105 research outputs found
Usability of disaster apps : understanding the perspectives of the public as end-users : a dissertation presented in partial fulfilment of the requirements for the degree of Doctor of Philosophy in Emergency Management at Massey University, Wellington, New Zealand
Listed in 2020 Dean's List of Exceptional ThesesMultiple smartphone applications (apps) exist that can enhance the publicâs resilience to disasters. Despite the capabilities of these apps, they can only be effective if users find them usable. Availability does not automatically translate to usability nor does it guarantee continued usage by the target users. A disaster app will be of little or no value if a user abandons it after the initial download. It is, therefore, essential to understand the usersâ perspectives on the usability of disaster apps. In the context of disaster apps, usability entails providing the elements that effectively facilitate users in retrieving critical information, and thus enabling them to make decisions during crises.
Establishing good usability for effective systems relies upon focussing on the user whereby technological solutions match the userâs needs and expectations. However, most studies on the usability of disaster context technologies have been conducted with emergency responders, and only a few have investigated the publicsâ perspectives as end-users. This doctoral project, written within a âPhD-thesis-with-publicationâ format, addresses this gap by investigating the usability of disaster apps through the perspectives of the public end-users.
The investigation takes an explicitly perceived usability standpoint where the experiences of the end-users are prioritised. Data analysis involved user-centric information to understand the publicâs context and the mechanisms of disaster app usability. A mixed methods approach incorporates the qualitative analysis of app store data of 1,405 user reviews from 58 existing disaster apps, the quantitative analysis of 271 survey responses from actual disaster app users, and the qualitative analysis of usability inquiries with 18 members of the public.
Insights gathered from this doctoral project highlight that end-users do not anticipate using disaster apps frequently, which poses particular challenges. Furthermore, despite the anticipated low frequency of use, because of the life-safety association of disasters apps, end-users have an expectation that the apps can operate with adequate usability when needed. This doctoral project provides focussed outcomes that consider such user perspectives.
First, an app store analysis investigating user reviews identified new usability concerns particular to disaster apps. It highlighted usersâ opinion on phone resource usage and relevance of content, among others. More importantly, it defined a new usability factor, app dependability, relating to the life-safety context of disaster apps. App dependability is the degree to which usersâ perceive that an app can operate dependably during critical scenarios.
Second, the quantitative results from this research have contributed towards producing a usability-continuance model, highlighting the usability factors that affect end-usersâ intention to keep or uninstall a disaster app. The key influences for usersâ intention to keep disaster apps are: (1) usersâ perceptions as to whether the app delivers its function (app utility), (2) whether it does so dependably (app dependability), and (3) whether it presents information that can be easily understood (user-interface output). Subsequently, too much focus on (4) user-interface graphics and (5) user-interface input can encourage users to uninstall apps.
Third, the results from the qualitative analysis of the inquiry data provide a basis for developing guidelines for disaster app usability. In the expectation of low level of engagement with disaster app users, the guidelines list recommendations addressing information salience, cognitive load, and trust.
This doctoral project provides several contributions to the body of knowledge for usability and disaster apps. It reiterates the importance of investigating the usability of technological products for disasters and showcases the value of user-centric data in understanding usability. It has investigated usability with particular attention to the end-usersâ perspectives on the context of disaster apps and, thus, produces a theoretical usability-continuance model to advance disaster app usability research and usability guidelines to encourage responsible design in practice
Video marketplace as a new approach to Crowd Journalism using a blockchain-based infrastructure
Atualmente, as plataformas de social media (Facebook, Instagram, Youtube, etc.) dominam o mundo da conectividade social e continuarĂŁo a fazĂȘ-lo nas prĂłximas geraçÔes. Na sua grande maioria, as redes sociais sĂŁo plataformas centralizadas regidas e controladas por uma Ășnica organização proprietĂĄria, o que vem colocar questĂ”es crĂticas de confiança e controle sobre o conteĂșdo criado e divulgado.
Presencia-se tambĂ©m uma grande evolução dos smartphones e dispositivos mĂłveis no que toca Ă qualidade de criação e visualização de conteĂșdo multimĂ©dia (ĂĄudio, vĂdeo, etc.). Isto faz com que cada vez mais conteĂșdo de qualidade seja criado a cada instante por pessoas comuns, aumentando a aceitação do crowd journalism por parte da comunidade jornalĂstica internacional.
O propĂłsito desta dissertação Ă© a concepção e o desenvolvimento de um Marketplace de conteĂșdo multimĂ©dia tendo como suporte uma rede social descentralizada. Esta plataforma Web permite armazenar vĂdeos que sĂŁo transmitidos em direto, visualizĂĄ-los, avaliĂĄ-los e realizar as transaçÔes entre os detentores dos mesmos e possĂveis compradores. Todas as operaçÔes do sistema sĂŁo registadas de forma descentralizada e utilizando tecnologia blockchain atravĂ©s de smart contracts, tendo sempre em conta a usabilidade dos componentes desenvolvidos, a experiĂȘncia de utilização do sistema e os desafios inerentes dado o enquadramento no contexto da rede social descentralizada.
O impacto esperado Ă© que esta plataforma, ou a abordagem conceptual tomada, permita oferecer uma solução para os problemas atuais de confiança e de propriedade de conteĂșdo provenientes das redes sociais centralizadas clĂĄssicas, podendo eventualmente revolucionar a forma como se partilha conteĂșdo socialmente e se explora comercialmente o mesmo.From the start of the 21st century, the social media networks have reached a ruling level of usage and significance on social connectivity and will certainly continue to be the main form of social interaction in the next generations. Most of these social networks are centralized platforms ruled by a single organization owner, raising critical trust and ownership concerns over the content created and shared.
Furthermore, there has been a significant growth of the technologies evolving smartphones and its components and functionality, giving to ordinary people the power of creating good-quality content using only their smartphones. This phenomenon contributed to the rise of crowd-streaming and crowd-journalism and its acceptance by the journalistic community all around the world.
This work intends to conceive and develop a marketplace of multimedia content based on a decentralized social media network. The web platform is responsible for saving the live-made videos, allowing its visualization, rating and transactions between its owners and potential buyers. All the system mechanism uses smart contracts in a blockchain environment. This work also focuses on understanding how is the usability affected by the decentralized approach and what are the methods, precautions and strategies needed to improve the system's user experience.
Regarding this work, the expected impact lies in recognizing the potential benefits of the decentralized approach over the centralized world of social networking as well as effectively propose and implement user interface and experience strategies to support this revolution
Designing Community Collaboration Support System to Facilitate the Resilience of Supply Chains During Crises
This study explores how to design an information system that facilitates the resilience of supply chains and the collaboration of different stakeholders during various crises. The ultimate objective of this study is to develop a knowledge base for formalizing design principles essential for designing and conceptualizing the Community Collaboration Support System to facilitate the resilience of supply chains during a crisis. To derive the design principles, we followed the design science research approach. Drawing from the literature, this paper used kernel theories as a part of the process. The design principles are well positioned and aligned with the acquired knowledge base. This study contributes to the existing research in distributed and collaboration technology. Additional explanatory studies are needed to validate posited design principles
Applying the User-Centered Design approach for Prototyping the Interfaces of an Intelligent Emergency Management System
In todayâs disaster management context, decision-making and information management is a
crucial aspect, given the complexity of the tasks the decision-maker has, as well as the sheer influx
of information coming in at any given time. As such there is a need to develop a system that can
aid both the decision makers in the command post but can also collect the information gathered
by the responders on the field. This system should also aid the decision maker by providing
counselling according a set of rules, giving the system an intelligent aspect. Thusly THEMIS is
born, an intelligent system to support decision making in crisis scenarios.
As any given system must have an interface, the usability and user experience are a concern, but
given the nature of crisis scenarios, this aspect of user interfaces becomes much more critical.
It is in this context that this dissertationâs goal becomes clear: design and test the interface
prototype of an emergency management intelligent system, following the User-Centered Design
framework.
With this goal in mind, the steps of the framework were followed, by beginning to understand the
user, the context of use, resulting in understanding the userâs needs. From here, the system
requirements emerged, and paper prototyping began. After validation with experts and possible
users, the interfaces were prototyped digitally for both the desktop and mobile system
applications. This was followed by usability tests, using the Cognitive Walkthrough method, the
System Usability Score and the User Experience Questionnaire. In order to complement the
testing phase, eye tracking data was gathered during the desktop versionâs usability tests, which
gave further insight about user behaviour.
As such, it was concluded that prototypes scored highly both for usability and user experience,
and there was an overall improvement on the various versions of both the desktop and mobile
apps. The tests with eye tracking also allowed to identify a few issues that otherwise couldnât be
detected, namely key items the users were missing on the interfaces
Using Decentralized Networks and Distributed Ledger Technologies for Foreign Aid Distribution and Reporting
The U.S. federal government is responsible for the creation and disbursement of roughly 45 billion is allocated for the advancement of economic and humanitarian aid initiatives. However, these programs often face challenges when attempting to distribute funds to individual recipients in regions lacking stable government or reliable financial infrastructure. In addition, existing inefficiencies within the allocation process for these awards may introduce various inequalities through bias or other procedural complexities. As a result, many aid initiatives are not administered in a cost-effective manner and the subsequent lack of transparent reporting makes it difficult for the public to audit these programs and assess outcomes. To address these challenges, a new mobile based (Android/iOS) application has been developed in which foreign aid awards are distributed through the transaction of digital currency and asset-backed stable-coins on the Stellar network. Following user registration and onboarding, the application confirms that users meet the required qualifications through the use of a novel crowdsourcing mechanism comprised of previous recipients. Network validators are incentivized through continued awards to verify new recipient eligibility and further expand the verification network. Once confirmed, the application allows users to transact their awards in USDC, network-native Stellar lumens (XLM) or transfer their tokens to other marketplaces and asset representations with minimal transaction cost. While other available software addresses each of these issues separately, this application combines the end-to-end transfer and housing of aid funds into a singular process for both administrators and recipients. Furthermore, the awarding of these funds is recorded on a public ledger that allows for detailed analysis of initiative outcomes in a verifiable and trust-less manner. Finally, a simulation script was constructed for the purposed of modeling network growth and efficiency in relation to incentivizing future participation in validating new applicants
Staging urban emergence through collective creativity: Devising an outdoor mobile augmented reality tool
The unpredictability of global geopolitical conflicts, economic trends, and impacts of climate change, coupled with an increasing urban population, necessitates a more profound commitment to resilience thinking in urban planning and design. In contrast to top-down planning and designing for sustainability, allowing for emergence to take place seems to contribute to a capacity to better deal with this complex unpredictability, by allowing incremental changes through bottom-up, self-organized adaptation made by diverse actors in the proximity of various social, economical and functional entities in the urban context.The present thesis looks into the processes of creating urban emergence from both theoretical and practical perspectives. The theoretical section of the thesis first looks into the relationship between the processes and the qualities of a compact city. The Japanese city of Tokyo is used as an example of a resilient compact city that continuously emerges through incremental micro-adaptations by individual actors guided by urban rules that âlet it happenâ without much central control or top-down design of the individual outcomes. The thesis then connects such rule-based emergent processes and the qualities of a compact city to complex adaptive systemâs (CAS) theory, emphasizing the value of incremental and individual multiple-stakeholder input. The latter part of the thesis focuses on how to create a platform that can combine the bottom-up, emergent, rule-based planning approaches, and collective creativity based on individual participation and input from the public. This section is dedicated to developing a tool for a collaborative urban design using outdoor mobile augmented reality (MAR) by research-through-design method.The thesis thus has three parts addressing the topics: 1. urban planning processes and resulting urban qualities concerning compact city â i.e., density and diversity; 2. the processes of urban emergence, which generates complexity that renders urban resilience from the urban planning theory perspective; 3. developing a tool for non-expert citizens and other stakeholders to design and visualize an urban neighborhood by simulating the rule-based urban emergence using outdoor MAR. The results include a proposal for a complementary hybrid planning approaches that might approximate the CAS in urban systems with qualities that contribute to urban resiliency. Thereafter, the results describe specifications and design criteria for a tool as a public collaborative design platform using outdoor MAR to promote public participation: Urban CoBuilder. The processes of developing and prototyping such a tool to test various urban concepts concerning identified adaptive urban planning approaches are also presented with an assessment of the MAR tool based on focus group user tests. Future studies need to better include the potential of crowdsourcing public creativity through mass participation using the collaborative design tool and actual integration of these participatory design results in urban policies
Geographic Citizen Science Design
Little did Isaac Newton, Charles Darwin and other âgentlemen scientistsâ know, when they were making their scientific discoveries, that some centuries later they would inspire a new field of scientific practice and innovation, called citizen science. The current growth and availability of citizen science projects and relevant applications to support citizen involvement is massive; every citizen has an opportunity to become a scientist and contribute to a scientific discipline, without having any professional qualifications. With geographic interfaces being the common approach to support collection, analysis and dissemination of data contributed by participants, âgeographic citizen scienceâ is being approached from different angles. Geographic Citizen Science Design takes an anthropological and Human-Computer Interaction (HCI) stance to provide the theoretical and methodological foundations to support the design, development and evaluation of citizen science projects and their user-friendly applications. Through a careful selection of case studies in the urban and non-urban contexts of the Global North and South, the chapters provide insights into the design and interaction barriers, as well as on the lessons learned from the engagement of a diverse set of participants; for example, literate and non-literate people with a range of technical skills, and with different cultural backgrounds. Looking at the field through the lenses of specific case studies, the book captures the current state of the art in research and development of geographic citizen science and provides critical insight to inform technological innovation and future research in this area
Geographic Citizen Science Design: No one left behind
Little did Isaac Newton, Charles Darwin and other âgentlemen scientistsâ know, when they were making their scientific discoveries, that some centuries later they would inspire a new field of scientific practice and innovation, called citizen science. The current growth and availability of citizen science projects and relevant applications to support citizen involvement is massive; every citizen has an opportunity to become a scientist and contribute to a scientific discipline, without having any professional qualifications. With geographic interfaces being the common approach to support collection, analysis and dissemination of data contributed by participants, âgeographic citizen scienceâ is being approached from different angles. Geographic Citizen Science Design takes an anthropological and Human-Computer Interaction (HCI) stance to provide the theoretical and methodological foundations to support the design, development and evaluation of citizen science projects and their user-friendly applications. Through a careful selection of case studies in the urban and non-urban contexts of the Global North and South, the chapters provide insights into the design and interaction barriers, as well as on the lessons learned from the engagement of a diverse set of participants; for example, literate and non-literate people with a range of technical skills, and with different cultural backgrounds. Looking at the field through the lenses of specific case studies, the book captures the current state of the art in research and development of geographic citizen science and provides critical insight to inform technological innovation and future research in this area
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
Geographic Citizen Science Design
Little did Isaac Newton, Charles Darwin and other âgentlemen scientistsâ know, when they were making their scientific discoveries, that some centuries later they would inspire a new field of scientific practice and innovation, called citizen science. The current growth and availability of citizen science projects and relevant applications to support citizen involvement is massive; every citizen has an opportunity to become a scientist and contribute to a scientific discipline, without having any professional qualifications. With geographic interfaces being the common approach to support collection, analysis and dissemination of data contributed by participants, âgeographic citizen scienceâ is being approached from different angles. Geographic Citizen Science Design takes an anthropological and Human-Computer Interaction (HCI) stance to provide the theoretical and methodological foundations to support the design, development and evaluation of citizen science projects and their user-friendly applications. Through a careful selection of case studies in the urban and non-urban contexts of the Global North and South, the chapters provide insights into the design and interaction barriers, as well as on the lessons learned from the engagement of a diverse set of participants; for example, literate and non-literate people with a range of technical skills, and with different cultural backgrounds. Looking at the field through the lenses of specific case studies, the book captures the current state of the art in research and development of geographic citizen science and provides critical insight to inform technological innovation and future research in this area
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