This document summarizes a study that used the Think-Aloud Protocol technique to observe users' mental models and gestural interactions when using a touchscreen tablet for the first time. Five participants completed tasks in a calendar app and space game app on an iPad2. Observations found that users struggled with gestures requiring indirect touch like long presses and spin gestures. They tended to use direct touch gestures like taps and drag-and-drops based on prior mouse experience. The study provides insight into how users' existing mental models can influence their understanding of new touchscreen interactions.
By interaction design, we mean
"designing interactive products to support the way people communicate and interact in their everyday lives." (Foley, 2007)
References:
Foley., J., “Interaction Design beyond human-computer interaction 2nd Edition,” 2007 John Wiley & Sons Ltd, pp.8
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
By interaction design, we mean
"designing interactive products to support the way people communicate and interact in their everyday lives." (Foley, 2007)
References:
Foley., J., “Interaction Design beyond human-computer interaction 2nd Edition,” 2007 John Wiley & Sons Ltd, pp.8
Human-computer interaction (HCI) is a multidisciplinary field of study focusing on the design of computer technology and, in particular, the interaction between humans (the users) and computers. While initially concerned with computers, HCI has since expanded to cover almost all forms of information technology design
MindTrek2011 - ContextCapture: Context-based Awareness Cues in Status UpdatesVille Antila
Presentation of an experimental mobile application, which allows users to add different descriptions of context information to their Facebook status updates. The meaningfulness and the usage of different context descriptions were evaluated in a two-week user trial. The results show that the most frequently used awareness cues in the test setting were location, surroundings, friends and activity. The results also indicate that user-defined semantic abstractions of context items (e.g. “home”, “work”) were often more informative and useful than more accurate indicators (e.g. the address or the name of the place). We also found out that using shared context from friends in vicinity (e.g. identifying the people around) needs careful design to overcome the extended privacy implications.
The Internet helped people to connect with static information available but now it is helping to build connection from people to people, people to physical objects and physical objects to other physical objects.
The speedy growth of Internet data is making networked connections more relevant and valuable. Also it creates exciting business opportunities for industries. Almost all every area, every device, every sensor,
every software are connected to each other. The ability to access these devices through a Smartphone or through a computer is called IoT (Internet of Things). These devices are accessed remotely. The Internet of things (IoT) is one of the top three technological advancements of the next decade together with the mobile, internet and the automation of knowledge work.
Understanding the Privacy Implications of Using Context-based Awareness Cues ...Ville Antila
Information from the physical world is increasingly being digitalized and shared in social networks. We share our locations, tag photos and add different kinds of informal awareness cues about the physical world to our online communities. In this paper, we investigate the privacy implications of shared context cues in social networking services. We present an experimental mobile application, which allows users to add different descriptions of context information to their Facebook and Twitter status updates. The application was used by 12 persons during a two-week user trial using their own devices and Facebook accounts. The results indicate that user-defined abstractions of context items were often preferred over more accurate indicators due to privacy concerns or discomfort in sharing. We also found out that using shared context from friends in vicinity needs careful design to overcome the extended privacy implications.
Affective Computing by Michal Shmueli-Scheuer, PhD, IBM Haifa Research Lab presented on Cognitive Systems Institute Group Speaker Series call 28 May 2015.
PACER: Fine-grained Interactive Paper via Hybrid Camera and Touch Gestures on...Chunyuan Liao
PACER is a gesture-based interactive paper system that supports fine-grained paper document content manipulation through the touch screen of a cameraphone. Using the phone’s camera, PACER links a paper document to its digital version based on visual features. It adopts camera-based phone motion detection for embodied gestures (e.g. marquees, underlines and lassos), with which users can flexibly select and interact with document details (e.g. individual words, symbols and pixels). The touch input is incorporated to facilitate target selection at fine granularity, and to address some limitations of the embodied interaction, such as hand jitter and low input sampling rate. This hybrid interaction is coupled with other techniques such as semi-real time document tracking and loose physical-digital document registration, offering a gesture-based command system. We demonstrate the use of PACER in various scenarios including work-related reading, maps and music score playing. A preliminary user study on the design has produced encouraging user feedback, and suggested future research for better understanding of embodied vs. touch interaction and one vs. two handed interaction.
Reliable, Safe & Trustworthy are some key factors to be considered for Human-Centered AI. There are certain Guidelines for Human-AI Interaction to be taken into evaluation to ensure RST systems overcome autonomy problems.
MOBILE AUGMENTED REALITY APPLICATION FOR PRIMARY SCHOOL EDUCATIONijma
Mobile-based Augmented Reality (AR) has grown rapidly in various sectors including an education field. This technology has supported in facilitating users to perform daily tasks such as tools in teaching and learning. However, in teaching and learning activities still practise a traditional method by using books that have caused students feel bored and cannot focus in the activities. Therefore, with the advent of ‘BelajarBacaanSolat’ using Augmented Reality (AR-BBS) application these students can utilize this to improve students' level of understanding as well as attract them to stay focus in the learning. The objective of this project was to help the primary school students to study an Islamic subject namely Kelas al-Quran dan Fardu Ain (KAFA). In addition, this project can also benefit to KAFA teachers in teaching student more effectively. This research focus on the topic of “BacaanSolat” in prayer. The framework proposed in this research contains three items including entity, platform and content. In conclusion, this project can help student especially KAFA student learn more efficiently. It is believed that this application can help the students to improve their skills and attract to learn KAFA effectively.
RoutineMaker: Towards End-User Automation of Daily Routines Using SmartphonesVille Antila
People use smartphones in daily activities for accessing and storing information in various situations. In this paper, we present a work in progress for detecting and automating some of these activities. To explore the possible patterns we developed an experimental application to detect daily tasks used by smartphones and analyzed it to provide suggestions for “routines”. We conducted a two-week user study with 10 users to evaluate the approach. During the study the application logged the usage patterns, sent information to the server where it was analysed and clustered. The participants could also automate their smartphone tasks using the analysed data. The findings suggest that people would be willing to automatize tasks given that the approach gives flexibility and expressiveness without too much information overload. Future work includes refining the algorithms based on the gathered real-life data and modifying the interaction design to approach the challenges found with the initial study.
MindTrek2011 - ContextCapture: Context-based Awareness Cues in Status UpdatesVille Antila
Presentation of an experimental mobile application, which allows users to add different descriptions of context information to their Facebook status updates. The meaningfulness and the usage of different context descriptions were evaluated in a two-week user trial. The results show that the most frequently used awareness cues in the test setting were location, surroundings, friends and activity. The results also indicate that user-defined semantic abstractions of context items (e.g. “home”, “work”) were often more informative and useful than more accurate indicators (e.g. the address or the name of the place). We also found out that using shared context from friends in vicinity (e.g. identifying the people around) needs careful design to overcome the extended privacy implications.
The Internet helped people to connect with static information available but now it is helping to build connection from people to people, people to physical objects and physical objects to other physical objects.
The speedy growth of Internet data is making networked connections more relevant and valuable. Also it creates exciting business opportunities for industries. Almost all every area, every device, every sensor,
every software are connected to each other. The ability to access these devices through a Smartphone or through a computer is called IoT (Internet of Things). These devices are accessed remotely. The Internet of things (IoT) is one of the top three technological advancements of the next decade together with the mobile, internet and the automation of knowledge work.
Understanding the Privacy Implications of Using Context-based Awareness Cues ...Ville Antila
Information from the physical world is increasingly being digitalized and shared in social networks. We share our locations, tag photos and add different kinds of informal awareness cues about the physical world to our online communities. In this paper, we investigate the privacy implications of shared context cues in social networking services. We present an experimental mobile application, which allows users to add different descriptions of context information to their Facebook and Twitter status updates. The application was used by 12 persons during a two-week user trial using their own devices and Facebook accounts. The results indicate that user-defined abstractions of context items were often preferred over more accurate indicators due to privacy concerns or discomfort in sharing. We also found out that using shared context from friends in vicinity needs careful design to overcome the extended privacy implications.
Affective Computing by Michal Shmueli-Scheuer, PhD, IBM Haifa Research Lab presented on Cognitive Systems Institute Group Speaker Series call 28 May 2015.
PACER: Fine-grained Interactive Paper via Hybrid Camera and Touch Gestures on...Chunyuan Liao
PACER is a gesture-based interactive paper system that supports fine-grained paper document content manipulation through the touch screen of a cameraphone. Using the phone’s camera, PACER links a paper document to its digital version based on visual features. It adopts camera-based phone motion detection for embodied gestures (e.g. marquees, underlines and lassos), with which users can flexibly select and interact with document details (e.g. individual words, symbols and pixels). The touch input is incorporated to facilitate target selection at fine granularity, and to address some limitations of the embodied interaction, such as hand jitter and low input sampling rate. This hybrid interaction is coupled with other techniques such as semi-real time document tracking and loose physical-digital document registration, offering a gesture-based command system. We demonstrate the use of PACER in various scenarios including work-related reading, maps and music score playing. A preliminary user study on the design has produced encouraging user feedback, and suggested future research for better understanding of embodied vs. touch interaction and one vs. two handed interaction.
Reliable, Safe & Trustworthy are some key factors to be considered for Human-Centered AI. There are certain Guidelines for Human-AI Interaction to be taken into evaluation to ensure RST systems overcome autonomy problems.
MOBILE AUGMENTED REALITY APPLICATION FOR PRIMARY SCHOOL EDUCATIONijma
Mobile-based Augmented Reality (AR) has grown rapidly in various sectors including an education field. This technology has supported in facilitating users to perform daily tasks such as tools in teaching and learning. However, in teaching and learning activities still practise a traditional method by using books that have caused students feel bored and cannot focus in the activities. Therefore, with the advent of ‘BelajarBacaanSolat’ using Augmented Reality (AR-BBS) application these students can utilize this to improve students' level of understanding as well as attract them to stay focus in the learning. The objective of this project was to help the primary school students to study an Islamic subject namely Kelas al-Quran dan Fardu Ain (KAFA). In addition, this project can also benefit to KAFA teachers in teaching student more effectively. This research focus on the topic of “BacaanSolat” in prayer. The framework proposed in this research contains three items including entity, platform and content. In conclusion, this project can help student especially KAFA student learn more efficiently. It is believed that this application can help the students to improve their skills and attract to learn KAFA effectively.
RoutineMaker: Towards End-User Automation of Daily Routines Using SmartphonesVille Antila
People use smartphones in daily activities for accessing and storing information in various situations. In this paper, we present a work in progress for detecting and automating some of these activities. To explore the possible patterns we developed an experimental application to detect daily tasks used by smartphones and analyzed it to provide suggestions for “routines”. We conducted a two-week user study with 10 users to evaluate the approach. During the study the application logged the usage patterns, sent information to the server where it was analysed and clustered. The participants could also automate their smartphone tasks using the analysed data. The findings suggest that people would be willing to automatize tasks given that the approach gives flexibility and expressiveness without too much information overload. Future work includes refining the algorithms based on the gathered real-life data and modifying the interaction design to approach the challenges found with the initial study.
Demanda contra la República y contra el EstadoGresskiki
Una breve explicación sobre las demandas contra el Estado y la República, en que instancia pueden realizarlo, que efecto tiene ganarle una demanda al Estado.
Accessibility Study of Touch and Gesture Interaction with SeniorsAndre Luiz Abrahão
At a time when there is the widespread use of new applications with touch and gesture interfaces, it is important to question whether these represent a positive differential to the accessibility of the senior population or whether they are yet another excluding info artifact. The purpose of this article is to present preliminary results for the potential and limitations of touch and gesture interfaces, through the proposal of usability heuristics for this audience, which subsequently will be proven, rebutted and calibrated by a prototype game for tablets with features based on cognitive and motor rehabilitation. The intention is that the game prototype based on the activities of harvesting, collecting of bunches of ripe grapes, carrying baskets and crushing grapes to make wine prove or refute the proposed heuristics.
In computer networking, the term IP address spoofing or IP spoofing refers to the creation of Internet Protocol (IP) packets with a forged source IP address, called spoofing, with the purpose of concealing the identity of the sender or impersonating another computing system. On January 22, 1995, in an article entitled, ―New form of attack on computers linked to Internet is uncovered, John Markoff of the New York Times reported on the TCP/IP protocol suite's security weakness known as IP spoofing. The IP spoofing security weakness was published by S. M. Bellovin (1989). However, not much attention has been paid to the security weaknesses of the TCP/IP protocol by the general public. This is changing as more people and companies are connecting to the Internet to conduct business. This paper is on ― “Proposed methods of IP Spoofing Detection & Prevention”. This paper contains an overview of IP address and IP Spoofing and its background. It also shortly discusses various types of IP Spoofing, how they attack on communication system. This paper also describes some methods to detection and prevention methods of IP spoofing and also describes impacts on communication system by IP Spoofing. We think that our proposed methods will be very helpful to detect and stop IP spoofing and give a secured communication system.
Homestead Michael Schumacher World Tower - The Epitome Of Luxury, Homestead M...Aadhar Homes
Homestead Michael Schumacher World Tower - The Epitome Of Luxury, Homestead Michael Schumacher World Tower in Sector-109, Call for more details @+91-9811750130
Device-to-device (D2D) communications underlaying a cellular infrastructure has been proposed as a means of taking advantage of the physical proximity of communicating devices, increasing resource utilization, and improving cellular coverage. Relative to the traditional cellular methods, there is a need to design new peer discovery methods, physical layer procedures, and radio resource management algorithms that help realize the potential article we use the 3GPP Long Term Evolution system as a baseline for D2D design, review some of the key design challenges, and propose solution approaches that allow cellular devices and D2D pairs to share spectrum resources and thereby increase the spectrum and energy efficiency of traditional cellular networks. Sim- ulation results illustrate the viability of the proposed design.
SMARCOS Abstract Paper submitted to ICCHP 2012Smarcos Eu
This study is part of the European project "Smarcos" (http://www.smarcos-project.eu/) that includes among its goals the development of services which are specifically designed and accessible for blind users.
In this paper we present the prototype application designed to make the main phone features available in a way which is accessible for a blind user. The prototype has been developed to firstly evaluate the interaction modalities based on gestures, audio and vibro-tactile feedback.
HCI LAB MANUAL
1
To understand the trouble of interacting with machines - Redesign interfaces of home
appliances.
2 Design a system based on user-centered approach.
3 Understand the principles of good screen design.
4 Redesign existing Graphical User Interface with screen complexity
5 Design Web User Interface based on Gestalt Theory
6 Implementation of Different Kinds of Menus
7 Implementation of Different Kinds of Windows
8 Design a system with proper guidelines for icons
International Journal of Engineering and Science Invention (IJESI) is an international journal intended for professionals and researchers in all fields of computer science and electronics. IJESI publishes research articles and reviews within the whole field Engineering Science and Technology, new teaching methods, assessment, validation and the impact of new technologies and it will continue to provide information on the latest trends and developments in this ever-expanding subject. The publications of papers are selected through double peer reviewed to ensure originality, relevance, and readability. The articles published in our journal can be accessed online.
Supporting relationships with awareness systemsOnno Romijn
The paper describes the design of a novel end-to-end communication system for helping elderly people and their grandchildren keep in touch in a pleasurable, low-pace interaction. The paper focuses on the requirements gathering process that combined diaries with field testing of prototypes and interviews; thereby bringing elements of more ‘playful’ design to a well- structured requirements engineering process.
Towards the Design of Intelligible Object-based Applications for the Web of T...Pierrick Thébault
Presentation given at the second international workshop on the Web of Things (in conjunction with the ninth international conference on pervasive computing, san francisco, usa, june 2011).
More details on http://www.wothings.com.
Methods and tools for human centered ICT: from human values to real-life inno...Human Centered ICT
Mulder, I., van Waart, P., Leurs, B. & Choenni, R. Methods and tools for human centered ICT: from human values to real-life innovation. Presented at D-CIS Human Factors day 2008, 10 September 2008.
Emotion-oriented computing: Possible uses and applicationsAndré Valdestilhas
This article discusses the concepts of using digital television affective computing and computer vision.
The proposal involves the union of some techniques such as capturing facial expressions through a video
camera, use of accelerometers in ball and touch holograms to work a certain level of interactivity with the
viewer. Some uses of the proposal in question are described, such as control of the hearing, background
content, among others. This article reveals numerous benefits that can be addressed with the use of
matters presented which can be applied in a broad context, such as for the blind in video games, among
others
Pakistan Journal of Science (Vol. 68 No.2June, 2016) 164 .docxbunyansaturnina
Pakistan Journal of Science (Vol. 68 No.2June, 2016)
164
A TECHNIQUE TO INCREASE THE USABILITY OF E-LEARNING WEBSITES
Q. Ain, M. Aslam
*
, S. Muhammad
**
, S. Awan
**
, M. T. Pervez
**
, N. Naveed
**
and A. Basit
**
S. Qadri
***
Department of Computer Science, School Education Department, Govt. of Punjab
*
Department of Computer Science and Engineering, University of Engineering & Technology, Lahore, Pakistan.
**
Department of Computer Science, Virtual University of Pakistan, Lahore, Pakistan.
***
Department of Computer Science, The Islamia University of Bahawalpur
Corresponding Author: [email protected]
ABSTRACT: Distance learning is an ancient idea to impart education to the learners who were
unable to join the regular educational institutes. Revolution in information technology has changed this
mode of learning to e-learning. E-learning is the mode of education in which the learners in remote
areas were educated through the use of technology. Many institutes have developed dedicated websites
and learning management systems such as open courseware, to introduce e- learning method. These
learning management systems are very efficient, have vast learning material and communication
channels without assistive support for physically disabled users. Lack of assistive technology support
in these websites stimulated negative user experiences. In this research work an e-learning usability
evaluation model based on user’s mental model, had been developed. Objective of this research work
was to reduce the gap between user’s mental model and designer’s perception. The major problem
while improving usability was a communication gap between user and designer.
Keywords:Usability, Accessibility, User Experience, Cognitive Burden, Learning Adaptive, Usability Evaluation
Model.
(Received 19-02-2015 Accepted 02-06-2016).
INTRODUCTION
Just making things easy to visualize may not be
a parameter to address the usability. Usability is a well-
defined unit of product adoption level of user with
contentment, competence and worth. User experience,
cognition and learning ability are important factors for
website surfing (ISO-9241-11, 1998). Usability of
websites is measured by its user adaptive level, screen
reading level, satisfaction and learnability. The above-
mentioned factors affect accessibility of a website design,
user adaptation and display of contents with ease of use
and navigation. Massachusetts institute of technology
(MIT) launched its open courseware in 2002 for the first
time in the history which gave the concept of e-learning.
A lot of irrelevant images or textures on the websites lead
to cognitive burden which disturbs the users. A
combination of intrinsic burden, germane burden and
extraneous burden is known as cognitive burden (Hasan,
2012).
The purpose of developing e-learning usability
evaluation model is to reduce the gap between mental
model of th.
A study on the usage of mobile devices vs desktops in collaborative environments: an approach based on flow experience
Poster on ICE-B conference
Athens, Greece
24-26 July 2010
Usability engineering of games a comparative analysis of measuring excitement...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based physiological measurements as a usability testing tool by considering three measures; which are observers‟ opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed comparatively and statistically. It concludes by discussing the findings that has been obtained from those subjective and objective measures, which partially supports the hypothesis.
Usability engineering of games a comparative analysis of measuring excitement...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based physiological measurements as a usability testing tool by considering three measures; which are observers‟ opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed comparatively and statistically. It concludes by discussing the findings that has been obtained from those subjective and objective measures, which partially supports the hypothesis.
USABILITY ENGINEERING OF GAMES: A COMPARATIVE ANALYSIS OF MEASURING EXCITEMEN...ijujournal
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies
and new ideas come up every now and then. This paper tests the hypothesis of using an EDA-based
physiological measurements as a usability testing tool by considering three measures; which are observers‟
opinions, self-reported data and EDA-based physiological sensor data. These data were analyzed
comparatively and statistically. It concludes by discussing the findings that has been obtained from those
subjective and objective measures, which partially supports the hypothesis.
1
User Interface Development
User Interface Development
Shashank Pitla
Wilmington University
Iteration 1 – Develop a storyboard
Plan
Nowadays, as the technology and the Web are continually being used to perform various operations, it becomes paramount to have an interactive and attractive user interface (Molina, Redondo, & Ortega, 2009). That is because humans interact with these systems through an interface. This iteration entails storyboarding for the user interface. A storyboard is a technique used for illustrating the interaction between humans and products in a narrative format that incorporates a series of sketches, drawings, pictures, and words to tell a story (Gruen, 2000). In this iteration, I plan to create storyboards that specify how the user interface will be changing in reaction to the user’s actions as well as to show the external elements to the system. I plan to use as few details as possible to get the key points on board regarding the big picture because the storyboard is supposed to present clear and precise information of the user interface.
In the procedure for storyboard design, there are three major activities that I plan to carry out including deciding what to incorporate, building the storyboard, and lastly feedback and iteration. In deciding what to do, I plan to interact with some users in the company to understand their needs, goals, and background. This analysis will also aid in understanding the system and the features. I will also get to brainstorm with the design team, identify people and artifacts in this storyboard and then develop the storyboard scenarios. During the time for building the storyboard, I will put the gathered information concerning the storyboard features into practice and illustrate the user actions on the storyboard. During the last step in my procedure; feedback and iteration, I plan to gather feedback from the internal and external stakeholders and then iterate the storyboard design.
Action
The documenting of the iteration’s objectives was the first activity that was carried out before commencing the main activities of the session. I then began with the first step of my procedure that is, deciding what to include. To accomplish that, I had to interact with the users with the aim of understanding their backgrounds and goals, and to understand the system better in terms of the desired features. I also brainstormed with the design team about the storyboard before developing the storyboard scenarios.
In the second step, I broke the story into smaller sections known as frames; I identified the key frames from the scenarios as I focus on each frame’s individual features. In each frame, I had to draw the user, the product as well as other fundamental objects for each frame. I used tests for the users’ thoughts or reactions and made sure to use as minimum detail as possible in communicating the user interface features. I then wrote short descriptions for each frame to ...