7,147 research outputs found

    Usability evaluation of digital libraries: a tutorial

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    This one-day tutorial is an introduction to usability evaluation for Digital Libraries. In particular, we will introduce Claims Analysis. This approach focuses on the designers’ motivations and reasons for making particular design decisions and examines the effect on the user’s interaction with the system. The general approach, as presented by Carroll and Rosson(1992), has been tailored specifically to the design of digital libraries. Digital libraries are notoriously difficult to design well in terms of their eventual usability. In this tutorial, we will present an overview of usability issues and techniques for digital libraries, and a more detailed account of claims analysis, including two supporting techniques – simple cognitive analysis based on Norman’s ‘action cycle’ and Scenarios and personas. Through a graduated series of worked examples, participants will get hands-on experience of applying this approach to developing more usable digital libraries. This tutorial assumes no prior knowledge of usability evaluation, and is aimed at all those involved in the development and deployment of digital libraries

    Stochastic Dominance in Mobility Analysis

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    This paper introduces a technique for mobility dominance and compares the degree of earnings mobility of men in the USA from 1970 to 1995. The highest mobility is found in the 1975–1980 or 1980–1985 periods

    Conversational spaces for learning and designing

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    In this paper we describe a project to trial and evaluate ‘information spaces’ in which learners are more freely able to engage in the kinds of conversations that are beneficial to the practice of design and its education

    Developing a model of distributed sensemaking: a case study of military analysis

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    In this paper, we examine the role of representational artefacts in sensemaking. Embodied within representational media, such as maps, charts and lists, are a number of affordances, which can furnish sensemakers with the ability to perform tasks that may be difficult to do inside the head. Presented here is a study of sensemaking in action. We conducted a study of military intelligence analysts carrying out a training exercise, the analysis of which focuses on the use of external task-specific representations. We present a discussion of the findings of our study in the form of a model of distributed sensemaking. Our model concentrates on the interaction of information and various representational artefacts, leading to the generation of insights and a situation picture. We also introduce a number of levels of description for examining the properties and affordances offered by representational artefacts and their role in the sensemaking process

    The roles of time, place, value and relationships in collocated photo sharing with camera phones

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    Photo sharing on camera phones is becoming a common way to maintain closeness and relationships with friends and family. How people share their photos in collocated settings using camera phones, with whom they share, and what factors influence their sharing experience were the themes explored in this study. Results showed that people exhibit different photo sharing behaviour depending on who they share photos with, where the sharing takes place and what value a picture represents to its owner. In this paper, we will explain what triggers the photo sharing activity and how the sharing takes place depending on who photos are shared with and where they are shared (e.g. restaurant, pub, home). The sharing experience is hindered by the difficulty of controlling which photographs are made available to particular people; sharing with a group of people at once; and ensuring appropriate privacy measures. These findings highlight requirements for novel mechanisms for organising, sharing, and displaying photos as well as provide a better understanding of photo sharing behaviour using camera phones in collocated settings

    360 Cinematic literacy: a case study

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    360 degree film making necessitates a new language for storytelling. We investigate this issue from the point of view of the user, inferring 360 literacy from what users say about their viewing experiences. The case study is based on material from two user studies on a 360 video profile of an artist. Interviews were analysed using thematic analysis to understand how users made sense of the video. The sense of presence had a strong impact on the experience, while the ability to look around meant new skills had to be developed to try to make sense of 360 video. Viewers had most to say about a few particular shots, and some themes of note emerge: such as being in unusual places, certainty about what should be attended to and focus points, switches between first and third person views, and close-ups and interest

    Hard-to-get-at data from difficult-to-access users

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    This paper reports on the design and development of a suite of tools to collect, analyze and visualize a diverse range of data from sufferers of mental ill-health. The aim is to allow researchers and ultimately sufferers and clinicians to better understand the ‘individual signatures’ of factors that indicate or identify episodes of ill-health. The tools have been applied as part of a study working with clients of a mental health service that demonstrates positive results con-cerning the applicability and acceptability of the approach in developing a bet-ter understanding of the factors surrounding self-harm behavior

    Supporting and Sustaining Equitable STEAM Activities in High School Classrooms: Understanding Computer Science Teachers’ Needs and Practices When Implementing an E-Textiles Curriculum to Forge Connections Across Communities

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    While the last two decades have seen an increased interest in STEAM (science, technology, engineering, arts, and mathematics) in K-12 schools, few efforts have focused on the teachers and teaching practices necessary to support these interventions. Even fewer have considered the important work that teachers carry out not just inside classrooms but beyond the classroom walls to sustain such STEAM implementation efforts, from interacting with administrators to recruiting students and persuading parents about the importance of arts and computer science. In order to understand teachers’ needs and practices regarding STEAM implementation, in this paper, we focus on eight experienced computer science teachers’ reflections on implementing a STEAM unit using electronic textiles, which combine crafting, circuit design, and coding so as to make wearable artifacts. We use a broad lens to examine the practices high school teachers employed not only in their classrooms but also in their schools and communities to keep these equitable learning opportunities going, from communicating with other teachers and admins to building a computer science (CS) teacher community across district and state lines. We also analyzed these reflections to understand teachers’ own social and emotional needs—needs important to staying in the field of CS education—better, as they are relevant to engaging with learning new content, applying new pedagogical skills, and obtaining materials and endorsements from their organizations to bring STEAM into their classrooms. In the discussion, we contemplate what teachers’ reported practices and needs say about supporting and sustaining equitable STEAM in classrooms
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