5 research outputs found

    Subjective visualization experiences: impact of visual design and experimental design

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    In contrast to objectively measurable aspects (such as accuracy, reading speed, or memorability), the subjective experience of visualizations has only recently gained importance, and we have less experience how to measure it. We explore how subjective experience is affected by chart design using multiple experimental methods. We measure the effects of changes in color, orientation, and source annotation on the perceived readability and trustworthiness of simple bar charts. Three different experimental designs (single image rating, forced choice comparison, and semi-structured interviews) provide similar but different results. We find that these subjective experiences are different from what prior work on objective dimensions would predict. Seemingly inconsequential choices, like orientation, have large effects for some methods, indicating that study design alters decision-making strategies. Next to insights into the effect of chart design, we provide methodological insights, such as a suggested need to carefully isolate individual elements in charts to study subjective experiences.Comment: 19 pages, 5 figures, 2 table

    Método para la evaluación de usabilidad de sitios web transaccionales basado en el proceso de inspección heurística

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    La usabilidad es considerada uno de los factores más importantes en el desarrollo de productos de software. Este atributo de calidad está referido al grado en que, usuarios específicos de un determinado aplicativo, pueden fácilmente hacer uso del software para lograr su propósito. Dada la importancia de este aspecto en el éxito de las aplicaciones informáticas, múltiples métodos de evaluación han surgido como instrumentos de medición que permiten determinar si la propuesta de diseño de la interfaz de un sistema de software es entendible, fácil de usar, atractiva y agradable al usuario. El método de evaluación heurística es uno de los métodos más utilizados en el área de Interacción Humano-Computador (HCI) para este propósito debido al bajo costo de su ejecución en comparación otras técnicas existentes. Sin embargo, a pesar de su amplio uso extensivo durante los últimos años, no existe un procedimiento formal para llevar a cabo este proceso de evaluación. Jakob Nielsen, el autor de esta técnica de inspección, ofrece únicamente lineamientos generales que, según la investigación realizada, tienden a ser interpretados de diferentes maneras por los especialistas. Por tal motivo, se ha desarrollado el presente proyecto de investigación que tiene como objetivo establecer un proceso sistemático, estructurado, organizado y formal para llevar a cabo evaluaciones heurísticas a productos de software. En base a un análisis exhaustivo realizado a aquellos estudios que reportan en la literatura el uso del método de evaluación heurística como parte del proceso de desarrollo de software, se ha formulado un nuevo método de evaluación basado en cinco fases: (1) planificación, (2) entrenamiento, (3) evaluación, (4) discusión y (5) reporte. Cada una de las fases propuestas que componen el protocolo de inspección contiene un conjunto de actividades bien definidas a ser realizadas por el equipo de evaluación como parte del proceso de inspección. Asimismo, se han establecido ciertos roles que deberán desempeñar los integrantes del equipo de inspectores para asegurar la calidad de los resultados y un apropiado desarrollo de la evaluación heurística. La nueva propuesta ha sido validada en dos escenarios académicos distintos (en Colombia, en una universidad pública, y en Perú, en dos universidades tanto en una pública como en una privada) demostrando en todos casos que es posible identificar más problemas de usabilidad altamente severos y críticos cuando un proceso estructurado de inspección es adoptado por los evaluadores. Otro aspecto favorable que muestran los resultados es que los evaluadores tienden a cometer menos errores de asociación (entre heurística que es incumplida y problemas de usabilidad identificados) y que la propuesta es percibida como fácil de usar y útil. Al validarse la nueva propuesta desarrollada por el autor de este estudio se consolida un nuevo conocimiento que aporta al bagaje cultural de la ciencia.Tesi

    Alternative evacuation procedures and smart devices' impact assessment for large passenger vessels under severe weather conditions

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    Within the expansive domain of maritime safety, optimizing evacuation procedures stands as a critical endeavour. After all, evacuation is literally the last and fundamental safety level afforded to mariners and passengers. Recent incidents have rekindled interest in assessing the performance of this ultimate safety barrier. However, addressing evacuability requires a holistic approach. The authors present herein the setup, simulation, and ultimately evaluation of a novel approach and its ability to rigorously assess multiple innovative risk-control options in a challenging, realistic setting. Moreover, its benchmarking against conventional regulation-dictated evacuation processes is captured distinctively along with the relative effectiveness of each proposed measure. Such measures include smart technologies and procedural changes that can result in substantial improvements to the current procedures. These will impact the ongoing discourse on maritime safety by providing insights for policymakers, vessel operators, emergency planners, etc., and emphasize the need for further research and development efforts to fortify the industry against evolving safety challenges

    Exploring Multi-Sensory Curriculum Development: Grades 3-5 Science In A Virtual Environment

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    The capstone thesis uses a qualitative research approach to explore the question: What are virtual tools and multi-sensory strategies that can be integrated into curriculum development to support the engagement of learners in science in grades 3-5 in virtual learning environments? The author chose this topic to find and to apply multi-sensory strategies, including technology-rich approaches, in virtual education, and developed a new curriculum unit using current sensory-rich technologies. The goal is to enhance and enrich curriculum, and thereby to increase student engagement in the sciences. Applying these tools in virtual education and using multi-sensory approaches can lead to new possibilities. The possibilities of using virtual and augmented reality tools is examined in relationship to the content area. Topics explored in the review of the literature include Gardner, Dewey, Montessori, Piaget, and virtual education using virtual reality, augmented reality, and programs and applications for virtual and face-to-face classrooms. The limitations and dangers of these tools, as well as their benefits, are discussed. Understanding by Design (UbD) and a constructivist teaching approach, and an integrated approach using these technologies, are used to develop a unit of science curriculum in Ocean Science, refreshed from a successful traditional unit. The author finds the multiple intelligences and the sensory approaches from Gardner and the multi-sensory, constructivist approaches most pivotal. Montessori seems to be the most knowledgeable about the importance of multi-sensory education itself. Integrating technological applications, including virtual reality (VR), augmented reality (AR) applications, and examining ongoing research, proves productive. The field of technology in education is an ever-changing and ever-expanding field. The author suggests it may be effective within a school system, district and classroom to develop a technology and curriculum review team to face the many decisions, challenges, and changes technology in the classroom brings. The author concludes that to broaden multi-sensory approaches, used in any form, in any educational environment, will benefit every student. For the developed curriculum, the limitations, implications, and recommendations for future research are discussed

    Modelling a conversational agent (Botocrates) for promoting critical thinking and argumentation skills

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    Students in higher education institutions are often advised to think critically, yet without being guided to do so. The study investigated the use of a conversational agent (Botocrates) for supporting critical thinking and academic argumentation skills. The overarching research questions were: can a conversational agent support critical thinking and academic argumentation skills? If so, how? The study was carried out in two stages: modelling and evaluating Botocrates' prototype. The prototype was a Wizard-of-Oz system where a human plays Botocrates' role by following a set of instructions and knowledge-base to guide generation of responses. Both stages were conducted at the School of Education at the University of Leeds. In the first stage, the study analysed 13 logs of online seminars in order to define the tasks and dialogue strategies needed to be performed by Botocrates. The study identified two main tasks of Botocrates: providing answers to students' enquiries and engaging students in the argumentation process. Botocrates’ dialogue strategies and contents were built to achieve these two tasks. The novel theoretical framework of the ‘challenge to explain’ process and the notion of the ‘constructive expansion of exchange structure’ were produced during this stage and incorporated into Botocrates’ prototype. The aim of the ‘challenge to explain’ process is to engage users in repeated and constant cycles of reflective thinking processes. The ‘constructive expansion of exchange structure’ is the practical application of the ‘challenge to explain’ process. In the second stage, the study used the Wizard-of-Oz (WOZ) experiments and interviews to evaluate Botocrates’ prototype. 7 students participated in the evaluation stage and each participant was immediately interviewed after chatting with Botocrates. The analysis of the data gathered from the WOZ and interviews showed encouraging results in terms of students’ engagement in the process of argumentation. As a result of the role of ‘critic’ played by Botocrates during the interactions, users actively and positively adopted the roles of explainer, clarifier, and evaluator. However, the results also showed negative experiences that occurred to users during the interaction. Improving Botocrates’ performance and training users could decrease users’ unsuccessful and negative experiences. The study identified the critical success and failure factors related to achieving the tasks of Botocrates
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