Globalization of markets means that interactive systems need to be usable and provide positive user experience (UX) to users in many different cultures. There is an increasing realization that systems may need to be l...
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Urban planning and design offer opportunities to nudge people towards more active behavior. This is a popular topic among urbanists and health professionals, with several guidelines and best practices already develope...
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Proximity-based interaction through a long cane is essential for the blind and the visually impaired. We designed and implemented an obstacle detector consisting of a 3D Time-of-Flight (TOF) camera and a planar tactil...
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ISBN:
(纸本)9781450313216
Proximity-based interaction through a long cane is essential for the blind and the visually impaired. We designed and implemented an obstacle detector consisting of a 3D Time-of-Flight (TOF) camera and a planar tactile display to extend the interaction range and provide rich non-visual information about the environment. Users choose a better path after acquiring the spatial layout of obstacles than with a white cane alone. A user study with 6 blind people was analyzed and showed extra time is needed to ensure safe walking while reading the layout. Both hanging and ground-based obstacles were circumvented. Tactile mapping information has been designed for representation of precise spatial information around a blind user.
Every time there is an increased interest in measuring and evaluating the user experience more objectively and accurately with respect to the real needs of users. However, the evolution of technology has meant various...
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ISBN:
(纸本)9781450328807
Every time there is an increased interest in measuring and evaluating the user experience more objectively and accurately with respect to the real needs of users. However, the evolution of technology has meant various challenges and have achieved a closer understanding of the implicit elements in the user and an interactive system interaction. In the case of virtual learning environments, the challenge is greater as there are contextual specific aspects that traditional methods cannot provide in an adequate way to assess the satisfaction of use in such environments. This proposal intended to include crucial elements that characterize learning software systems and to show how to evaluate these systems from an emotional approach. Copyright 2014 ACM.
作者:
Del-Bosque-Trevino, JorgeHough, JulianPurver, MatthewEducation Lab.
Computational Linguistics Lab. Cognitive Science Research Group School of Electronic Engineering and Computer Science Queen Mary University of London United Kingdom Human Interaction Lab.
Computational Linguistics Lab. Cognitive Science Research Group School of Electronic Engineering and Computer Science Queen Mary University of London United Kingdom Jožef Stefan Institute
Computational Linguistics Lab. Cognitive Science Research Group School of Electronic Engineering and Computer Science Queen Mary University of London United Kingdom
We present a conversational management act (CMA) annotation schema for one-to-one tutorial dialogue sessions where a tutor uses an analogy to teach a student a concept. CMAs are more fine-grained sub-utterance acts co...
Technology ethics is increasingly at the forefront of human-computerinteraction scholarship, with increasing visibility not only to end users of technology, but also regulators, technology practitioners, and platform...
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The role of empathy has come to prominence in HCI as the community increasingly engages with issues in medical, health and emotionally charged contexts. In such settings empathizing with others is crucial in understan...
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ISBN:
(纸本)9781450324748
The role of empathy has come to prominence in HCI as the community increasingly engages with issues in medical, health and emotionally charged contexts. In such settings empathizing with others is crucial in understanding the experience of living with specific conditions, or in being sensitive to the concerns and emotions of potentially vulnerable participants. researchers in these areas become implicated in designing new tools and technologies that support empathic relations. This workshop therefore aims to build an interdisciplinary community of researchers, designers and practitioners to share and discuss their work and the challenges they encountered when establishing empathic relationships within health or care contexts. We will work towards developing a richer conceptual and practical understanding of empathic engagement and design methods in this context to support and shape an agenda for future research.
Citizen science projects can collect a wealth of scientific data, but that data is only helpful if it is actually used. While previous citizen science research has mostly focused on designing effective capture interfa...
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ISBN:
(纸本)9781450302289
Citizen science projects can collect a wealth of scientific data, but that data is only helpful if it is actually used. While previous citizen science research has mostly focused on designing effective capture interfaces and incentive mechanisms, in this paper we explore the application of HCI methods to ensure that the data itself is useful. To provide a focus for this exploration we designed and implemented Creek Watch, an iPhone application and website that allow volunteers to report information about waterways in order to aid water management programs. Working with state and local officials and private groups involved in water monitoring, we conducted a series of contextual inquiries to uncover what data they wanted, what data they could immediately use, and how to most effectively deliver that data to them. We iteratively developed the Creek Watch application and website based on our findings and conducted evaluations of it with both contributors and consumers of water data, including scientists at the city water resources department. Our study reveals that the data collected is indeed useful for their existing practices and is already in use in water and trash management programs. Our results suggest the application of HCI methods to design the data for the end users is just as important as their use in designing the user interface. Copyright 2011 ACM.
Effective and efficient methodologies are essential for developing and maintaining information systems that are both secure and usable, especially in the case of Internet applications that require a combined effort fr...
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Effective and efficient methodologies are essential for developing and maintaining information systems that are both secure and usable, especially in the case of Internet applications that require a combined effort from application, system, network, security, and human-computerinteraction design areas. In this paper, we propose a user-centric approach towards achieving "usable security". As a case study we apply the proposed approach on the password management problem. Our work demonstrates that the "user-centric usable security" is a viable and promising future research direction.
Depending on their formality, clothes do not only change one’s appearance, but can also influence behavior and cognitive processes. Shoes are a special aspect of an outfit. Besides coming in various degrees of formal...
Depending on their formality, clothes do not only change one’s appearance, but can also influence behavior and cognitive processes. Shoes are a special aspect of an outfit. Besides coming in various degrees of formality, their structure can affect human gait. Avatars used to embody users in immersive Virtual Reality (VR) can wear any kind of clothing. According to the Proteus Effect, the appearance of a user’s avatar can influence their behavior. Users change their behavior in accordance to the expected behavior of the avatar. In our study, we embody 39 participants with a generic avatar of the user’s gender wearing three different pairs of shoes as within condition. The shoes differ in degree of formality. We measure the gait during a 2-minute walking task during which participants wore the same real shoe and assess selective attention using the Stroop task. Our results show significant differences in gait between the tested virtual shoe pairs. We found small effects between the three shoe conditions with respect to selective attention. However, we found no significant differences with respect to correct items and response time in the Stroop task. Thus, our results indicate that virtual shoes are accepted by users and, although not eliciting any physical constraints, lead to changes in gait. This suggests that users not only adjust personal behavior according to the Proteus Effect, but also are affected by virtual biomechanical constraints. Also, our results suggest a potential influence of virtual clothing on cognitive performance.
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