. Indeed, the process of
merging the disparate goals of education and games design
appears problematic, and there are currently no practical
guidelines for how to do so in a coherent manner. In this
paper, we describe the successful, empirically validated
teaching methods developed by behavioural psychologists
and point out how they are uniquely suited to take
advantage of the benefits that games offer to education. We
conclude by proposing some practical steps for designing
educational games, based on the techniques of Applied
Behaviour Analysis. It is intended that this paper can both
focus educational games designers on the features of games
that are genuinely useful for education, and also introduce a
successful form of teaching that this audience may not yet
be familiar with
How WEIRD is Usable Privacy and Security Research? (Extended Version)
In human factor fields such as human-computer interaction (HCI) and
psychology, researchers have been concerned that participants mostly come from
WEIRD (Western, Educated, Industrialized, Rich, and Democratic) countries. This
WEIRD skew may hinder understanding of diverse populations and their cultural
differences. The usable privacy and security (UPS) field has inherited many
research methodologies from research on human factor fields. We conducted a
literature review to understand the extent to which participant samples in UPS
papers were from WEIRD countries and the characteristics of the methodologies
and research topics in each user study recruiting Western or non-Western
participants. We found that the skew toward WEIRD countries in UPS is greater
than that in HCI. Geographic and linguistic barriers in the study methods and
recruitment methods may cause researchers to conduct user studies locally. In
addition, many papers did not report participant demographics, which could
hinder the replication of the reported studies, leading to low reproducibility.
To improve geographic diversity, we provide the suggestions including
facilitate replication studies, address geographic and linguistic issues of
study/recruitment methods, and facilitate research on the topics for non-WEIRD
populations.Comment: This paper is the extended version of the paper presented at USENIX
SECURITY 202
Human-Computer Interaction
In this book the reader will find a collection of 31 papers presenting different facets of Human Computer Interaction, the result of research projects and experiments as well as new approaches to design user interfaces. The book is organized according to the following main topics in a sequential order: new interaction paradigms, multimodality, usability studies on several interaction mechanisms, human factors, universal design and development methodologies and tools
Mobility is the Message: Experiments with Mobile Media Sharing
This thesis explores new mobile media sharing applications by building, deploying, and studying their use. While we share media in many different ways both on the web and on mobile phones, there are few ways of sharing media with people physically near us. Studied were three designed and built systems: Push!Music, Columbus, and Portrait Catalog, as well as a fourth commercially available system â Foursquare. This thesis offers four contributions: First, it explores the design space of co-present media sharing of four test systems. Second, through user studies of these systems it reports on how these come to be used. Third, it explores new ways of conducting trials as the technical mobile landscape has changed. Last, we look at how the technical solutions demonstrate different lines of thinking from how similar solutions might look today.
Through a Human-Computer Interaction methodology of design, build, and study, we look at systems through the eyes of embodied interaction and examine how the systems come to be in use. Using Goffmanâs understanding of social order, we see how these mobile media sharing systems allow people to actively present themselves through these media. In turn, using McLuhanâs way of understanding media, we reflect on how these new systems enable a new type of medium distinct from the web centric media, and how this relates directly to mobility.
While media sharing is something that takes place everywhere in western society, it is still tied to the way media is shared through computers. Although often mobile, they do not consider the mobile settings. The systems in this thesis treat mobility as an opportunity for design. It is still left to see how this mobile media sharing will come to present itself in peopleâs everyday life, and when it does, how we will come to understand it and how it will transform society as a medium distinct from those before. This thesis gives a glimpse at what this future will look like
Intelligent Interfaces to Empower People with Disabilities
Severe motion impairments can result from non-progressive disorders, such as cerebral palsy, or degenerative neurological diseases, such as Amyotrophic Lateral Sclerosis (ALS), Multiple Sclerosis (MS), or muscular dystrophy (MD). They can be due to traumatic brain injuries, for example, due to a traffic accident, or to brainste
An Empathy-Based Sandbox Approach to Bridge Attitudes, Goals, Knowledge, and Behaviors in the Privacy Paradox
The "privacy paradox" describes the discrepancy between users' privacy
attitudes and their actual behaviors. Mitigating this discrepancy requires
solutions that account for both system opaqueness and users' hesitations in
testing different privacy settings due to fears of unintended data exposure. We
introduce an empathy-based approach that allows users to experience how privacy
behaviors may alter system outcomes in a risk-free sandbox environment from the
perspective of artificially generated personas. To generate realistic personas,
we introduce a novel pipeline that augments the outputs of large language
models using few-shot learning, contextualization, and chain of thoughts. Our
empirical studies demonstrated the adequate quality of generated personas and
highlighted the changes in privacy-related applications (e.g., online
advertising) caused by different personas. Furthermore, users demonstrated
cognitive and emotional empathy towards the personas when interacting with our
sandbox. We offered design implications for downstream applications in
improving user privacy literacy and promoting behavior changes
Explaining Accessibility: Possible Variables in Usersâ Abilities, Tasks, and Contexts in IT Artefact Use
The interconnection between the two information technology (IT) artefact qualities, accessibility and usability, is challenging to define. Efforts to design and develop accessible IT artefacts should encompass the broadest range of user abilities in identified tasks and contexts. We lack sufficient research on information systems and human-computer interactions that presents a comprehensive model to explain what variables these key components of accessibility contain and how they interconnect. To address this gap in the literature, I draw on theories beyond human-computer interactions, tasks, and contexts to posit the influence of human abilities on IT use by referring to the International Classification of Functioning, Disability, and Health (ICF) framework that the World Health Organization developed. In this paper, I theoretically describe accessibility, its components, and their relationships in the IT use context based on which I present an accessibility model. Furthermore, I argue that accessibility is a moderating variable between system features and usability. Therefore, accessibility is a major determinant of user acceptance
Semantic Interaction in Web-based Retrieval Systems : Adopting Semantic Web Technologies and Social Networking Paradigms for Interacting with Semi-structured Web Data
Existing web retrieval models for exploration and interaction with web data do not take into account semantic information, nor do they allow for new forms of interaction by employing meaningful interaction and navigation metaphors in 2D/3D. This thesis researches means for introducing a semantic dimension into the search and exploration process of web content to enable a significantly positive user experience. Therefore, an inherently dynamic view beyond single concepts and models from semantic information processing, information extraction and human-machine interaction is adopted. Essential tasks for semantic interaction such as semantic annotation, semantic mediation and semantic human-computer interaction were identified and elaborated for two general application scenarios in web retrieval: Web-based Question Answering in a knowledge-based dialogue system and semantic exploration of information spaces in 2D/3D
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