108 research outputs found

    E-book readers in higher education

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    Ebook readers have received a mixed press, with some hailing them as the future of reading and others believing that they will never be popular. The study outlined here aims to understand the attitudes of, and issues of importance to, lecturers in UK academia, with a view to improving the design of ebook readers for education in the future. An evaluation of five portable devices is presented, in which lecturers were given the opportunity to read an ebook and provide feedback via a questionnaire. Results are compared with concerns arising from other experiments in the same field, and recommendations are made for successful ebook design

    Personalized and Tree-Navigation Interfaces for Mobile Web Applications

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    Variability of User Interaction with Multi-Platform News Feeds

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    The development of the World Wide Web (WWW) and proliferation of web enabled devices have allowed various news agencies to enrich their traditional method of distribution of news through TV, radio and print with simultaneous broadcast through the Web. The varying nature of devices through which the Web is accessed warrants different ways to feed the same content. This precipitates some variation in the way users interact with the news feeds. In this paper, we investigate how mental models and information scent affect this variation and user interaction on the whole. We present results from a preliminary survey conducted to capture the current news gathering behavior of general population and verify our assumptions. We then present observations from the study conducted using BBC news site over laptop, PDA and a cell phone

    Using overview style tables on small devices

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    Users increasingly expect access to data from a wide range of devices, both wired and wireless. The long term goal of our research is to inform the design of applications that support data access by providing reasonably seamless migration of data among internet-compatible devices with minimal loss of effectiveness and efficiency. In this paper we focus on design issues related to the use of tables of data on small mobile devices. In particular we are concerned with tables presented in an overview or focus + context style to maintain the consistency of their structure on all devices to support users who have already used the data on larger devices. We report on the results of two user studies related to two techniques, cascade and auto column expansion, that support the use of tables in such a display. We show that for a range of tasks from simple lookup to complex comparisons, both techniques provide benefit to the users

    Information Quality for Mobile Internet Services: A Theoretical Model with Empirical Validation

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    Providing customers with high quality of information is a key determinant for the success of the mobile Internet. This study aims at identifying the important dimensions of information quality in increasing user satisfaction and customer loyalty for mobile Internet services. In order to achieve this goal, we propose a general model of information quality with four dimensions. The dimensions were constructed by expanding prior research in information quality in order to reflect the characteristics of the mobile Internet. We hypothesize that the four dimensions are positively related to user satisfaction and customer loyalty, and that their relative importance varies according to user goals. To validate the hypothesized model, we conducted a large-scale Internet survey with mobile Internet users. The results indicate that some dimensions are more important than others in increasing user satisfaction and loyalty, and relative importance of the dimensions varies according to the intended goals of mobile Internet contents

    Multi-Device Design in Contexts of Interchange and Task Migration

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    Com a miniaturização dos componentes digitais e o vasto desenvolvimento tecnológico dos últimos anos, a sociedade tem presenciado a redefinição dos "computadores pessoais" pelo advento dos dispositivos móveis. Além da inovação, eles introduziram o desafio do design multi-dispositivo para as aplicações desktop. Enquanto algumas abordagens criaram interfaces móveis sem aproveitar qualquer modelo, outras buscaram adaptações automáticas visando reduzir a sobrecarga de designo Em ambas, o foco do design deixou de ser o usuário, tornando as interfaces tão diferentes ao ponto de comprometerem a usabilidade na realização de uma mesma tarefa em vários dispositivos. Esta tese afirma que não existe uma abordagem de design multi-dispositivo capaz de garantir boa usabilidade em todos os contextos porque o usuário pode escolher apenas uma forma de acesso à aplicação ou alternar seu uso por meio de vários dispositivos. No primeiro caso, o usuário aprende a usar a interface para realizar suas tarefas, sendo relevante uma abordagem que aproveite os recursos do dispositivo e trate suas limitações. No segundo, o usuário já conhece uma das interfaces, o que gera uma expectativa no uso das demais. Logo, é necessário combinar abordagens com objetivos diferentes para atender ao usuário de acordo com o seu contexto de uso. Neste sentido, propõe-se o design multi-dispositivo por meio da preservação de uma hierarquia de prioridades de consistência definida em três níveis. Enquanto os dois primeiros dão suporte à expectativa do usuário em contextos de uso alternado (propensos à execução de tarefas em dispositivos diferentes) e migração de tarefas (iniciando tarefas com um dispositivo e concluindo com outro), o terceiro nível garante a personalização das tarefas de maior interesse visando eficiência e satisfação de uso em um dispositivo específico. A avaliação desta metodologia foi feita por meio de um experimento com três interfaces de pocket PC construídas a partir de uma aplicação desktop do domínio de Educação a Distância: a primeira delas era uma réplica da original (Migração Direta), a segunda não mantinha consistência de layout e era baseada em um processo de design personalizado adequado ao dispositivo (Linear) e a terceira aplicava apenas os dois primeiros níveis da hierarquia de prioridades (Overview). Os resultados da avaliação subjetiva mostraram que a abordagem Overview foi capaz de manter o modelo mental do usuário com maior precisão por preservar os atributos de facilidade, eficiência e segurança de uso na interação inter-dispositivo. Além disso, os resultados medidos para a eficácia (exatidão das respostas) e eficiênciá (tempo médio de execução das tarefas) foram iguais ou melhores com essa abordagem. Por outro lado, os usuários revelaram uma preferência pela personalização de tarefas presente na abordagem Linear. Este resultado dá suporte à proposta desta tese, mostrando que a eficácia gerada pelos dois primeiros níveis da hierarquia de prioridades (percepção e execução das tarefas) deve ser combinada com o terceiro nível de personalização. Para isso, sugere-se a disponibilização de padrões de interface criados pelo designer para escolha do usuário durante a interação. Essa combinação deve garantir usabilidade no acesso a uma aplicação feito sempre por um mesmo dispositivo ou em contextos de uso alternado e migração de tarefasWith the miniaturization of digital components and the vast technological development of the past years, society has remarked the redefinition of "personal computers" by the advent of modern mobile devices. Besides the innovation, these handhelds also introduced the challenge to develop multi-device interfaces for today's desktop applications. While some created mobile interfaces from scratch to get the best from the devices, others looked for automatic adaptations to reduce the load imposed to the designeI. In both cases, the user wasn't the focus anymore, which resulted interfaces so different from each other to the point of compromising usability when peHorming one task on many devices. This thesis claims that there is no multi-device approach capable to provi de full usability in every context because the user may choose only one interface to access the application or interchange its use via many devices. In the first case, the user learns to perform tasks with the given device, which makes relevant an approach that takes advantage of its resources and solves its limitations. In the second, the user already knows one of the available interfaces, which generates an expectation for the others. Therefore, it is necessary to combine approaches with different goals and suit the user according to the appropriate context. In this sense, we propose multi-device design via maintenance of a consistency priorities hierarchy defined in three levels. The first two levels give support to the user's expectation in contexts of interchange (prone to task execution with different devices) and task migration (starting tasks with one device and finishing with other). On the other side, the third level provides task personalization according to the user's interest towards higher efficiency and satisfaction of use with a specific device. The evaluation of this methodology was conducted by an experiment with three pocket PC interfaces designed from an e-learning desktop application: the first interface was an exact replica of the original desktop version (Direct Migration), the second didn't maintain layout consistency and was based in a personalized design process adequate to the device (Linear) while the third applied only the first two levels of the consistency priorities hierarchy (Overview). The subjective evaluation results pointed the Overview approach as the best to maintain the user's mental model by preserving easiness, efficiency and safety of use on inter-device interaction. Additionally, both measured efficacy (task result accuracy) and efficiency (task execution mean time) were the same or even better with this approach. On the other hand, users revealed their preference for the task personalization present in the Linear approach. This result gives support to our proposal, corroborating that the efficacy generated by the first two levels of the consistency priorities hierarchy (task perception and execution) should be combined with the third level of personalization. This could be done by letting designers create interface patterns and make them available to users during interaction. Such combination should guarantee usability while constantly accessing one application through the same device or in contexts of alternated use and task migratio

    Quality assessment technique for ubiquitous software and middleware

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    The new paradigm of computing or information systems is ubiquitous computing systems. The technology-oriented issues of ubiquitous computing systems have made researchers pay much attention to the feasibility study of the technologies rather than building quality assurance indices or guidelines. In this context, measuring quality is the key to developing high-quality ubiquitous computing products. For this reason, various quality models have been defined, adopted and enhanced over the years, for example, the need for one recognised standard quality model (ISO/IEC 9126) is the result of a consensus for a software quality model on three levels: characteristics, sub-characteristics, and metrics. However, it is very much unlikely that this scheme will be directly applicable to ubiquitous computing environments which are considerably different to conventional software, trailing a big concern which is being given to reformulate existing methods, and especially to elaborate new assessment techniques for ubiquitous computing environments. This paper selects appropriate quality characteristics for the ubiquitous computing environment, which can be used as the quality target for both ubiquitous computing product evaluation processes ad development processes. Further, each of the quality characteristics has been expanded with evaluation questions and metrics, in some cases with measures. In addition, this quality model has been applied to the industrial setting of the ubiquitous computing environment. These have revealed that while the approach was sound, there are some parts to be more developed in the future

    Mobile Bookstore (m-Bookstore)

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    Mobile technologies and computing are evolving and expanding each day, demanding and creating a much more ubiquitous computing environment. This research project proposes the development and implementation of the Mobile Bookstore - a mobile solution for bookstore businesses. This report presents the final research and study of the development of the Mobile Bookstore as a solution to the problem statements stated in the project proposal as well as in this report, which is considered as the main objective of the study. The Mobile Bookstore will address to the four problem statements, which are the geographical problems, the advancing mobile technologies, ubiquitous demands in computing and large bookstore information requests. These objectives help in answering the question to why this research is done and why would we need a mobile bookstore? With the mobile bookstore, companies can reach out to more customers, anywhere and everywhere using mobile devices. This concept allows for a more ubiquitous business and computing. Major bookstores need to compete and to be on top, implementing the latest technologies to serve its customers, and the mobile technology is one that should be taken advantage of. Browsing the large database of a bookstore can be time-consuming and difficult using expensive kiosks that come in limited numbers. A wireless environment can create wireless networks allowing those with mobile devices to browse through the bookstore database with ease. With this report, the basis for the research of this project will be underlined in detail, including the technologies, means, methods and study of recent researches related to the study. The result of this research project will be the software solution, a system (the Mobile Bookstore), which consists of two modules: the outdoor WAPbased module and the indoor Wireless Network module
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