51 research outputs found

    Facilitating the take-up of new HCI practices: a ‘diffusion of innovations’ perspective

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    The workshop Made for Sharing: HCI Stories of Transfer, Triumph & Tragedy focuses on collecting cases in which practitioners have used their HCI methods in new contexts. For analyzing the collected body of cases we propose to apply a framework inspired by the Diffusion of Innovations approach which focuses on what facilitates the adoption, re-invention and implementation of new practices in social systems

    10373 Abstracts Collection -- Demarcating User eXperience

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    From September 15 to 17, 2010, the Dagstuhl Seminar 10373 Demarcating user experience was held in Schloss Dagstuhl, Leibniz Center for Informatics, Germany. The goal of the seminar was to come up with a consensus on the core concepts of user experience in a form of a User Experience White Paper, which would provide a more solid grounding for the field of user experience. This paper includes the resulted User Experience White Paper and a collection of abstracts from some seminar participants

    On the odd-even staggering of mean square charge radii in the light krypton and strontium region

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    Recently isotope shifts of 72,74−96^{72,74-96}Kr and 77−100^{77-100}Sr have been measured at the ISOLDE/ CERN mass separator facility by collinear laser spectroscopy. The deduced changes in mean square charge radii reveal sharp transitions in nuclear shape from spherical near the magic neutron number N=50 towards strongly deformed for both the neutron deficient and neutron rich isotopes far from stability. The mean square charge radii of the neutron deficient isotopes exhibit a sign change of the odd-even staggering (OES), i.e. below the neutron number N=46 the radius is systematically larger for the odd-N nuclei than for their even-N neighbours. This is in contrast to the situation of normal OES which is observed for the heavier isotopes. The inversion of the OES is interpreted as an effect of polarization, triggered by the addition of an unpaired neutron and driving the soft even-even core into stable strong deformation

    Usability problem reports for comparative studies: consistency and inspectability

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    The present study explores issues of consistency and inspectability in usability test data analysis processes and reports. Problem reports resulting from usability tests performed by three professional usability labs in three different countries are compared. Each of the labs conducted a usability test on the same product, applying an agreed test protocol that was collaboratively developed by the labs. Each lab first analyzed their own findings as they always do in their regular professional practice. A few weeks later, they again analyzed their findings but then everyone applied the same method (SlimDEVAN: a simplified version of DEVAN, a method developed for facilitating comparison of findings from usability tests in an academic setting). It was found that levels of agreement between labs did not improve when they all used SlimDEVAN there was inherent subjectivity in their analyses. It was found that consistency of single analysts in analyzing their data can be improved by using a method like SlimDEVAN. Such methods can also help in making the analysis process and findings more inspectable. Inspectability is helpful in comparative studies based on identified usability problems because it allows for the traceability of findings to original observations, as well as for laying bare the subjective parts of the data analysis

    TRIGA-SPEC: A setup for mass spectrometry and laser spectroscopy at the research reactor TRIGA Mainz

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    The research reactor TRIGA Mainz is an ideal facility to provide neutron-rich nuclides with production rates sufficiently large for mass spectrometric and laser spectroscopic studies. Within the TRIGA-SPEC project, a Penning trap as well as a beam line for collinear laser spectroscopy are being installed. Several new developments will ensure high sensitivity of the trap setup enabling mass measurements even on a single ion. Besides neutron-rich fission products produced in the reactor, also heavy nuclides such as 235-U or 252-Cf can be investigated for the first time with an off-line ion source. The data provided by the mass measurements will be of interest for astrophysical calculations on the rapid neutron-capture process as well as for tests of mass models in the heavy-mass region. The laser spectroscopic measurements will yield model-independent information on nuclear ground-state properties such as nuclear moments and charge radii of neutron-rich nuclei of refractory elements far from stability. This publication describes the experimental setup as well as its present status.Comment: 20 pages, 17 figure

    Museum experience design: crowds, ecosystems and novel technologies

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    Assessing usability evaluation methods on their effectiveness to elicit verbal comments from children subjects

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    An exploratory study is described looking at children's ability to provide verbal comments in usability evaluation sessions. Six evaluation methods were applied to test an interactive toy by children aged 6 and 7. The results show that most verbal comments were gathered during Active Intervention sessions, by asking children questions during tasks. Unexpectedly, the Co-Discovery sessions were less successful, because children did not collaborate very well. Children also provided useful comments in the Thinking Aloud, Retrospection, and Peer Tutoring sessions. They could reflect on their actions at the end of Retrospection sessions, and were able to teach other children how to interact with the toy in Peer Tutoring sessions

    Design-inclusive UX research: design as a part of doing user experience research

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    Since the third wave in human–computer interaction (HCI), research on user experience (UX) has gained momentum within the HCI community. The focus has shifted from systematic usability requirements and measures towards guidance on designing for experiences. This is a big change, since design has traditionally not played a large role in HCI research. Yet, the literature addressing this shift in focus is very limited. We believe that the ïŹeld of UX research can learn from a ïŹeld where design and experiential aspects have always been important: design research. In this article, we discuss why design is needed in UX research and how research that includes design as a part of research aimed at supporting and advancing UX design practice. We do this by investigating types of design-inclusive UX research and by learning from real-life cases of UX-related design research. We report the results of an interview study with 41 researchers in three academic research units where design research meets UX research. Based on our interview ïŹndings, and building on existing literature, we describe the diïŹ€erent roles design can play in research projects. We also report how design research results can inform designing for experience methodologically or by providing new knowledge on UX. The results are presented in a structured palette that can help UX researchers reïŹ‚ect and focus more on design in their research projects, thereby tackling experience design challenges in their own research.acceptedVersionPeer reviewe

    A cookbook method for Persuasive Game Design

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    Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes”) to use in creating their game and in each step, select which components(“ingredients”) to take into account and tools(“utensils”) to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners.
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