2,195 research outputs found

    Academic methods for usability evaluation of serious games: a systematic review

    Get PDF
    In the last years, there has been an increasing interest in the design of video games as a tool for education, training, health promotion, socialization, etc. Usability, which is a key factor in any video game, becomes even more important in these so-called Bserious games^, where the users’ special characteristics should be considered, and the game efficacy depends on the users’ adherence and engagement. However, evaluation of the usability of this kind of games requires a redefinition of techniques, methods and even terminology. In this paper, we elicit six research questions and conduct a systematic review of the scientific literature, which resulted in the selection of 187 papers that contained the most relevant responses. The conclusions of this systematic review illustrate the general status of current academic usability evaluations of these games and the main trends in the selection of methodologies and how are they applied. This view may be a very valuable foundation for future researchMinisterio de Ciencia e Innovación PROCUR@-IPT-2011-1038-90000

    Information Technologies for Cognitive Decline

    Get PDF
    Information technology (IT) is used to establish a diagnosis and provide treatment for people with cognitive decline. The condition affects many before it becomes clear that more permanent changes, like dementia, could be noticed. Those who search for information are exposed to lots of information and different technologies which they need to make sense of and eventually use to help themselves. In this research literature and information available on the Internet were systematically analyzed to present methods used for diagnosis and treatment. Methods used for diagnosis are self-testing, sensors, Virtual Reality (VR), and brain imaging. Methods used for treatment are games, websites with information and media, Virtual Reality (VR), sensors, and robots. The resulting concept of knowledge was the basis of an artifact whose main goal was to present the facts to the broad public. This implied that a user-friendly artifact was developed through three iterations using the Design Science framework. A total of nine users and IT usability experts have evaluated the artifact returning the SUS score of 85,83 for users and 87,5 for IT usability experts. Nielsen´s heuristics were assessed by IT usability experts only, returning an average score of 4,28. The general response was positive regarding both the content and the attempt to present methods used in cognitive decline. It reminds to be seen how to bring this knowledge to those who are most affected by the decline.Masteroppgave i informasjonsvitenskapINFO390MASV-INF

    Investigando Natural User Interfaces (NUIs) : tecnologias e interação em contexto de acessibilidade

    Get PDF
    Orientador: Maria Cecília Calani BaranauskasTese (doutorado) - Universidade Estadual de Campinas, Instituto de ComputaçãoResumo: Natural User Interfaces (NUIs) representam um novo paradigma de interação, com a promessa de ser mais intuitivo e fácil de usar do que seu antecessor, que utiliza mouse e teclado. Em um contexto no qual as tecnologias estão cada vez mais invisíveis e pervasivas, não só a quantidade mas também a diversidade de pessoas que participam deste contexto é crescente. Nesse caso, é preciso estudar como esse novo paradigma de interação de fato consegue ser acessível a todas as pessoas que podem utilizá-lo no dia-a-dia. Ademais, é preciso também caracterizar o paradigma em si, para entender o que o torna, de fato, natural. Portanto, nesta tese apresentamos o caminho que percorremos em busca dessas duas respostas: como caracterizar NUIs, no atual contexto tecnológico, e como tornar NUIs acessíveis para todos. Para tanto, primeiro apresentamos uma revisão sistemática de literatura com o estado da arte. Depois, mostramos um conjunto de heurísticas para o design e a avaliação de NUIs, que foram aplicadas em estudos de caso práticos. Em seguida, estruturamos as ideias desta pesquisa dentro dos artefatos da Semiótica Organizacional, e obtivemos esclarecimentos sobre como fazer o design de NUIs com Acessibilidade, seja por meio de Design Universal, seja para propor Tecnologias Assistivas. Depois, apresentamos três estudos de caso com sistemas NUI cujo design foi feito por nós. A partir desses estudos de caso, expandimos nosso referencial teórico e conseguimos, por fim, encontrar três elementos que resumem a nossa caracterização de NUI: diferenças, affordances e enaçãoAbstract: Natural User Interfaces (NUIs) represent a new interaction paradigm, with the promise of being more intuitive and easy to use than its predecessor, that utilizes mouse and keyboard. In a context where technology is becoming each time more invisible and pervasive, not only the amount but also the diversity of people who participate in this context is increasing. In this case, it must be studied how this new interaction paradigm can, in fact, be accessible to all the people who may use it on their daily routine. Furthermore, it is also necessary to characterize the paradigm itself, to understand what makes it, in fact, natural. Therefore, in this thesis we present the path we took in search of these two answers: how to characterize NUIs in the current technological context, and how to make NUIs accessible to all. To do so, first we present a systematic literature review with the state of the art. Then, we show a set of heuristics for the design and evaluation of NUIs, which were applied in practical study cases. Afterwards, we structure the ideas of this research into the Organizational Semiotics artifacts, and we obtain insights into how to design NUIs with Accessibility, be it through Universal Design, be it to propose Assistive Technologies. Then, we present three case studies with NUI systems which we designed. From these case studies, we expanded our theoretical references were able to, finally, find three elements that sum up our characterization of NUI: differences, affordances and enactionDoutoradoCiência da ComputaçãoDoutora em Ciência da Computação160911/2015-0CAPESCNP

    Digital interaction: where are we going?

    Get PDF
    In the framework of the AVI 2018 Conference, the interuniversity center ECONA has organized a thematic workshop on "Digital Interaction: where are we going?". Six contributions from the ECONA members investigate different perspectives around this thematic

    A RGBD-Based interactive system for gaming-driven rehabilitation of upper limbs

    Get PDF
    Current physiotherapy services may not be effective or suitable for certain patients due to lack of motivation, poor adherence to exercises, insufficient supervision and feedback or, in the worst case, refusal to continue with the rehabilitation plan. This paper introduces a novel approach for rehabilitation of upper limbs through KineActiv, a platform based on Microsoft Kinect v2 and developed in Unity Engine. KineActiv proposes exergames to encourage patients to perform rehabilitation exercises prescribed by a specialist, controls the patient's performance, and corrects execution errors on the fly. KineActiv comprises a web platform where the physiotherapist can review session results, monitor patient health, and adjust rehabilitation routines. We recruited 10 patients for assessing the system usability as well as the system performance. Results show that KineActiv is a usable, enjoyable and reliable system, that does not cause any negative feelings

    Designing for designers: Towards the development of accessible ICT products and services using the VERITAS framework

    Get PDF
    Among key design practices which contribute to the development of inclusive ICT products and services is user testing with people with disabilities. Traditionally, this involves partial or minimal user testing through the usage of standard heuristics, employing external assisting devices, and the direct feedback of impaired users. However, efficiency could be improved if designers could readily analyse the needs of their target audience. The VERITAS framework simulates and systematically analyses how users with various impairments interact with the use of ICT products and services. Findings show that the VERITAS framework is useful to designers, offering an intuitive approach to inclusive design.The work presented in this article forms part of VERITAS, which is funded by the European Commission's 7th Framework Programme (FP7) (grant agreement # 247765 FP7-ICT-2009.7.2)

    Integrating the users in the design of a robot for making Comprehensive Geriatric Assessments (CGA) to elderly people in care centers

    Get PDF
    Lisboa, (28-31 de agosto 2017)Comprehensive Geriatric Assessment (CGA) is a multidimensional and multidisciplinary diagnostic instrument that helps provide personalized care to the elderly, by evaluating their physical and mental state. In a social and economic context of growing ageing populations, medical experts can save time and effort if provided with interactive tools to efficiently assist them in doing CGAs, managing standardized tests or data collection. Recent research proposes the use of social robots as the central part of these tools. These robots must be able to unfold all functionalities that questionnaires or motion-based tests require, including natural language, face tracking and monitoring, human motion capture and so on. But another issue is the robot's acceptability and trust by the end-users, both patients (elderly people) and clinicians: the robot needs to be able to engage with the patients during the interaction sessions, and must be perceived as a useful and efficient tool by the clinicians. This paper presents the acquisition of new user requirements for CLARC, through participatory and user-centered design approach, to inform the improvement of both interface and interaction. Thirty eight persons (elderly people, caregivers and health professionals) were involved in the design process of CLARC, based on user-centered methods and techniques of Human-Computer Interaction discipline.This work has been partially funded by the European Union ECHORD++ project (FP7-ICT-601116) and the TIN2015-65686-C5-1-R Spanish Ministerio de EconomÍa y Competitividad project and FEDER funds

    Usability and Accessibility of Air Force Intranet Web Sites

    Get PDF
    The Air Force is moving to a network centric environment where information must be data visible, accessible, and understandable. This transformation has seen the adoption of the Internet web browser as a de facto standard for information access. The Technology Acceptance Model suggests that information systems must not only be useful but also be usable and a large body of usability engineering knowledge exists to support usable design. In addition, the U.S. government mandates specific minimum design features required to support disabled user access. This research effort seeks to establish an understanding of how well common practice usability design principles and government mandated accessibility guidelines are followed by Air Force intranet web sites. Heuristic evaluation is used to investigate web site usability. Accessibility is inspected against government guidelines. The results of this study suggest that Air Force intranet web sites do not adequately comply with many usability principles and that accessibility compliance varies from site to site. Furthermore, although the majority of usability and accessibility design principles are not captured in military guidance, scores were higher for those principles that are captured in the guidance than for those that are not

    Heuristic Evaluation of a Medical Device Prototype

    Get PDF
    Usability principles are often secondary to clinical effectiveness when assessing medical devices. However, the majority of medical device incidents are linked to user error. Greater attention to usability evaluation during the development of a medical device can prevent patient-endangering errors. In this study, the usability of a medical device prototype is assessed through heuristic evaluation. The aim was to carry out an evaluation and to assess heuristic evaluation as a method to improve medical device usability. The evaluated prototype is a mobile eye blink pacemaker aimed at patients with unilateral facial palsy. Facial palsy impairs the muscles responsible for producing the eye blink. Lack of blinking can result in complications such as dry eye disease and corneal ulceration. The purpose of the studied prototype is to evoke the eye blink with electrical stimulation. The device could be a simple and cost-effective alternative for more invasive methods. Heuristics targeted particularly for medical devices are yet to be developed. Heuristic applied in this study are a combination of heuristics formerly used in other studies analyzing medical devices. The majority of usability problems detected concerned the user’s control and physical effort. The most severe problems were related to error situations. Most of the heuristic violations were rated as minor problems; no catastrophic problems were found. The most problematic part of the prototype was the adjustment of the stimulation level. The heuristic evaluation is a quick and resource-efficient method to identify usability problems and their severities in medical devices. However, more research is needed to create a standard set of heuristics aimed especially at medical devices
    corecore