Heuristic evaluation (HE) is problematic when applied to mobile technologies, in that contextual influences over use are poorly represented. Here we propose two lightweight variants of HE: the Heuristic Walkthrough (H...
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As we have moved to a more technology-based classroom, much attention has been paid to using computers to present material. computer-based presentations can be a powerful tool for faculty, but as more and more student...
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As we have moved to a more technology-based classroom, much attention has been paid to using computers to present material. computer-based presentations can be a powerful tool for faculty, but as more and more students are coming to class with laptop and tablet computers, attention is being paid to questioning the opportunities this could present to these students in the form of enhanced note-taking opportunities. This paper explores the idea of faculty (rather than the students) using a computer note-taking system during student presentations to support interaction, evaluation, and feedback. Good annotations and records of a presentation can assist in more organized and effective feedback both during class as well as after class. It can also be beneficial in the evaluation of grades during the assignment stage of a faculty member's work. The techniques discussed can be extended to a wide variety of student presentation assignments.
Is it possible to bring the benefits of rigorous software engineering methodologies to end users? End users create software when they use spreadsheet systems, web authoring tools and graphical languages, when they wri...
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Intelligent tutoring systems are quite difficult and time intensive to develop. In this paper, we describe a method and set of software tools that ease the process of cognitive task analysis and tutor development by a...
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Exploratory analysis of multidimensional data sets is challenging because of the difficulty in comprehending more than three dimensions. Two fundamental statistical principles for the exploratory analysis are (1) to e...
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Exploratory analysis of multidimensional data sets is challenging because of the difficulty in comprehending more than three dimensions. Two fundamental statistical principles for the exploratory analysis are (1) to examine each dimension first and then find relationships among dimensions, and (2) to try graphical displays first and then find numerical summaries (D.S. Moore, (1999). We implement these principles in a novel conceptual framework called the rank-by-feature framework. In the framework, users can choose a ranking criterion interesting to them and sort 1D or 2D axis-parallel projections according to the criterion. We introduce the rank-by-feature prism that is a color-coded lower-triangular matrix that guides users to desired features. Statistical graphs (histogram, boxplot, and scatterplot) and information visualization techniques (overview, coordination, and dynamic query) are combined to help users effectively traverse 1D and 2D axis-parallel projections, and finally to help them interactively find interesting features
A course on pervasive computing should be structured around key functions throughout a systems development process to cover common underlying concerns throughout science and engineering disciplines - development of de...
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A course on pervasive computing should be structured around key functions throughout a systems development process to cover common underlying concerns throughout science and engineering disciplines - development of design rationale, prototyping, evaluation, and component reuse. However, broader considerations of usage context and appreciation for research and methodological contributions from other disciplines must be strongly factored into course planning. To achieve both goals, we suggest learning objectives, a general strategy and approach using case-based learning.
Power wheelchair joysticks have been used to control a mouse cursor on desktop computers, but they offer no integrated text entry solution, confining users to point-and-click or point-and-dwell with on-screen keyboard...
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ISBN:
(纸本)158113911X
Power wheelchair joysticks have been used to control a mouse cursor on desktop computers, but they offer no integrated text entry solution, confining users to point-and-click or point-and-dwell with on-screen keyboards. But on-screen keyboards reduce useful screen real-estate, exacerbate the need for frequent window management, and impose a second focus of attention. By contrast, we present two integrated gestural text entry methods designed for use from power wheelchairs: one for joysticks and the other for touchpads. Both techniques are adaptations of EdgeWrite, originally a stylus-based unistroke method designed for people with tremor. In a preliminary study of 7 power wheelchair users, we found that touchpad EdgeWrite was faster than joystick WiVik, and joystick EdgeWrite was only slightly slower after minimal practice. These findings reflect "walk up and use"-ability and warrant further investigation into extended use. Copyright 2004 ACM.
Several experiments by psychologists and human factors researchers have shown that when young children execute pointing tasks, they perform at levels below older children and adults. However, these experiments have no...
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Several experiments by psychologists and human factors researchers have shown that when young children execute pointing tasks, they perform at levels below older children and adults. However, these experiments have not provided user interface designers with an understanding of the severity or the nature of the difficulties young children have when using input devices. To address this need, we conducted a study to gain a better understanding of 4 and 5 year-old children's use of mice. We compared the performance of thirteen 4 year-olds, thirteen 5 year-olds and thirteen young adults in point-and-click tasks. Plots of the paths taken by the participants show severe differences between adults' and preschool children's ability to control the mouse. We were not surprised then to find age had a significant effect on accuracy, target reentry, and efficiency. We also found that target size had a significant effect on accuracy and target reentry. Measuring movement time at four different times (first entering target, last entering target, pressing button, releasing button) yielded the result that Fitts' law models children well only up to the time they first enter the target. Overall, we found that the difference between the performance of children and adults was large enough to warrant user interface interactions designed specifically for preschool children. The results additionally suggest that children need the most help once they get close to targets.
The aim of this study was to investigate, if the simulated proximity level of an anthropomorphic conversational agent and the affective contents in the agent's speech influence the subjects' affective experien...
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ISBN:
(纸本)1581138571
The aim of this study was to investigate, if the simulated proximity level of an anthropomorphic conversational agent and the affective contents in the agent's speech influence the subjects' affective experiences. Eight subjects were exposed to messages given by the agent using synthetic speech. The agent character's simulated proximity level (intimate, personal, social, and public) and the affective contents of the speech message (negative, neutral, and positive) were systematically varied in the experiment. The proximity levels were simulated by displaying the agent on a screen in different sizes. After each speech message, the subjects rated their affective experience on four scales: valence, arousal, dominance, and message intimacy. They also chose a preferred agent proximity level. The results showed that by manipulating the agent's simulated proximity level, experienced dominance could be significantly influenced. Further, by manipulating the affective contents of the speech, experienced valence and intimacy could be significantly influenced. The personal and social proximity levels were preferred by the subjects. Copyright 2004 ACM.
This research work focuses on developing a software-based tutor to teach social skills to students with cognitive disabilities, and examining the real-world implications of such a tutor. My proposed social tutor, call...
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This research work focuses on developing a software-based tutor to teach social skills to students with cognitive disabilities, and examining the real-world implications of such a tutor. My proposed social tutor, called SAM (social ability modeler), will integrate a computer game-based edutainment platform together with a social interaction environment. The goal of using a computer game-based platform is to enhance the intrinsic motivation of the students, or their natural inclination to use SAM. Numerous prior studies have found that computer games are intrinsically motivating to youth. A growing body of research has also shown that children who are intrinsically motivated will put more effort into learning new material (Lumbsden, 1994). The initial hypothesis is that the capability of a software program to adapt to an individual's particular strengths and weaknesses will enable SAM to support stronger generalization and transfer of learning than traditional SST. However, traditional methods will still, nonetheless, complement SAM's instruction; using SAM in conjunction with traditional methods for teaching social skills rather than alone will likely enhance its effectiveness, reliability, and versatility
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