One Simple Question or "You Walked Four Miles to Eat What?!!"reillym24
University of Michigan Assistive Technology Manager Jane Berliss-Vincent shares how U-M pioneered assistive technology implementation. Her presentation was given on January 17th, 1-2:30 PM at the Hatcher Graduate Library Gallery Room 100. This is the first of several events in celebration of the 40th anniversary of U-M's Office of Services for Students with Disabilities.
One Simple Question or "You Walked Four Miles to Eat What?!!"reillym24
University of Michigan Assistive Technology Manager Jane Berliss-Vincent shares how U-M pioneered assistive technology implementation. Her presentation was given on January 17th, 1-2:30 PM at the Hatcher Graduate Library Gallery Room 100. This is the first of several events in celebration of the 40th anniversary of U-M's Office of Services for Students with Disabilities.
Future Flight Fridays: Public Trust in Future FlightKTN
‘Public Acceptance’ can be a challenging theme for Future Flight consortia to approach. Hear from Professor Edmond Awad on the ‘Moral Machine’, Professor Susan Molyneux-Hodgson discussing responsible innovation and technical democracy and Professor Sarah Hartley on moving from public acceptance to knowledge co-production.
This session will focus on:
- What ‘public acceptance’ means, and key challenges consortia face around public trust and acceptance of new technologies in the context of the Future of Flight
- Research areas and approaches to understanding barriers of public trust and acceptance of future of flight challenge proposals
- Potential Tools for public engagement and data collection, drawing a picture on the public perception of ethical implications, trust, and responsibility
- Areas such as the Ethics of Technology; Responsible Innovation; Interdisciplinary collaboration; Public Engagement and Computational Social Science
ELPUB 2018 Feminist Open Science workshopLeslie Chan
This was the slides for the workshop on Feminist Open Science presented at ELPUB2018 in Toronto. Notes for the session is available here: https://docs.google.com/document/d/1zr51nZ4VRjVNLixeRc_4SPa-liSALADLTbJ1RUJYcpo/edit
"This workshop will centre on how current discourse around Open Science has tended to focus on the creation of new technological platforms and tools to facilitate sharing and reuse of a wide range of research outputs, but has largely avoided tackling many important issues related to inclusion of a diversity of perspectives in science. We believe a feminist perspective can help to surface these issues, particularly with regard to the need for inclusive infrastructure, which are especially important as Open Science increasingly becomes part of government agendas and policies. We expect that researchers, practitioners and policy makers interested in Open Science will benefit from this workshop to think about issues of inclusivity in Open Science that are not receiving sufficient attention. We expect participants who attend this workshop will gain awareness about relevant resources and work that has been done by feminist technoscience scholars to expand the perspectives of Open Science. We hope that participants will take away new possibilities for their work that they may not have considered before. For policy makers, this workshop will be particularly relevant to help think about how evidence for Open Science should be assessed from a more feminist inclusive standpoint. The workshop will also present results from a two-day workshop on Feminist Open Science that will take place prior to the ELPUB workshop, with the intent of soliciting feedback and collaboration."
This presentation discusses using mobile technology for field learning activities and multimodal presentations. It offers background on mobile learning and then transitions into activities and sequences for teachers and learners to begin conducting their own field research in the Humanities. It is intended to transform habitus for learners, to make connections through mobile technology, and to compose meaning in multimodal ways.
This is the presentation of the Juan Cruz-Benito’s PhD “On data-driven systems analyzing, supporting and enhancing users’ interaction and experience” that was defended on September 3rd, 2018 in the Faculty of Sciences at University of Salamanca Spain. This PhD was graded with the maximum qualification “Sobresaliente Cum Laude”.
Gamification of cognitive training: a crowdsourcing- inspired approach for ol...Alberto Mora
Cognitive impairment is a serious concern for the most advanced societies in the world. Current research focuses on prevention strategies, which aim to delay as much as possible the first symptoms from appearing. Common therapeutic strategies rely on participants regularly completing diverse tasks in a monotonous way, which may get tiresome as they become routine, tempting participants to drop out after a short time. According to the motivational outcomes of the strategic use of game design elements, gamification arises as an effective technique for user engagement in non-leisure contexts like healthcare and well-being. Therefore, in this work we present Preventive Neuro Health (PNH), a gamified crowdsourcing-inspired tool for cognitive impairment prevention of older adults that enables personalization both from clinical and engagement perspectives.
Presented by Antonella Poce, Maria Rosaria Re, and Francesco Agrusti (Roma Tre University, Italy), Gonçalo Cruz and Caroline Dominguez (University of Trás-os-Montes e Alto Douro, Portugal) during the 1st European Summit for Critical Thinking Education
Hey designer! Get to know your fellow guy, the researcher.Panagiotis Zaharias
Slides from my talk at Digitized17 conference.
Highlights:
1) The main building blocks of UX as a professional and scientific field are Research and Design.
2) The role of UX research and the contribution of UX researchers are invaluable in the digital product design process. However research is neglected many times...
3) UX is not just interface design; UX without user research is not UX.
Future Flight Fridays: Public Trust in Future FlightKTN
‘Public Acceptance’ can be a challenging theme for Future Flight consortia to approach. Hear from Professor Edmond Awad on the ‘Moral Machine’, Professor Susan Molyneux-Hodgson discussing responsible innovation and technical democracy and Professor Sarah Hartley on moving from public acceptance to knowledge co-production.
This session will focus on:
- What ‘public acceptance’ means, and key challenges consortia face around public trust and acceptance of new technologies in the context of the Future of Flight
- Research areas and approaches to understanding barriers of public trust and acceptance of future of flight challenge proposals
- Potential Tools for public engagement and data collection, drawing a picture on the public perception of ethical implications, trust, and responsibility
- Areas such as the Ethics of Technology; Responsible Innovation; Interdisciplinary collaboration; Public Engagement and Computational Social Science
ELPUB 2018 Feminist Open Science workshopLeslie Chan
This was the slides for the workshop on Feminist Open Science presented at ELPUB2018 in Toronto. Notes for the session is available here: https://docs.google.com/document/d/1zr51nZ4VRjVNLixeRc_4SPa-liSALADLTbJ1RUJYcpo/edit
"This workshop will centre on how current discourse around Open Science has tended to focus on the creation of new technological platforms and tools to facilitate sharing and reuse of a wide range of research outputs, but has largely avoided tackling many important issues related to inclusion of a diversity of perspectives in science. We believe a feminist perspective can help to surface these issues, particularly with regard to the need for inclusive infrastructure, which are especially important as Open Science increasingly becomes part of government agendas and policies. We expect that researchers, practitioners and policy makers interested in Open Science will benefit from this workshop to think about issues of inclusivity in Open Science that are not receiving sufficient attention. We expect participants who attend this workshop will gain awareness about relevant resources and work that has been done by feminist technoscience scholars to expand the perspectives of Open Science. We hope that participants will take away new possibilities for their work that they may not have considered before. For policy makers, this workshop will be particularly relevant to help think about how evidence for Open Science should be assessed from a more feminist inclusive standpoint. The workshop will also present results from a two-day workshop on Feminist Open Science that will take place prior to the ELPUB workshop, with the intent of soliciting feedback and collaboration."
This presentation discusses using mobile technology for field learning activities and multimodal presentations. It offers background on mobile learning and then transitions into activities and sequences for teachers and learners to begin conducting their own field research in the Humanities. It is intended to transform habitus for learners, to make connections through mobile technology, and to compose meaning in multimodal ways.
This is the presentation of the Juan Cruz-Benito’s PhD “On data-driven systems analyzing, supporting and enhancing users’ interaction and experience” that was defended on September 3rd, 2018 in the Faculty of Sciences at University of Salamanca Spain. This PhD was graded with the maximum qualification “Sobresaliente Cum Laude”.
Gamification of cognitive training: a crowdsourcing- inspired approach for ol...Alberto Mora
Cognitive impairment is a serious concern for the most advanced societies in the world. Current research focuses on prevention strategies, which aim to delay as much as possible the first symptoms from appearing. Common therapeutic strategies rely on participants regularly completing diverse tasks in a monotonous way, which may get tiresome as they become routine, tempting participants to drop out after a short time. According to the motivational outcomes of the strategic use of game design elements, gamification arises as an effective technique for user engagement in non-leisure contexts like healthcare and well-being. Therefore, in this work we present Preventive Neuro Health (PNH), a gamified crowdsourcing-inspired tool for cognitive impairment prevention of older adults that enables personalization both from clinical and engagement perspectives.
Presented by Antonella Poce, Maria Rosaria Re, and Francesco Agrusti (Roma Tre University, Italy), Gonçalo Cruz and Caroline Dominguez (University of Trás-os-Montes e Alto Douro, Portugal) during the 1st European Summit for Critical Thinking Education
Hey designer! Get to know your fellow guy, the researcher.Panagiotis Zaharias
Slides from my talk at Digitized17 conference.
Highlights:
1) The main building blocks of UX as a professional and scientific field are Research and Design.
2) The role of UX research and the contribution of UX researchers are invaluable in the digital product design process. However research is neglected many times...
3) UX is not just interface design; UX without user research is not UX.
Talk for the second Gamification meetup in Athens at the "Cube". It presents 2 case studies that I have setup in higher education settings and one case that has been conducted in collaboration with my student George Georgopoulos and a Greek e-shop "Cosmossport".
Presents an introduction to some basic metrics for usability and some current trends in UX evaluation methods. Includes some indicative examples from UX evaluation studies conducted by the author
Transforming Brand Perception and Boosting Profitabilityaaryangarg12
In today's digital era, the dynamics of brand perception, consumer behavior, and profitability have been profoundly reshaped by the synergy of branding, social media, and website design. This research paper investigates the transformative power of these elements in influencing how individuals perceive brands and products and how this transformation can be harnessed to drive sales and profitability for businesses.
Through an exploration of brand psychology and consumer behavior, this study sheds light on the intricate ways in which effective branding strategies, strategic social media engagement, and user-centric website design contribute to altering consumers' perceptions. We delve into the principles that underlie successful brand transformations, examining how visual identity, messaging, and storytelling can captivate and resonate with target audiences.
Methodologically, this research employs a comprehensive approach, combining qualitative and quantitative analyses. Real-world case studies illustrate the impact of branding, social media campaigns, and website redesigns on consumer perception, sales figures, and profitability. We assess the various metrics, including brand awareness, customer engagement, conversion rates, and revenue growth, to measure the effectiveness of these strategies.
The results underscore the pivotal role of cohesive branding, social media influence, and website usability in shaping positive brand perceptions, influencing consumer decisions, and ultimately bolstering sales and profitability. This paper provides actionable insights and strategic recommendations for businesses seeking to leverage branding, social media, and website design as potent tools to enhance their market position and financial success.
Book Formatting: Quality Control Checks for DesignersConfidence Ago
This presentation was made to help designers who work in publishing houses or format books for printing ensure quality.
Quality control is vital to every industry. This is why every department in a company need create a method they use in ensuring quality. This, perhaps, will not only improve the quality of products and bring errors to the barest minimum, but take it to a near perfect finish.
It is beyond a moot point that a good book will somewhat be judged by its cover, but the content of the book remains king. No matter how beautiful the cover, if the quality of writing or presentation is off, that will be a reason for readers not to come back to the book or recommend it.
So, this presentation points designers to some important things that may be missed by an editor that they could eventually discover and call the attention of the editor.
Unleash Your Inner Demon with the "Let's Summon Demons" T-Shirt. Calling all fans of dark humor and edgy fashion! The "Let's Summon Demons" t-shirt is a unique way to express yourself and turn heads.
https://dribbble.com/shots/24253051-Let-s-Summon-Demons-Shirt
1. The gamer experience: investigating
relationships between culture and usability of
Massively Multiplayer Online Games
Authors: Dr. Panagiotis Zaharias
Dr. Anthony Papargyris
Presented at University of Cyprus
5/3/2010
2. Α preliminary discussion...
• User Experience is a consequence of users’
internal state, characteristics of the designed
system and the context of use
• Impact of culture is of great importance while
understanding user experience
• The increasing use of global systems in different
cultural contexts and observations that different
people think in different ways, put forth the issue
of the degree to which the use of such systems is
really a matter of culture.
3. Α preliminary discussion...
• Early days:
– HCI research focus on the instrumental quality of
interactive products/systems
– Traditional view of usability: task is the pivotal point of
user-centered design techniques
• Emergence of User Experience: beyond the
instrumental
– a broad term related with a wide variety of meanings
ranging from traditional usability to beauty, hedonic
and affective aspects of technology use
– Towards a more holistic and positive HCI
– Focus on creating positive emotional outcomes such as
joy, fun, pride, intrinsic motivation etc., rather than just
preventing usability problems
4. MMOGs
• Massively Multiplayer Online Games (MMOGs)
represent a new genre in the online games industry
• MMOGs present virtual worlds with an embedded
task-accomplishing scenario (i.e. missions) where
participants can engage in cooperative or ‘solo’
practices.
– the game’s virtual world is active almost 24/7 and
available for a gamer to enter and interact
– Most commercial MMOGs require a monthly
subscription and gamers assume the role of a fictional
character, named as avatar or character
– there are hundreds commercial MMOGs released and
many others in the stage of development or beta testing.
5. The concept of culture
• Culture is “always a collective phenomenon, because it is
at least partly shared with people who live or lived within
the same social environment, which is where it is learned.
It is the collective programming of the mind that
distinguishes the members of one group or category of
people from another” (Hofstede, 1980)
• Socially shared meanings may be grounded in language,
geographical proximity and history at the boundaries of
the nation-state shared by people who live or have lived
within the same social environment (Hofstede, 1980).
– These shared qualities may include common norms,
beliefs, and values as well as particular ways of
categorizing shared experiences.
6. The concept of culture
• Theories and models focus on some aspects or
dimensions of culture
• Hofstede’s model supports that world cultures
vary along consistent, fundamental dimensions
• Dimensional models group together a number of
phenomena in a society, which were empirically
found to occur in combination into dimensions.
7. Hofstede’s cultural dimensions
• Power-distance: this dimension refers to the extent to
which less powerful members expect and accept
unequal power distribution within a culture.
• Collectivism vs. individualism: individualism
pertains to societies in which the ties between
individuals are loose and every one is expected to
look after himself or herself and his or her immediate
family. Collectivism pertains to societies in which
people from birth onwards are integrated into strong,
cohesive in-groups.
8. Hofstede’s cultural dimensions
• Femininity vs. masculinity: femininity pertains
to societies in which the gender roles overlap
while masculinity pertains to societies in which
the gender roles are clearly distinct
• Uncertainty avoidance: this dimension refers to
the extent to which the members of the culture feel
threatened by uncertain or unknown situations
• And a fifth dimension: long vs. short-term
orientation. This dimension focuses on the degree
the society embraces devotion to traditional values
and to forward thinking values (Hofstede & Bond,
1988)
9. Culture, interface design and usability
• HCI research focus on culture as a potentially
important factor that can affect user performance
and satisfaction (and other emotional states)
toward an interface
• Two research streams: one focuses on culture
effects on Information Technology design (web
design, cell phones design etc.) while the other
investigates how culture affects the perception and
application of several usability evaluation
methods.
10. Research questions
What is the relationship between the cultural
variables and the usability of the game?
– What is the relationship between Power Distance and
the usability of the game?
– What is the relationship between Individualism and
Collectivism and the usability of the game?
– What is the relationship between
Femininity/Masculinity and the usability of the game?
– What is the relationship between Uncertainty
Avoidance and the usability of the game?
11. Context of the study
• EVE Online
(http://play.eveonline.com/en/home.aspx )
– Released on May 2003 by Crowd Control
Production (CCP) - 250,000 gamers
– The virtual world of EVE is located in a distant
galaxy, with over 5,000 solar systems.
– Characters are represented in EVE as spaceship
pilots
12. Design characteristics of EVE
• EVE design is based on a multiple window
application following the MS Windows style of
interaction and controls.
• Users mainly rely on the use of the mouse to
interact with other objects and control various
aspects of the game.
– Almost every object is clickable and a drop down menu
lists the actions a gamer can perform on it. There are
two main interface schemes that a gamer can
experience. One while she/he pilots a spaceship in
space and one when she/he is docked inside a station
13. (1) Neocom
toolbar
(2) The Ship
Control Panel
(3) The Overview
scanner
(4) Space
environment
outside the
spaceship
(5) Locked
objects
(6) Chat windows
(7) A clock plus any minimized windows
14. Instruments
• Two questionnaires were used in this study: the
Gamer Background questionnaire and the
usability questionnaire
• Usability questionnaire was adapted from a
questionnaire-based usability evaluation method,
which was developed to assess e-learning
usability (Zaharias, 2004)
– Usability
measures: Navigation & Control,
Learnability, Accessibility, Consistency, Visual
Design, Interactivity, Content & Resources, Media
Use, Learning Strategies Design, Feedback,
Assessment, Player Guidance & Support, Socialization
and Motivational Usability.
15. Subjects and data collection procedure
• Online questionnaire in English and Greek version
• No specific tasks - Two weeks, 307 gamers
responded from 19 countries worldwide
– Netherlands (15.31%), Canada (14.33%), Greece
(13.36%), Sweden (12.05%), and France (10.10%), etc.
– Most of the gamers were males (98.37%) and adults
(46.91% between 26 and 36 years old and 32.57%
between 36 and 50 years old).
– 51.14% reported playing on an average of three to four
hours per day, while 13.03% more than six hours per
day.
– The majority of the participants were old and
experienced gamers (34.85% one to two year old and
20.20% more that two years old)
17. Scores of Hofstede’s Cultural Variables for each Country
Countries
PDI
ICI
MFI
UAI
score
Score
score
score
Argentina
49
46
56
86
Australia
36
90
61
51
Austria
11
55
79
70
Canada
39
80
52
48
Denmark
18
74
16
23
Finland
33
63
26
59
France
68
71
43
86
Greece
60
35
57
112
Hong Kong
68
25
57
29
Japan
54
46
95
92
Netherlands
38
80
14
53
New Zealand
22
79
58
49
Norway
31
69
8
50
Portugal
63
27
31
104
Singapore
74
20
48
8
Sweden
31
71
5
29
Switzerland
34
68
70
58
Turkey
66
37
45
85
United Arab Emirates
80
38
53
68
18. Country and participants allocation in relation to cultural variables
Cultural
variables
Countries represented in the study and number of participants representing each
cultural variable
Participants
representing each
cultural variable
LPD
Argentina (1), Australia (20), Austria (12), Canada (44), Finland (10), Denmark (22),
Netherlands (47), New Zealand (8), Norway (10), Sweden (37), Switzerland (9)
220
HPD
United Arab Emirates (1), Turkey (5), Singapore (1), Portugal (6), Japan (1), Hong
Kong (1), Greece (41), France (31)
87
IND
Australia (20), Austria (12), Canada (44), Denmark (22), Finland (10), France (31),
Netherlands (47), New Zealand (8), Norway (10), Sweden (37), Switzerland (9)
250
COLL
Argentina (1), Japan (1), Hong Kong (1), Greece (41), Singapore (1), Portugal (6),
United Arab Emirates (1), Turkey (5)
57
MAS
Argentina (1), Australia (20), Japan (1), Hong Kong (1), Greece (41), Austria (12),
Canada (44), Switzerland (9), United Arab Emirates (1), New Zealand (8)
138
FEM
Denmark (22), Finland (10), France (31), Netherlands (47), Singapore (1), Portugal
(6), Turkey (5), Norway (10), Sweden (37)
169
LUA
Denmark (22), Canada (44), Sweden (37), Singapore (1), Hong Kong (1), New
Zealand (8)
113
HUA
United Arab Emirates (1), Turkey (5), Switzerland (9), Portugal (6), Norway (10),
Netherlands (47), Japan (1), Greece (41), France (31), Argentina (1), Australia (20),
Austria (12), Finland (10)
194
20. Analysis & results
• What is the relationship between Power Distance
and the usability of EVE
– Correlation analyses were performed between each of
the usability variables and the participants’ country
scores for PDI.
– One relationship was found to be statistically significant
(at the .05 level): Power distance had a correlation with
Media Use of r =.119
• What is the relationship between Individualism
and Collectivism and the usability of EVE?
– One relationship was found to be statistically significant
(at the .05 level): Individualism and Collectivism had a
correlation with Feedback of r =.138
21. Analysis & results
• What is the relationship between Masculinity and
Femininity and the usability of EVE?
• Masculinity and Femininity had a correlation
with:
–
–
–
–
–
–
–
–
Navigation of r = .-178 (significant at the .01 level),
Learnability of r = .-115 (significant at the .05 level),
Consistency of r = .-183 (significant at the .01 level),
Visual Design of r = .-165 (significant at the .01 level),
Interactivity of r = .-133 (significant at the .05 level),
Media Use of r = .-119 (significant at the .05 level),
Feedback of r = .-119 (significant at the .05 level), and
Socialization of r = .-195 (significant at the .01 level)
22. Analysis & results
• What is the relationship between
Uncertainty Avoidance and the usability of
EVE Online?
– One relationship was found to be statistically
significant: Uncertainty Avoidance had a
correlation with Feedback of r = .-152 (at the .
05 level).
24. Design implications
• For instance, regarding the LPD and HPD groups, significant
differences were found for feedback:
– It seems that participants from countries that represent LPD
rated higher on feedback; (gamers’ requests for feedback
from experts i.e., game developers in accomplishing tasks
and solving problems via the game’s communication
channels)
– When people from LPD countries interact with a less
structured and formal Web environment, they usually prefer
shallow hierarchies and do not seek authoritative feedback
and guidance.
25. Design implications
• For example: a Swedish player (LPD) asked for “More
freedom to players!” On the other hand, a Portuguese
gamer (HPD) notes: “Every time me or a corp/guild mate
have a problem, GMs look like robots on their response
and they almost never help . . .”
• Assessment was also rated higher by participants from
feminist-oriented countries
– Assessment refers to opportunities for self-assessment in order to
increase the chances for success and to reach the game’s
objectives. In EVE include try-and-error followed by detailed
analyses of the results based on the game’s mechanics and logic
but also on open discussions with other gamers to find expert
advice
– self-assessment is mainly done in reference to the other gamers;
such mutual exchange of ideas and cooperation is favored by
feminist groups
26. Design implications
• In purely statistical terms, the correlations
are not strong. Nevertheless, they show that
cultural and usability dimensions are
correlated.
– they highlight the need for MMOG designers to
seriously consider the cultural differences that
affect a game’s usability
– some usability aspects such as media use,
feedback, and consistency call for special
design treatment, since they were perceived
differently by heterogeneous cultural groups
27. Limitations and Future Research
• Cultural analysis was completely based on
Hofstede’s cultural dimensions
– A single method was used to assess users’ perceptions
of usability (user survey)
• Further investigation with larger sample sizes and
participants from other countries representing
more diverse cultures would increase the validity
of the findings
• These studies can be more effective if new –more
cultural sensitive- usability evaluation methods
and tools will be employed
Editor's Notes
The Individualism Collectivism Index (ICI) has a typical range of values between 0 and 100 (values higher than 100 are also possible), where a value near 0 reflects strong collectivism and a value near 100 reflects strong individualism.
The Masculinity/Femininity Index (MFI) has a typical range of values between 0 and 100 where a value near
0 reflects strong femininity and a value near 100 reflects strong masculinity