6 research outputs found

    Recent Developments in Chatbot Usability and Design Methodologies

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    Chatbots are rapidly growing and becoming prevalent in many applications, including healthcare, education, and consumer services. As such, it is crucial to design chatbots with usability in mind. Traditional usability heuristics call for error prevention, consistency, and task efficiency. The heuristics are suited for all types of user interfaces, including chatbots. However, chatbots have their unique challenges, and thus, recently, some researchers have developed sets of usability guidelines specifically for chatbots. However, there is a shortage of studies that summarize the latest advances in chatbot usability design and assessment. As such, this chapter covers the existing general and chatbot-specific usability heuristics and examples of usage. Moreover, the chapter presents the recent developments in chatbot design techniques and challenges

    Exploring Immersive Learning Experiences: A Survey

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    Immersive technologies have been shown to significantly improve learning as they can simplify and simulate complicated concepts in various fields. However, there is a lack of studies that analyze the recent evidence-based immersive learning experiences applied in a classroom setting or offered to the public. This study presents a systematic review of 42 papers to understand, compare, and reflect on recent attempts to integrate immersive technologies in education using seven dimensions: application field, the technology used, educational role, interaction techniques, evaluation methods, and challenges. The results show that most studies covered STEM (science, technology, engineering, math) topics and mostly used head-mounted display (HMD) virtual reality in addition to marker-based augmented reality, while mixed reality was only represented in two studies. Further, the studies mostly used a form of active learning, and highlighted touch and hardware-based interactions enabling viewpoint and select tasks. Moreover, the studies utilized experiments, questionnaires, and evaluation studies for evaluating the immersive experiences. The evaluations show improved performance and engagement, but also point to various usability issues. Finally, we discuss implications and future research directions, and compare our findings with related review studies

    Characterizing Visual Programming Approaches for End-User Developers: A Systematic Review

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    Recently many researches have explored the potential of visual programming in robotics, the Internet of Things (IoT), and education. However, there is a lack of studies that analyze the recent evidence-based visual programming approaches that are applied in several domains. This study presents a systematic review to understand, compare, and reflect on recent visual programming approaches using twelve dimensions: visual programming classification, interaction style, target users, domain, platform, empirical evaluation type, test participants\u27 type, number of test participants, test participants\u27 programming skills, evaluation methods, evaluation measures, and accessibility of visual programming tools. The results show that most of the selected articles discussed tools that target IoT and education, while other fields such as data science, robotics are emerging. Further, most tools use abstractions to hide implementation details and use similar interaction styles. The predominant platforms for the tools are web and mobile, while desktop-based tools are on the decline. Only a few tools were evaluated with a formal experiment, whilst the remaining ones were evaluated with evaluation studies or informal feedback. Most tools were evaluated with students with little to no programming skills. There is a lack of emphasis on usability principles in the design stage of the tools. Additionally, only one of the tools was evaluated for expressiveness. Other areas for exploration include supporting end users throughout the life cycle of applications created with the tools, studying the impact of tutorials on improving learnability, and exploring the potential of machine learning to improve debugging solutions developed with visual programming. © 2013 IEEE

    Design and Discussion of Visualizations in Pairs

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    There are many commercial information visualization tools that enable domain experts to create visualizations on their own. However, when the data and the domain is complex, the visualization design task is delegated to a visualization designer. In this case, the visualization designer works in close collaboration with domain experts and their knowledge of the domain evolves through prototyping visualizations. The visualization prototypes are designed programmatically or on paper. Therefore, we propose that visualization designers and domain experts should create visualizations together using a visualization tool. These visualization design activities can lead to discussion and criticism on existing representations and serve as important usability criteria for more useful designs. We designed PairedVis, a tool to support both experts, the visualization designer and the domain expert in creating visualizations together. We conducted a study to investigate whether PairedVis supports the two experts in sharing knowledge and discussing representations

    Exploring Immersive Learning Experiences: A Survey

    No full text
    Immersive technologies have been shown to significantly improve learning as they can simplify and simulate complicated concepts in various fields. However, there is a lack of studies that analyze the recent evidence-based immersive learning experiences applied in a classroom setting or offered to the public. This study presents a systematic review of 42 papers to understand, compare, and reflect on recent attempts to integrate immersive technologies in education using seven dimensions: application field, the technology used, educational role, interaction techniques, evaluation methods, and challenges. The results show that most studies covered STEM (science, technology, engineering, math) topics and mostly used head-mounted display (HMD) virtual reality in addition to marker-based augmented reality, while mixed reality was only represented in two studies. Further, the studies mostly used a form of active learning, and highlighted touch and hardware-based interactions enabling viewpoint and select tasks. Moreover, the studies utilized experiments, questionnaires, and evaluation studies for evaluating the immersive experiences. The evaluations show improved performance and engagement, but also point to various usability issues. Finally, we discuss implications and future research directions, and compare our findings with related review studies
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