How accurate does geographic information (GI) need to be, when compared to the real world, to gain user trust? To better understand the user experience, do we need to consider data structures, formats and user
manuals as types of user interface? What caused KML to become a de facto standard, overtaking GML, which
is seemingly well engineered?
These questions concern the usability of GI. While the GIS industry is starting to be aware of the importance
of usability in software and hardware product development, so, too, are some providers of GI. There is,
however a lack of research and methodologies designed for understanding usability of information itself
rather than the interface or system through which it is presented. This is both a huge oversight and
opportunity, when considering that information can sometimes cost 95% of the total project value, or that in
many products the information itself is critical to the user’s experience – for example, in personal navigation
devices (PND). The level of usability of GI combined with system usability can also impact on productivity as
significant time and resources may be spent on their management. In some situations it can even have
safety critical implication – as in the case of a satnav user who followed directions on to a rail track minutes
before a train crashed into her car (BBC®, 2008).
This paper is based on a report from a workshop that was organised by Ordnance Survey to discuss the
usability of GI. It was a first opportunity for researchers from diverse backgrounds, including cartography, GI
science, human factors, ergonomics and human-computer interaction to come together and discuss this
important issue. The outcomes of the workshop, though preliminary, are relevant to any user of GI – and the
issues identified might change the way people in the industry think about and evaluate GI products alongside
applications.
This document discusses the development of context-centered mobile applications. It defines context and explains that context-centered applications use contextual information to provide relevant information and services to users. The document then discusses factors that influence mobile application development, such as computing platforms, user context, security, and infrastructure. It also covers core technologies used in development, including communication technologies, development platforms, and positioning techniques. Finally, the document presents a framework for separating core application logic from adaptive functionality to build applications that can adapt to changing context.
Mobile computing is growing rapidly, with over 1 billion smartphones expected by 2013. This growth is being driven by the increasing number of mobile information workers and the benefits of mobile applications in improving access to information. However, developing applications for the variety of mobile devices and platforms can be complex. Organizations must determine the best strategies around building versus buying applications, as well as managing the associated security and infrastructure challenges of supporting an increasingly mobile workforce.
The document summarizes a technology report for Jersey City that recommends strategies for the city to pursue over multiple years to take advantage of emerging technologies. It recommends focusing on building strategic technology leadership, improving connectivity between city departments and residents, making government more responsive and efficient, prioritizing mobile-first projects, creating open interfaces, and addressing issues with public safety communications systems.
An online flea market in higher education using c2 c e commerce model a requi...Struggler Ever
In higher education district, college students are special consumers. Second hand goods are their main needs while they are in college. Thereby public e-commerce websites may not fulfill their requirements. Trustworthiness and security, between e-commerce websites’ users, are also other issues that students, as buyers or sellers, are concerned about that public e-commerce users are still paying off its repercussions. Thus, it is essential to have an online flea market in higher education that specifically tailored to the students’ needs and demand. This study proposes a comprehensive requirements model that can be referred as guidelines to developing an online flea market for a higher education district. The methodology for constructing the requirements model involves four main phases, which are theoretical study, requirements elicitation, requirements’ analysis and requirement validation. The requirements model consists of several Unified Modeling Language (UML) diagrams, content, hypertext and presentation modeling; as well as list of requirements and use case description. The results form the requirements validation and it is very promising. Moreover, it demonstrated a significant efficiency of the requirements model towards a higher education district. After all, this work contributes to the requirements engineering domain specifically and to the body of software engineering generally.
Gov4All :An open data and open services repository for supporting citizen-dr...Yannis Charalabidis
Open data portals have been a primary source for publishing datasets from various sectors of administration, all over the world. However, making open data available does not necessarily lead to better utilisation from citizens and businesses. Our paper presents a new framework and a prototype system for supporting open application development by citizen communities, through gathering and making available open data and open web services sources from governmental actors, combined with an application development environment, training material and application examples.
This is a presentation of Gov4All platform, a web site for managing citizen-driven development in Greece.
A Corpus Driven, Aspect-based Sentiment Analysis To Evaluate In Almost Real-t...CSCJournals
Nowadays, more than ever, customers have access to other consumers’ digital evaluations concerning the products or services that they have consumed. The use of online review websites, by the potential digital consumers, makes them aware of the choices they have. This, enables them to make comparisons between all the available products or services. However, the big volume of the opinionative data that is produced continuously, creates difficulties when being analyzed by stakeholders, mostly due to human’s physical or mental restrictions. In this research, web scraping combined with an aspect-level sentiment analysis using the corpus-based technique, approached methodologically the problem, by identifying not only the relevant information, but also the particular expressions and phrases that the reviewers use over the Internet. The purpose is to recommend a corpus-based, sentiment analysis web system for detecting and quantifying customers’ opinions which are written in Greek language and referred to the Food and Beverage (F&B) sector in almost real-time. The system consists of two modules that constructed using the aforementioned methods. As far as the web scraping module is concerned, the BeautifulSoup and the Requests libraries of Python programming language were used. For the constructing purposes of the corpus-based sentiment analysis module, 80,500 customers’ reviews are extracted (data set) from 6,795 companies which selected randomly from the most popular Greek e-ordering platform. The evaluated functions are the quality of food, the customer service and the image of the company. The extracted sentiment orientation terms and phrases from the customers’ reviews are used to form the corresponding dictionaries of the functions and the appropriate pattern of tags, in order to proceed in the sentiment classification. Finally, the system is tested in the dataset and the findings will be practical and significant, as not enough attention has been paid in sentiment analysis techniques used in combination with a non-English, like the modern Greek language.
In this video from the Global Tech Jam 2018, Jerry Power from the USC Marshall School of Business presents: Global Tech Jam: I3 Intelligent IoT Integrator.
Watch the video: http://insidesmartcities.com/global-tech-jam-video-i3-intelligent-iot-integrator/
Learn more: http://i3.usc.edu
https://globaltechjam.com/2018-global-tech-jam-presentations/
and
http://insideSmartCities.com
In this video from the Global Tech Jam 2018, Jerry Power from the USC Marshall School of Business presents: Global Tech Jam: I3 Intelligent IoT Integrator.
Watch the video: http://insidesmartcities.com/global-tech-jam-video-i3-intelligent-iot-integrator/
Learn more: https://globaltechjam.com/2018-global-tech-jam-presentations/
and
http://insideSmartCities.com
This document discusses the development of context-centered mobile applications. It defines context and explains that context-centered applications use contextual information to provide relevant information and services to users. The document then discusses factors that influence mobile application development, such as computing platforms, user context, security, and infrastructure. It also covers core technologies used in development, including communication technologies, development platforms, and positioning techniques. Finally, the document presents a framework for separating core application logic from adaptive functionality to build applications that can adapt to changing context.
Mobile computing is growing rapidly, with over 1 billion smartphones expected by 2013. This growth is being driven by the increasing number of mobile information workers and the benefits of mobile applications in improving access to information. However, developing applications for the variety of mobile devices and platforms can be complex. Organizations must determine the best strategies around building versus buying applications, as well as managing the associated security and infrastructure challenges of supporting an increasingly mobile workforce.
The document summarizes a technology report for Jersey City that recommends strategies for the city to pursue over multiple years to take advantage of emerging technologies. It recommends focusing on building strategic technology leadership, improving connectivity between city departments and residents, making government more responsive and efficient, prioritizing mobile-first projects, creating open interfaces, and addressing issues with public safety communications systems.
An online flea market in higher education using c2 c e commerce model a requi...Struggler Ever
In higher education district, college students are special consumers. Second hand goods are their main needs while they are in college. Thereby public e-commerce websites may not fulfill their requirements. Trustworthiness and security, between e-commerce websites’ users, are also other issues that students, as buyers or sellers, are concerned about that public e-commerce users are still paying off its repercussions. Thus, it is essential to have an online flea market in higher education that specifically tailored to the students’ needs and demand. This study proposes a comprehensive requirements model that can be referred as guidelines to developing an online flea market for a higher education district. The methodology for constructing the requirements model involves four main phases, which are theoretical study, requirements elicitation, requirements’ analysis and requirement validation. The requirements model consists of several Unified Modeling Language (UML) diagrams, content, hypertext and presentation modeling; as well as list of requirements and use case description. The results form the requirements validation and it is very promising. Moreover, it demonstrated a significant efficiency of the requirements model towards a higher education district. After all, this work contributes to the requirements engineering domain specifically and to the body of software engineering generally.
Gov4All :An open data and open services repository for supporting citizen-dr...Yannis Charalabidis
Open data portals have been a primary source for publishing datasets from various sectors of administration, all over the world. However, making open data available does not necessarily lead to better utilisation from citizens and businesses. Our paper presents a new framework and a prototype system for supporting open application development by citizen communities, through gathering and making available open data and open web services sources from governmental actors, combined with an application development environment, training material and application examples.
This is a presentation of Gov4All platform, a web site for managing citizen-driven development in Greece.
A Corpus Driven, Aspect-based Sentiment Analysis To Evaluate In Almost Real-t...CSCJournals
Nowadays, more than ever, customers have access to other consumers’ digital evaluations concerning the products or services that they have consumed. The use of online review websites, by the potential digital consumers, makes them aware of the choices they have. This, enables them to make comparisons between all the available products or services. However, the big volume of the opinionative data that is produced continuously, creates difficulties when being analyzed by stakeholders, mostly due to human’s physical or mental restrictions. In this research, web scraping combined with an aspect-level sentiment analysis using the corpus-based technique, approached methodologically the problem, by identifying not only the relevant information, but also the particular expressions and phrases that the reviewers use over the Internet. The purpose is to recommend a corpus-based, sentiment analysis web system for detecting and quantifying customers’ opinions which are written in Greek language and referred to the Food and Beverage (F&B) sector in almost real-time. The system consists of two modules that constructed using the aforementioned methods. As far as the web scraping module is concerned, the BeautifulSoup and the Requests libraries of Python programming language were used. For the constructing purposes of the corpus-based sentiment analysis module, 80,500 customers’ reviews are extracted (data set) from 6,795 companies which selected randomly from the most popular Greek e-ordering platform. The evaluated functions are the quality of food, the customer service and the image of the company. The extracted sentiment orientation terms and phrases from the customers’ reviews are used to form the corresponding dictionaries of the functions and the appropriate pattern of tags, in order to proceed in the sentiment classification. Finally, the system is tested in the dataset and the findings will be practical and significant, as not enough attention has been paid in sentiment analysis techniques used in combination with a non-English, like the modern Greek language.
In this video from the Global Tech Jam 2018, Jerry Power from the USC Marshall School of Business presents: Global Tech Jam: I3 Intelligent IoT Integrator.
Watch the video: http://insidesmartcities.com/global-tech-jam-video-i3-intelligent-iot-integrator/
Learn more: http://i3.usc.edu
https://globaltechjam.com/2018-global-tech-jam-presentations/
and
http://insideSmartCities.com
In this video from the Global Tech Jam 2018, Jerry Power from the USC Marshall School of Business presents: Global Tech Jam: I3 Intelligent IoT Integrator.
Watch the video: http://insidesmartcities.com/global-tech-jam-video-i3-intelligent-iot-integrator/
Learn more: https://globaltechjam.com/2018-global-tech-jam-presentations/
and
http://insideSmartCities.com
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutDavid Farrell
This document discusses various principles of usability, metaphors, and layout in game design. It covers attributes of usability like learnability and satisfaction. It provides examples of interface metaphors like the mouse representing a hand. Layout principles discussed include the rule of thirds and golden ratio for positioning elements, as well as using grids to align elements. The document stresses considering human abilities and designing for consistency and avoiding clutter.
Metaphor to stimulate cross cultural relationshipsArthur Shelley
Brief overview of how metaphor can help stimulate understanding of different perspectives in cultural understanding. Facilitated conversation at RMIT University's Asia Forum on August 8, 2012.
The goal of this presentation is to give attendees a deeper understanding of usability testing so they can leverage it in their own work. The material will shed light on what is important to the research buyer and will help the research provider to better understand how to plan, moderate, and report on a usability study. It will also provide information on where they can go to learn more about this very practical qualitative method.
Kay will cover what a usability test is and when to use it, the key planning steps, the language around it, and the unique insights this method produces. She will also discuss the various approaches a market researcher can take when running a usability study at different points in a product’s development (e.g., concept, early prototype, released product).
Working on Qualitative Research - HermeneuticsHermeneutics
The document discusses qualitative research on consumer practices from a hermeneutic perspective. It argues that consuming is a tacit, play-like process of constructing participatory meaning. When visiting malls and engaging with media, consumers project meaning from their horizons of understanding, integrating expectations with actual experiences to build narrative and shape their participation with others. This process is described as a hermeneutic circle of understanding. Focus groups are used to illustrate how consumers reflect on marketing narratives and revise their understandings. The document emphasizes understanding consumer practices as embodied projects that manage meaning in an interpretive way.
This document discusses the power of using metaphors and visual arts in communication. It begins by explaining how metaphors are pervasive in language and culture, using examples from nature, religion, idioms, and more to make unfamiliar concepts more familiar. Visual arts like images, icons and symbols are also discussed as a powerful communication tool that can convey ideas across cultures and education levels quickly. The document argues that combining metaphors and visual arts heightens understanding, enriches communication, and lowers barriers by making information more accessible and open to varied interpretations. It concludes by announcing upcoming graphics facilitation workshops and inviting the audience to connect on related Facebook pages.
The Evolution of Usability Testing - Measuring Emotions - Plastic MobileMerlien Institute
at Qualitative360 North America 2014
1-3 April 2014, Toronto, Canada
This event is proudly organised by Merlien Live
Check out our upcoming events by visiting http://qual360.com/
Game design 2 (2013): Lecture 12 - Usability, Layout and MetaphorDavid Farrell
This document summarizes key points from a lecture on usability, metaphors, and layout in game design. It discusses the definition of usability and its main attributes. It provides examples of the iPhone keyboard and how it uses metaphors and Fitt's law principles. The document also covers interface metaphors, using examples like the mouse cursor, and how they can help with usability and immersion. Finally, it discusses layout principles like the rule of thirds, golden ratio, and using grids to create a pleasing visual structure.
Quantifying Customer Experience - Presented at Customer Experience Design 2013clarityrules
This document discusses the evolution of customer analytics from Eras 1.0 to 4.0. Era 1.0 focused on internal metrics by business unit. Era 2.0 adopted a customer point of view and used metrics like NPS. Era 3.0 linked metrics like NPS to business outcomes. Era 4.0 uses advanced analytics and topological data analysis to generate insights without predefined questions, allowing unexpected discoveries. The document advocates moving from basic reporting to exploring data interactively to generate insights that improve customer experience and business performance.
Interaction design beyond human computer interactionKenny Nguyen
This document provides an overview of interaction design and human-computer interaction. It discusses how interaction design has evolved beyond traditional human-computer interaction to include new paradigms like ubiquitous and pervasive computing using wireless and collaborative technologies. The book aims to be up-to-date by including many examples of contemporary research. It defines interaction design as designing interactive products to support people in their everyday lives. The book has 15 chapters that cover cognitive, social, and affective issues in interaction design and emphasize an iterative design process relying on both theory and practice. It includes many learning features like activities, assignments, and interviews.
Jenny Harding: Usable geographic information – what does it mean to users?AGI Geocommunity
This document discusses the usability of geographic information (GI) for different users and contexts. It defines usability and outlines challenges in evaluating GI usability given diverse users, contexts of use, and the interplay between data, interfaces, and systems. Key considerations for research on GI usability include how to evaluate interfaces, data quality and structure, levels of trust in GI, and what different users value in various GI sources and contexts.
RESEARCH ARTICLEUSER SERVICE INNOVATION ON MOBILE PHONEP.docxaudeleypearl
RESEARCH ARTICLE
USER SERVICE INNOVATION ON MOBILE PHONE
PLATFORMS: INVESTIGATING IMPACTS OF LEAD
USERNESS, TOOLKIT SUPPORT,
AND DESIGN AUTONOMY1
Hua (Jonathan) Ye
Department of Information Systems and Operations Management, The University of Auckland Business School,
12 Grafton Road, Auckland 1142, NEW ZEALAND {[email protected]}
Atreyi Kankanhalli
Department of Information Systems and Analytics, National University of Singapore, 13 Computing Drive,
SINGAPORE 117417 {[email protected]}
User participation is increasingly being seen as a way to mitigate the challenges that firms face in innovation,
such as high costs and uncertainty of customer acceptance of their innovations. Thus, firms are establishing
online platforms to support users in innovating services, such as iOS and Android platforms for mobile data
service (MDS) innovation. Mobile phone platforms are characterized by technology (toolkits) and policy
(rules) components that could influence user’s innovation. Additionally, attributes of user innovators (lead
userness) are expected to drive their innovation behavior. Yet it is unclear how these characteristics jointly
impact users’ service innovation outcomes. To address this knowledge gap, we propose a model that builds
on user innovation theory and the work design literature to explain the influences of lead userness, design
autonomy, toolkit support, and their interactions on user’s innovation outcomes (innovation quantity) on these
platforms. We conceptualize toolkit support in terms of two constructs (i.e., ease of effort and exploration), and
design autonomy in terms of three constructs (i.e., decision-making autonomy, scheduling autonomy, and work-
method autonomy). The model was tested using survey and archival data from two dominant mobile phone
platforms (i.e., iOS and Android). As hypothesized, lead userness, exploration through toolkits, and ease of
effort through toolkits positively affect users’ innovation quantity. Additionally, decision-making autonomy
and work-method autonomy influence innovation quantity, but scheduling autonomy does not. Further, the pro-
posed three-way interactions between lead userness, toolkit support, and design autonomy constructs on users’
quantity of MDS innovation are largely supported. The findings enhance our understanding of user innovation
on mobile phone platforms.
1
Keywords: User innovation, mobile phone platform, design autonomy, toolkit support, lead userness, three-
way interaction
1Arun Rai was the accepting senior editor for this paper. Yulin Fang served as the associate editor.
The appendices for this paper are located in the “Online Supplements” section of the MIS Quarterly’s website (http://www.misq.org).
DOI: 10.25300/MISQ/2018/12361 MIS Quarterly Vol. 42 No. 1, pp. 165-187/March 2018 165
Ye & Kankanhalli/User Service Innovation on Mobile Phone Platforms
Introduction
Engaging customers or users in the process of service
innovation is incre ...
An effective approach to develop location-based augmented reality information...IJECEIAES
Using location-based augmented reality (AR) for pedestrian navigation can greatly improve user action to reduce the travel time. Pedestrian navigation differs in many ways from the conventional navigation system used in a car or other vehicles. A major issue with using location-based AR for navigation to a specific landmark is their quality of usability, especially if the active screen is overcrowded with the augmented POI markers which were overlap each other at the same time. This paper describes the user journey map approach that led to new insights about how users were using location-based AR for navigation. These insights led to a deep understanding of challenges that user must face when using location-based AR application for pedestrian navigation purpose, and more generally, they helped the development team to appreciate the variety of user experience in software requirement specification phase. To prove our concept, a prototype of intuitive location-based AR was built to be compared with existing standard-location based AR. The user evaluation results reveal that the overall functional requirements which are gathered from user journey have same level of success rate criteria when compared with standard location-based AR. Nevertheless, the field study participants highlighted the extended features in our prototype could significantly enhance the user action on locating the right object in particular place when compared with standard location-based AR application (proved with the required time).
(Crestani et al., 2004) The proliferation of mobile devices and thMargaritoWhitt221
The document discusses several papers related to research in the field of mobile human-computer interaction (mobile HCI). The first paper discusses the International Workshop on Mobile and Ubiquitous Information Access that was held in 2003 in Italy and covered topics like interface design, interaction techniques, context-aware applications and implications of mobile computing. The second paper discusses a study that analyzed how often and for how long users look at their mobile devices on average. The third paper discusses the Mobile HCI 2004 conference that established mobile HCI as a central research area and impacted how the field is conducted today.
Data Warehouse Model For Mobile-Based ApplicationsIJERA Editor
Analysis and design are very important roles in the Data Warehouse (DW) system development and forms as a
backbone of any successful or failure of the DW project. The emerging trends of analytic-based application
required the DW system to be implemented in the mobile environment. However, current analysis and design
approaches are based on existing DW environments that focusing on the deployment of the DW system in
traditional web-based applications. This will create the limitations on user accessed and the used of analytical
information by the decision makers. Consequently, this will prolong the adoption of analytic-based applications
to the users and organizations. This research aims to suggest an approach for modeling the DW and design the
DW system on the mobile environments. A variant dimension of modeling techniques was used to enhance the
DW schemas in order to accommodate the requirements of mobile characteristics in the DW design. A proposed
mobile DW system was evaluated by expert review, and support the success of mobile DW-based application
implementation
This document presents a framework for evaluating the usability of mobile learning applications in universities. It discusses how existing usability evaluation models were developed for desktop software and do not adequately address issues related to mobile applications and learning. The researcher developed a new model that incorporates important factors from other models and addresses usability in the context of mobile learning. A mobile learning prototype application was tested using objective and subjective studies. Feedback was analyzed to assess the prototype's usability as high, average, or low. The results can provide guidelines to developers on creating more usable mobile learning applications.
USE OF MOBILE APPLICATIONS FOR THE CONSTRUCTION INDUSTRYIRJET Journal
This document discusses mobile applications that are used in the construction industry. It begins by providing background on the increasing adoption of smartphones and mobile apps in construction. Popular types of construction apps are described, including those for project management, bidding, building information modeling, accounting, and estimating. Key benefits of using mobile apps in construction include improved communication, access to real-time site information, and increased productivity. Several specific mobile apps developed for and tested in construction projects are also summarized, such as ones for site monitoring, activity management, and infrastructure assessment. Finally, the document analyzes the Powerplay mobile app in more detail, outlining its features for site creation, member management, task uploading, documentation, and more.
Travel Recommendation Approach using Collaboration Filter in Social NetworkingIRJET Journal
This document discusses a travel recommendation approach using collaboration filtering in social networks. It proposes personalized travel sequence recommendations based on travelogues and community photos posted on social media. Unlike other travel recommendation systems, it recommends a sequence of points of interest rather than individual locations. It maps user preferences and route descriptions to topic categories to calculate similarity and recommend routes. The system was evaluated on a dataset of over 7 million Flickr photos and 24,000 travelogues covering 864 travel locations in 9 cities.
Location Privacy Protection Mechanisms using Order-Retrievable Encryption for...IRJET Journal
1) The document proposes a new encryption scheme called Order-Retrievable Encryption (ORE) to protect user location privacy in location-based social networks.
2) ORE allows users to share their exact locations with friends without leaking location information to outside parties. It also enables efficient location queries with low computational and communication costs.
3) An experimental evaluation shows that the proposed privacy-preserving location sharing system using ORE has much lower computational and communication overhead compared to existing solutions.
This document discusses challenges and outlooks related to big data. It begins with an introduction describing how big data is being collected and analyzed in various fields such as science, education, healthcare, urban planning, and more. It then outlines the key phases in big data analysis: data acquisition and recording, information extraction and cleaning, data integration and representation, query processing and analysis, and result interpretation. For each phase, it discusses challenges and how existing techniques can be applied or extended to address big data issues. Some of the major challenges discussed are data scale, heterogeneity, lack of structure, privacy, timeliness, provenance, and visualization across the entire big data analysis pipeline.
Towards High-Value Datasets determination for data-driven development: a syst...Anastasija Nikiforova
Slides for the talk delivered as part of EGOV-CeDEM-ePart 2023 (EGOV2023) conference, aimed at examining how HVD determination has been reflected in the literature over the years and what has been found by these studies to date, incl. the indicators used in them, involved stakeholders, data-related aspects, and frameworks, which was done by conducting a Systematic Literature Review.
Read the paper here -> https://link.springer.com/chapter/10.1007/978-3-031-41138-0_14
DIGITAL COMMUNITY CURRENCY USABILITY FROM THE USER’S EYES: CASES OF SARAFU AN...ijseajournal
Day by day, users demand systems that fulfill their expectations. Often, users of a system are dissatisfied
because systems do not meet their expectations. Indeed, user expectations vary, including
unrealistic expectations –those that are without regard for constraints such as budget, time, manpower and
so on. Even so, place of users’ involvement in system development and implementation need to be
recognized.
Usability is an important aspect in system development and implementation. It is necessary to have an
elaborate understanding of usability from the ‘eyes’ of a user. This study adopted the qualitative research
design that employed triangulation. Two contemporary DCC cases of interest in this research study are:
MTCr. in Kisumu; and the Sarafu in Nairobi. This paper espouses usability definitions and associated
attributes. Specifically, this study established the meaning of digital community currency from the lens of
the users.
Games Design 2 - Lecture 12 - Usability, Metaphor and LayoutDavid Farrell
This document discusses various principles of usability, metaphors, and layout in game design. It covers attributes of usability like learnability and satisfaction. It provides examples of interface metaphors like the mouse representing a hand. Layout principles discussed include the rule of thirds and golden ratio for positioning elements, as well as using grids to align elements. The document stresses considering human abilities and designing for consistency and avoiding clutter.
Metaphor to stimulate cross cultural relationshipsArthur Shelley
Brief overview of how metaphor can help stimulate understanding of different perspectives in cultural understanding. Facilitated conversation at RMIT University's Asia Forum on August 8, 2012.
The goal of this presentation is to give attendees a deeper understanding of usability testing so they can leverage it in their own work. The material will shed light on what is important to the research buyer and will help the research provider to better understand how to plan, moderate, and report on a usability study. It will also provide information on where they can go to learn more about this very practical qualitative method.
Kay will cover what a usability test is and when to use it, the key planning steps, the language around it, and the unique insights this method produces. She will also discuss the various approaches a market researcher can take when running a usability study at different points in a product’s development (e.g., concept, early prototype, released product).
Working on Qualitative Research - HermeneuticsHermeneutics
The document discusses qualitative research on consumer practices from a hermeneutic perspective. It argues that consuming is a tacit, play-like process of constructing participatory meaning. When visiting malls and engaging with media, consumers project meaning from their horizons of understanding, integrating expectations with actual experiences to build narrative and shape their participation with others. This process is described as a hermeneutic circle of understanding. Focus groups are used to illustrate how consumers reflect on marketing narratives and revise their understandings. The document emphasizes understanding consumer practices as embodied projects that manage meaning in an interpretive way.
This document discusses the power of using metaphors and visual arts in communication. It begins by explaining how metaphors are pervasive in language and culture, using examples from nature, religion, idioms, and more to make unfamiliar concepts more familiar. Visual arts like images, icons and symbols are also discussed as a powerful communication tool that can convey ideas across cultures and education levels quickly. The document argues that combining metaphors and visual arts heightens understanding, enriches communication, and lowers barriers by making information more accessible and open to varied interpretations. It concludes by announcing upcoming graphics facilitation workshops and inviting the audience to connect on related Facebook pages.
The Evolution of Usability Testing - Measuring Emotions - Plastic MobileMerlien Institute
at Qualitative360 North America 2014
1-3 April 2014, Toronto, Canada
This event is proudly organised by Merlien Live
Check out our upcoming events by visiting http://qual360.com/
Game design 2 (2013): Lecture 12 - Usability, Layout and MetaphorDavid Farrell
This document summarizes key points from a lecture on usability, metaphors, and layout in game design. It discusses the definition of usability and its main attributes. It provides examples of the iPhone keyboard and how it uses metaphors and Fitt's law principles. The document also covers interface metaphors, using examples like the mouse cursor, and how they can help with usability and immersion. Finally, it discusses layout principles like the rule of thirds, golden ratio, and using grids to create a pleasing visual structure.
Quantifying Customer Experience - Presented at Customer Experience Design 2013clarityrules
This document discusses the evolution of customer analytics from Eras 1.0 to 4.0. Era 1.0 focused on internal metrics by business unit. Era 2.0 adopted a customer point of view and used metrics like NPS. Era 3.0 linked metrics like NPS to business outcomes. Era 4.0 uses advanced analytics and topological data analysis to generate insights without predefined questions, allowing unexpected discoveries. The document advocates moving from basic reporting to exploring data interactively to generate insights that improve customer experience and business performance.
Interaction design beyond human computer interactionKenny Nguyen
This document provides an overview of interaction design and human-computer interaction. It discusses how interaction design has evolved beyond traditional human-computer interaction to include new paradigms like ubiquitous and pervasive computing using wireless and collaborative technologies. The book aims to be up-to-date by including many examples of contemporary research. It defines interaction design as designing interactive products to support people in their everyday lives. The book has 15 chapters that cover cognitive, social, and affective issues in interaction design and emphasize an iterative design process relying on both theory and practice. It includes many learning features like activities, assignments, and interviews.
Jenny Harding: Usable geographic information – what does it mean to users?AGI Geocommunity
This document discusses the usability of geographic information (GI) for different users and contexts. It defines usability and outlines challenges in evaluating GI usability given diverse users, contexts of use, and the interplay between data, interfaces, and systems. Key considerations for research on GI usability include how to evaluate interfaces, data quality and structure, levels of trust in GI, and what different users value in various GI sources and contexts.
RESEARCH ARTICLEUSER SERVICE INNOVATION ON MOBILE PHONEP.docxaudeleypearl
RESEARCH ARTICLE
USER SERVICE INNOVATION ON MOBILE PHONE
PLATFORMS: INVESTIGATING IMPACTS OF LEAD
USERNESS, TOOLKIT SUPPORT,
AND DESIGN AUTONOMY1
Hua (Jonathan) Ye
Department of Information Systems and Operations Management, The University of Auckland Business School,
12 Grafton Road, Auckland 1142, NEW ZEALAND {[email protected]}
Atreyi Kankanhalli
Department of Information Systems and Analytics, National University of Singapore, 13 Computing Drive,
SINGAPORE 117417 {[email protected]}
User participation is increasingly being seen as a way to mitigate the challenges that firms face in innovation,
such as high costs and uncertainty of customer acceptance of their innovations. Thus, firms are establishing
online platforms to support users in innovating services, such as iOS and Android platforms for mobile data
service (MDS) innovation. Mobile phone platforms are characterized by technology (toolkits) and policy
(rules) components that could influence user’s innovation. Additionally, attributes of user innovators (lead
userness) are expected to drive their innovation behavior. Yet it is unclear how these characteristics jointly
impact users’ service innovation outcomes. To address this knowledge gap, we propose a model that builds
on user innovation theory and the work design literature to explain the influences of lead userness, design
autonomy, toolkit support, and their interactions on user’s innovation outcomes (innovation quantity) on these
platforms. We conceptualize toolkit support in terms of two constructs (i.e., ease of effort and exploration), and
design autonomy in terms of three constructs (i.e., decision-making autonomy, scheduling autonomy, and work-
method autonomy). The model was tested using survey and archival data from two dominant mobile phone
platforms (i.e., iOS and Android). As hypothesized, lead userness, exploration through toolkits, and ease of
effort through toolkits positively affect users’ innovation quantity. Additionally, decision-making autonomy
and work-method autonomy influence innovation quantity, but scheduling autonomy does not. Further, the pro-
posed three-way interactions between lead userness, toolkit support, and design autonomy constructs on users’
quantity of MDS innovation are largely supported. The findings enhance our understanding of user innovation
on mobile phone platforms.
1
Keywords: User innovation, mobile phone platform, design autonomy, toolkit support, lead userness, three-
way interaction
1Arun Rai was the accepting senior editor for this paper. Yulin Fang served as the associate editor.
The appendices for this paper are located in the “Online Supplements” section of the MIS Quarterly’s website (http://www.misq.org).
DOI: 10.25300/MISQ/2018/12361 MIS Quarterly Vol. 42 No. 1, pp. 165-187/March 2018 165
Ye & Kankanhalli/User Service Innovation on Mobile Phone Platforms
Introduction
Engaging customers or users in the process of service
innovation is incre ...
An effective approach to develop location-based augmented reality information...IJECEIAES
Using location-based augmented reality (AR) for pedestrian navigation can greatly improve user action to reduce the travel time. Pedestrian navigation differs in many ways from the conventional navigation system used in a car or other vehicles. A major issue with using location-based AR for navigation to a specific landmark is their quality of usability, especially if the active screen is overcrowded with the augmented POI markers which were overlap each other at the same time. This paper describes the user journey map approach that led to new insights about how users were using location-based AR for navigation. These insights led to a deep understanding of challenges that user must face when using location-based AR application for pedestrian navigation purpose, and more generally, they helped the development team to appreciate the variety of user experience in software requirement specification phase. To prove our concept, a prototype of intuitive location-based AR was built to be compared with existing standard-location based AR. The user evaluation results reveal that the overall functional requirements which are gathered from user journey have same level of success rate criteria when compared with standard location-based AR. Nevertheless, the field study participants highlighted the extended features in our prototype could significantly enhance the user action on locating the right object in particular place when compared with standard location-based AR application (proved with the required time).
(Crestani et al., 2004) The proliferation of mobile devices and thMargaritoWhitt221
The document discusses several papers related to research in the field of mobile human-computer interaction (mobile HCI). The first paper discusses the International Workshop on Mobile and Ubiquitous Information Access that was held in 2003 in Italy and covered topics like interface design, interaction techniques, context-aware applications and implications of mobile computing. The second paper discusses a study that analyzed how often and for how long users look at their mobile devices on average. The third paper discusses the Mobile HCI 2004 conference that established mobile HCI as a central research area and impacted how the field is conducted today.
Data Warehouse Model For Mobile-Based ApplicationsIJERA Editor
Analysis and design are very important roles in the Data Warehouse (DW) system development and forms as a
backbone of any successful or failure of the DW project. The emerging trends of analytic-based application
required the DW system to be implemented in the mobile environment. However, current analysis and design
approaches are based on existing DW environments that focusing on the deployment of the DW system in
traditional web-based applications. This will create the limitations on user accessed and the used of analytical
information by the decision makers. Consequently, this will prolong the adoption of analytic-based applications
to the users and organizations. This research aims to suggest an approach for modeling the DW and design the
DW system on the mobile environments. A variant dimension of modeling techniques was used to enhance the
DW schemas in order to accommodate the requirements of mobile characteristics in the DW design. A proposed
mobile DW system was evaluated by expert review, and support the success of mobile DW-based application
implementation
This document presents a framework for evaluating the usability of mobile learning applications in universities. It discusses how existing usability evaluation models were developed for desktop software and do not adequately address issues related to mobile applications and learning. The researcher developed a new model that incorporates important factors from other models and addresses usability in the context of mobile learning. A mobile learning prototype application was tested using objective and subjective studies. Feedback was analyzed to assess the prototype's usability as high, average, or low. The results can provide guidelines to developers on creating more usable mobile learning applications.
USE OF MOBILE APPLICATIONS FOR THE CONSTRUCTION INDUSTRYIRJET Journal
This document discusses mobile applications that are used in the construction industry. It begins by providing background on the increasing adoption of smartphones and mobile apps in construction. Popular types of construction apps are described, including those for project management, bidding, building information modeling, accounting, and estimating. Key benefits of using mobile apps in construction include improved communication, access to real-time site information, and increased productivity. Several specific mobile apps developed for and tested in construction projects are also summarized, such as ones for site monitoring, activity management, and infrastructure assessment. Finally, the document analyzes the Powerplay mobile app in more detail, outlining its features for site creation, member management, task uploading, documentation, and more.
Travel Recommendation Approach using Collaboration Filter in Social NetworkingIRJET Journal
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Location Privacy Protection Mechanisms using Order-Retrievable Encryption for...IRJET Journal
1) The document proposes a new encryption scheme called Order-Retrievable Encryption (ORE) to protect user location privacy in location-based social networks.
2) ORE allows users to share their exact locations with friends without leaking location information to outside parties. It also enables efficient location queries with low computational and communication costs.
3) An experimental evaluation shows that the proposed privacy-preserving location sharing system using ORE has much lower computational and communication overhead compared to existing solutions.
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Towards High-Value Datasets determination for data-driven development: a syst...Anastasija Nikiforova
Slides for the talk delivered as part of EGOV-CeDEM-ePart 2023 (EGOV2023) conference, aimed at examining how HVD determination has been reflected in the literature over the years and what has been found by these studies to date, incl. the indicators used in them, involved stakeholders, data-related aspects, and frameworks, which was done by conducting a Systematic Literature Review.
Read the paper here -> https://link.springer.com/chapter/10.1007/978-3-031-41138-0_14
DIGITAL COMMUNITY CURRENCY USABILITY FROM THE USER’S EYES: CASES OF SARAFU AN...ijseajournal
Day by day, users demand systems that fulfill their expectations. Often, users of a system are dissatisfied
because systems do not meet their expectations. Indeed, user expectations vary, including
unrealistic expectations –those that are without regard for constraints such as budget, time, manpower and
so on. Even so, place of users’ involvement in system development and implementation need to be
recognized.
Usability is an important aspect in system development and implementation. It is necessary to have an
elaborate understanding of usability from the ‘eyes’ of a user. This study adopted the qualitative research
design that employed triangulation. Two contemporary DCC cases of interest in this research study are:
MTCr. in Kisumu; and the Sarafu in Nairobi. This paper espouses usability definitions and associated
attributes. Specifically, this study established the meaning of digital community currency from the lens of
the users.
The incredible development in the utilization of smartphones has driven the development of billions of software applications famously known as ‘apps’ to accomplish roles outside phone call and SMS messages in the day-to-day lives of users. Current assessments show that there are a huge number of applications developed at a meteor pace to give clients a rich and quick client experience. Mobile apps users are more concerned about stability and quality now more than ever despite the increase in the scale and size of apps. As such, mobile apps have to be designed, built, and produced for less money (maintainability, portability, and reusability), with greater performance, reliable security and fewer resources (efficiency) than ever before. This paper aimed at providing support for mobile application developers in dealing with the evereluding non-functional requirements by proposing a data-driven model that simplifies the non-functional requirements (NFR) p in the development of an application for mobile devices. The study tries to find out if NFR can be treated the same way as functional requirements in mobile application development. Finally, this paper shows the experimental evaluation of the proposed data-driven model of dealing for nonfunctional requirements in the development of mobile apps and the results obtained from the application of the model are also discussed
DATA-DRIVEN MODEL FOR NON-FUNCTIONAL REQUIREMENTS IN MOBILE APPLICATION DEVEL...ijcsit
The incredible development in the utilization of smartphones has driven the development of billions of
software applications famously known as ‘apps’ to accomplish roles outside phone call and SMS messages
in the day-to-day lives of users. Current assessments show that there are a huge number of applications
developed at a meteor pace to give clients a rich and quick client experience. Mobile apps users are more
concerned about stability and quality now more than ever despite the increase in the scale and size of apps.
As such, mobile apps have to be designed, built, and produced for less money (maintainability, portability,
and reusability), with greater performance, reliable security and fewer resources (efficiency) than ever
before. This paper aimed at providing support for mobile application developers in dealing with the evereluding non-functional requirements by proposing a data-driven model that simplifies the non-functional
requirements (NFR) p in the development of an application for mobile devices. The study tries to find out if
NFR can be treated the same way as functional requirements in mobile application development. Finally,
this paper shows the experimental evaluation of the proposed data-driven model of dealing for nonfunctional requirements in the development of mobile apps and the results obtained from the application of
the model are also discussed.
Presenting a new, clear approach to defining neogeography and its various elements, understanding the stakeholders in VGI and researching how volunteered information may benefit users over and above traditional cartography.
Spatial Data Infrastructure (SDI) Is An Information...Stacey Wilson
The document discusses spatial data infrastructure (SDI) and how its methods for creation have changed in recent years. Some limitations that challenge SDI growth are mentioned, such as lack of standards for linked geospatial data. The goal of the essay is to detail concepts for an improved SDI in 2019 that integrates existing developments and emerging trends, including incorporating data mining techniques to help recognize patterns in data. Cloud computing infrastructure and its benefits from a networking perspective are also discussed. The future SDI would encourage participation from various sectors to increase awareness.
MOBILE APPLICATION FOR DONATION OF ITEMSvivatechijri
Development of NGO is also development of society prestige, which makes significance contribution to diverse areas. Since NGO are non-profit organization, they always lack resources. Thus, to fulfill the requirements “UNNATI SAMAJ “app will be a rescue. Using this app any donor can donate food, clothes, and other items which can be utilize by needy ones. For e.g. from big organized parties, often food gets wasted, so using the app’s Google API technology people can donate the food to nearest NGO without needed to search up for contact information. Thus, our app will be a direct bridge between all NGOs and donors.
Big Data idea implementation in organizations: potential, roadblocksIRJET Journal
This document discusses big data implementation in organizations and the potential opportunities and challenges. It begins by defining big data and explaining the key drivers of increasing data volumes, such as social media, the internet of things, and multimedia data. It then outlines some of the major benefits organizations can gain from big data, including improved decision making, customer experiences, and sales. However, successfully implementing big data also faces roadblocks such as selecting the right tools, techniques, and data sources. The document provides examples of technologies, methods, and skills needed to optimize big data initiatives.
Data Wrangling for Big Data Challenges andOpportunities.docxwhittemorelucilla
This document discusses the challenges and opportunities of data wrangling for big data. It argues that providing cost-effective, highly-automated approaches to data wrangling involves significant research challenges. Specifically, it discusses the need to make well-informed compromises by capturing user requirements, to extend data boundaries by leveraging external sources, to make use of all available contextual information, and to adopt an incremental pay-as-you-go approach that allows for flexible user feedback. Addressing these challenges will require fundamental changes to established data extraction, integration and cleaning techniques.
Similar to Usable geographic information – what does it mean to users? (20)
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Usability happens when users accesses all site features, efficiently complete their tasks, and feel satisfied. Usability encompasses all areas of UX. Yet most UX designers focus on simple usability assessments, only discovering usability pitfalls once poor usability hurts their business. My talk helps you avoid these mistakes. I will cover usability testing’s misconceptions, analysis, and reporting. You will choose the right test for the right design context and drive your company’s design decisions. We will, ultimately, give your customer more usable and satisfying experiences.
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How to locate the most suitable waist location with a 3D Body Scanner to a higher accuracy and precision than any previous method.
REFERENCE
Gill, S., Parker, C.J., Hayes, S., Wren, P. and Panchenko, A. (2014), “The True Height of the Waist: Explorations of automated body scanner waist definitions of the TC2 scanner”, 5th International Conference and Exhibition on 3D Body Scanning Technologies, Hometrica Consulting, Lugano, Switzerland, pp. 55–65.
REFERENCE:
PARKER, C.J., MAY, A. and MITCHELL, V., 2012. Using VGI to enhance user judgements of quality and authority. IN: Geographical Information Science Research UK (GISRUK) 2012 Conference Proceedings. Available at: https://dspace.lboro.ac.uk/dspace-jspui/handle/2134/9509
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The study aimed to determine how the inclusion of volunteered geographic information (VGI) alongside professional geographic information (PGI) impacts user judgements and system acceptance. 101 participants evaluated a travel website containing different combinations of VGI and PGI data. Presenting VGI increased perceptions of currency, usefulness, credibility and authority. Telling users about the VGI modestly improved authority, usefulness and satisfaction. The results suggest VGI can enhance existing systems without negatively impacting user perceptions if applied appropriately.
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The document discusses a study that examined how volunteer geographic information (VGI) and professional geographic information (PGI) differ in relevance to users. Through focus groups with kayakers, the study investigated which characteristics of each information type are most or least important to end users in the context of trip planning. The results provide insights into how VGI and PGI can be effectively utilized based on different usage situations and user needs. The findings may help identify unique opportunities for VGI to provide additional benefits beyond PGI.
The document summarizes a study exploring how volunteers provide geographic information (VGI) that users find beneficial. The study aimed to: 1) identify where VGI is useful in users' activities; 2) understand how VGI differs from professional information; and 3) determine how VGI versus professional information affects activity outcomes. The researcher selected hill walkers, surfers, and kayakers as groups that rely on geographic data. Interviews examined which information sources and delivery methods groups use and find most reliable. Preliminary findings suggest currency, depth, and quality are most important to users searching for information.
This document discusses the ergonomics of graphical human-computer interaction and summarizes some results from a study on data usability for kayakers. The study found that: 1) data was only useful to kayakers when they could interpret it as meaningful and relevant information for planning and decision making; 2) usability needs to be measured by the ability to make appropriate decisions; and 3) data usefulness often depends on both the temporal and geographical context, as information about water levels and small geographical details were particularly important.
An Exploration of Volunteered Geographic Information stakeholdersChristopher J. Parker
Volunteered Geographic Information (VGI) has huge potential for influencing the use of geographic information systems. However, there is a wide range of individuals involved in this process, each with their own motivations for contributing and using volunteered data. This paper investigates the range of stakeholders involved with VGI, their relationships and the main tensions and issues involved. The research was based on a series of detailed interviews and theory-driven coding of data. From this, a Rich Picture (Monk, Howard 1998) was developed to graphically present and relate stakeholder relationship information. The findings have implications for how stakeholder groups may be described, and how VGI can lead to enhanced products and services.
PARKER, C.J., 2010. An Exploration of Volunteered Geographic Information Stakeholders, M. HAKLAY, J. MORLEY and H. RAHEMTULLA, eds. In: Proceedings of the GIS Research UK 18th Annual Conference, 14-16 April 2010 2010, UCL pp137-142.
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The History of NZ 1870-1900.
Making of a Nation.
From the NZ Wars to Liberals,
Richard Seddon, George Grey,
Social Laboratory, New Zealand,
Confiscations, Kotahitanga, Kingitanga, Parliament, Suffrage, Repudiation, Economic Change, Agriculture, Gold Mining, Timber, Flax, Sheep, Dairying,
🔥🔥🔥🔥🔥🔥🔥🔥🔥
إضغ بين إيديكم من أقوى الملازم التي صممتها
ملزمة تشريح الجهاز الهيكلي (نظري 3)
💀💀💀💀💀💀💀💀💀💀
تتميز هذهِ الملزمة بعِدة مُميزات :
1- مُترجمة ترجمة تُناسب جميع المستويات
2- تحتوي على 78 رسم توضيحي لكل كلمة موجودة بالملزمة (لكل كلمة !!!!)
#فهم_ماكو_درخ
3- دقة الكتابة والصور عالية جداً جداً جداً
4- هُنالك بعض المعلومات تم توضيحها بشكل تفصيلي جداً (تُعتبر لدى الطالب أو الطالبة بإنها معلومات مُبهمة ومع ذلك تم توضيح هذهِ المعلومات المُبهمة بشكل تفصيلي جداً
5- الملزمة تشرح نفسها ب نفسها بس تكلك تعال اقراني
6- تحتوي الملزمة في اول سلايد على خارطة تتضمن جميع تفرُعات معلومات الجهاز الهيكلي المذكورة في هذهِ الملزمة
واخيراً هذهِ الملزمة حلالٌ عليكم وإتمنى منكم إن تدعولي بالخير والصحة والعافية فقط
كل التوفيق زملائي وزميلاتي ، زميلكم محمد الذهبي 💊💊
🔥🔥🔥🔥🔥🔥🔥🔥🔥
This presentation was provided by Racquel Jemison, Ph.D., Christina MacLaughlin, Ph.D., and Paulomi Majumder. Ph.D., all of the American Chemical Society, for the second session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session Two: 'Expanding Pathways to Publishing Careers,' was held June 13, 2024.
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These slides walk through the story of 1 Samuel. Samuel is the last judge of Israel. The people reject God and want a king. Saul is anointed as the first king, but he is not a good king. David, the shepherd boy is anointed and Saul is envious of him. David shows honor while Saul continues to self destruct.
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Chapter wise All Notes of First year Basic Civil Engineering
Syllabus
Chapter-1
Introduction to objective, scope and outcome the subject
Chapter 2
Introduction: Scope and Specialization of Civil Engineering, Role of civil Engineer in Society, Impact of infrastructural development on economy of country.
Chapter 3
Surveying: Object Principles & Types of Surveying; Site Plans, Plans & Maps; Scales & Unit of different Measurements.
Linear Measurements: Instruments used. Linear Measurement by Tape, Ranging out Survey Lines and overcoming Obstructions; Measurements on sloping ground; Tape corrections, conventional symbols. Angular Measurements: Instruments used; Introduction to Compass Surveying, Bearings and Longitude & Latitude of a Line, Introduction to total station.
Levelling: Instrument used Object of levelling, Methods of levelling in brief, and Contour maps.
Chapter 4
Buildings: Selection of site for Buildings, Layout of Building Plan, Types of buildings, Plinth area, carpet area, floor space index, Introduction to building byelaws, concept of sun light & ventilation. Components of Buildings & their functions, Basic concept of R.C.C., Introduction to types of foundation
Chapter 5
Transportation: Introduction to Transportation Engineering; Traffic and Road Safety: Types and Characteristics of Various Modes of Transportation; Various Road Traffic Signs, Causes of Accidents and Road Safety Measures.
Chapter 6
Environmental Engineering: Environmental Pollution, Environmental Acts and Regulations, Functional Concepts of Ecology, Basics of Species, Biodiversity, Ecosystem, Hydrological Cycle; Chemical Cycles: Carbon, Nitrogen & Phosphorus; Energy Flow in Ecosystems.
Water Pollution: Water Quality standards, Introduction to Treatment & Disposal of Waste Water. Reuse and Saving of Water, Rain Water Harvesting. Solid Waste Management: Classification of Solid Waste, Collection, Transportation and Disposal of Solid. Recycling of Solid Waste: Energy Recovery, Sanitary Landfill, On-Site Sanitation. Air & Noise Pollution: Primary and Secondary air pollutants, Harmful effects of Air Pollution, Control of Air Pollution. . Noise Pollution Harmful Effects of noise pollution, control of noise pollution, Global warming & Climate Change, Ozone depletion, Greenhouse effect
Text Books:
1. Palancharmy, Basic Civil Engineering, McGraw Hill publishers.
2. Satheesh Gopi, Basic Civil Engineering, Pearson Publishers.
3. Ketki Rangwala Dalal, Essentials of Civil Engineering, Charotar Publishing House.
4. BCP, Surveying volume 1
Elevate Your Nonprofit's Online Presence_ A Guide to Effective SEO Strategies...TechSoup
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Usable geographic information – what does it mean to users?
1. Usable geographic information – what does it mean to users?
Jenny Harding, Ordnance Survey®, Sarah Sharples, University of Nottingham, Muki
Haklay, UCL®, Gary Burnett, University of Nottingham, Yasamin Dadashi, Network Rail,
David Forrest, University of Glasgow®, Martin Maguire, Loughborough University,
Christopher J. Parker, Loughborough University, Liz Ratcliffe, Ordnance Survey
Abstract
How accurate does geographic information (GI) need to be, when compared to the real world, to gain user
trust? To better understand the user experience, do we need to consider data structures, formats and user
manuals as types of user interface? What caused KML to become a de facto standard, overtaking GML, which
is seemingly well engineered?
These questions concern the usability of GI. While the GIS industry is starting to be aware of the importance
of usability in software and hardware product development, so, too, are some providers of GI. There is,
however a lack of research and methodologies designed for understanding usability of information itself
rather than the interface or system through which it is presented. This is both a huge oversight and
opportunity, when considering that information can sometimes cost 95% of the total project value, or that in
many products the information itself is critical to the user’s experience – for example, in personal navigation
devices (PND). The level of usability of GI combined with system usability can also impact on productivity as
significant time and resources may be spent on their management. In some situations it can even have
safety critical implication – as in the case of a satnav user who followed directions on to a rail track minutes
before a train crashed into her car (BBC®, 2008).
This paper is based on a report from a workshop that was organised by Ordnance Survey to discuss the
usability of GI. It was a first opportunity for researchers from diverse backgrounds, including cartography, GI
science, human factors, ergonomics and human-computer interaction to come together and discuss this
important issue. The outcomes of the workshop, though preliminary, are relevant to any user of GI – and the
issues identified might change the way people in the industry think about and evaluate GI products alongside
applications.
Introduction
Usability of GI is very much part of ‘Realising the value of place’, as difficulties with using information
sources will be weighed by users against value. This is not straightforward, however, as the user experience
is partly dependent on how the data or information is accessed – a function of other factors, including
hardware and application interfaces. For many users, the usability of the information itself is something to
which they may pay little attention. It’s a dynamic situation, too, with existing data products being used in
ever-diverse applications and new products developing to meet existing and emerging needs.
As defined by international standard (ISO 9241-11), ‘usability’ refers to the ‘extent to which a product can be
used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified
context of use’.
While much current research and established methodologies in the field of product usability focus on tangible
products, such as devices, and on computer interfaces, there is comparatively little focus on usability of
information and data products such as digital GI.
This paper considers the increasing diversity in contexts of use for GI, and highlights some key challenges
and requirements for evaluating usability of GI. It is based on outcomes from a workshop organised by
Ordnance Survey (March 2009) to discuss challenges for investigating usability of GI. Bringing together
researchers from diverse backgrounds, including cartography, GI science, human factors, ergonomics and
human-computer interaction, the workshop aimed to address the question of whether and how usability of
information can be evaluated, and is it possible to decouple information from the interface used to access it?
Though preliminary, these outcomes are relevant to users and producers of GI – and the issues identified
might change the way people in the industry think about and evaluate GI products alongside applications.
2. GI products – a special case for evaluating usability?
Demands for GI
In recent years the GI marketplace has seen rapid development, expanding and diversifying from use of
paper mapping products through use of digital mapping data files to current use of spatial information
databases and web-based applications. Developments in technologies alongside global forces for change
have led to changes in the customer base and demands for GI products. Issues such as increasing pressures
on national infrastructures, resources and the environment on the one hand, and accessible technologies
(such as GPS and the Internet) on the other, have all influenced demand for types of data and ways in which
customers wish to access and use data.
GI has become more a part of the mainstream information economy, with levels of information easily
accessible to all for both viewing and contributing information to, for example, through web-based map sites
such as Windows Live® Local and Google® Maps. Ongoing trends in GI include extending data models from
2 dimensions to 3 (incorporating height), 4 (including the temporal dimension) and beyond to include ‘virtual
worlds’. These offer enhanced ability to detect and represent changes associated with events, processes and
flows.
At the same time, developments towards the automated generation of GI products from core databases
means that it is ever more important to focus on usability of data content as well as on the ‘products’ and
services built around that content.
The user experience
The total user experience of products and services is very important to GI providers. An important part of
this is the usability of geographic data and information products themselves. However, the user’s experience
of how usable these products are is often dependent not only on the data or information itself but also on
how it is accessed – a function of other factors, including hardware and application interfaces.
In the case of printed map products, the hardware (printed material), interface (the way the information is
presented) and content are, generally, designed together and the user experiences these components as a
whole. With digital products, however, the hardware, application interface and data or information (often
from multiple sources) are each separate products, usually from different suppliers, and put together in the
user’s context of use. Each of these components contributes to the overall user experience.
Because of this, the correct source of a usability issue is not always immediately apparent. For instance, user
needs and product usability research to date within Ordnance Survey have drawn on a number of techniques,
including task focused interviews with users, expert review and user diaries. While each approach produced
useful results, further analysis is sometimes required to separate out data issues from interface or
application issues.
How then can we best evaluate the usability of data or information as distinct from application and systems
interfaces? We suggest that tackling this question benefits from an interdisciplinary approach and
complements other initiatives focusing on GI usability within the GI science community. These include the
ICA’s Commission on Use and User Issues, an international group for sharing and developing knowledge on
this area in GI science. A current initiative is to develop a research reference book focusing on methods
available and how they may be applied. On a related note with a focus on GIS, Muki Haklay (UCL) is
developing an introductory book on HCI and GIS, details of which are at http://hciandgis.wetpaint.com/
Evaluating usability in an environment of increasingly diverse technology, uses and
user populations
User requirements and evaluation challenges
Current human factors research is addressing a number of challenges associated with novel interactive
technologies. User-system interaction is taking place in an increasingly diverse user population (with ranges
of age, experience and background) with increasing system functionality, integration of multiple applications
on single devices (as seen with the iPhone® apps, for example), increasing data complexity, database size
and integration of information, smaller, more portable or mobile devices and systems being used in more
diverse environments and tasks. Increased collaborative working, with shared interactions and remote
3. working add further dimensions to user-system interaction. It is necessary to understand the relationship
between these human factors challenges and the design and specification of underlying data in the context of
GI usability.
Human factors methods for user requirements specification and evaluation are routinely applied to interfaces,
but are less easily transferred to data. Users are inevitably much more aware of the interface itself than the
underlying systems. Indeed, it can be the role of the interface designer to ‘protect’ the user from underlying
complexity of a system. This is often seen in mobile device design, for example, where a user may be
unaware when they are interacting with an application or menu that is located on or managed by their device
and when they are interacting with an application provided by a service provider. The view of the user is
therefore influenced by the way in which the data is presented to them, rather than the qualities of the data
itself.
Therefore there is a need for interface independent methods of specifying user requirements and evaluating
GI. However, we need to acknowledge that data will be viewed or used via a mediating device of some sort.
Challenges for user requirements specification include:
What technology will the user be employing to view and interact with data (screen size, processing
capability etc).
What level of experience or knowledge does the user have (How well does the user understand the
interface? How well does the user understand the data, its implications and capabilities?)
How can the user be supported in articulating novel needs or design ideas?
In addition, many traditional evaluation methods focus on interaction with the interface rather than data. For
example, observation will provide information about a user’s key presses, mouse clicks or eye movements,
but methods that address the cognitive aspects of decision making and processing, such as verbal protocol or
critical decision techniques, are needed if we wish to understand how the data is used or understood. There
is also a need for us to be able to predict the requirements and user response to future systems, using
formative evaluation, rather than relying on summative techniques. This may require the combination of
qualitative and quantitative data evaluation techniques, and embedding such evaluation within product
development teams in organisations. We know that data is increasing in volume and complexity, so the need
to clearly identify data requirements for specific tasks and contexts is critical if systems are going to be
efficient, both from a processing (time taken to retrieve required information) and user (e.g. number of
menus or options being navigated) perspective. The issue of trust is also pivotal: if data is perceived as being
unreliable then users will not use it to its maximum potential; we need to understand how the interface and
data itself influences the perception of data reliability and the resultant behaviour of the user.
Usability issues and the link to user diversity
To understand user requirements that were highlighted in the previous section, it can be valuable to identify
‘types’ of users. From the point of view of usability of GI, users may be grouped into broad types: system
administrator, developer, expert or ‘power’ user, domain expert and general user. Each has a different role,
level of expertise and frequency of use with respect to GI, which together influence their experience of GI
usability. Taking each of these in turn, key characteristics and example usability issues may be summarised
as follows:
System administrator: Largely concerned with importing and managing GI, providing access to information
for a wide range of users and applications. The usability of, for example, change only update will suit some
system administrators and not others, depending on how they manage their data holdings. Understanding
their daily needs can explain the take up of change only update data provision
Developer: Uses GI within an application and is concerned with fitness for purpose, data structure,
performance and so on. Developers are not always aware that around 95% of GIS investment is in the data.
Though many different GI formats have been developed over the years, those that are in most use tend to
be formats that are easy to learn rather than those that were engineered with the intention of optimising
them for use. For example we can see that despite its limitations, the ESRI® shapefile format is successful
and effective as a de facto format, and more so than OGC® agreed file formats.
Power user: Familiar with GIS operations and integrates GI for specific tasks, though may not be so familiar
with semantics of the datasets used. The user may confuse data content and the visualisation/interface,
often not seeing the difference between the two. Metadata is very important for finding and using the right
4. data, yet, because of the complexity of metadata formats, many (most?) datasets are not well annotated.
This suggests an underlying problem for the management and annotation of GI datasets.
Specialist domain user: Has specialist knowledge in their own domain, but is not a specialist in GIS or
cartography. GIS and GI datasets are used as a tool for their own task-related purposes. For these users
both the data and the software are black boxes, but they are capable of evaluating the data in light of their
domain knowledge.
General user: GI is used as part of another task, such as navigation to a location. The user tends to regard
the information as factual and up to date. For example, there are instances of in car navigation system users
following system directions without using their own judgment.
Given the above, the following key points and questions need to be considered in terms of user diversity
when investigating usability of GI:
Which users/personas do we need to understand for the particular product?
How are existing products and formats used, by whom and for what purposes? Research can be
formulated around case study analyses.
What has changed and why over the history of digital GI use, when comparing producer selected
formats to user selected formats?
Think of data formats, user manuals and metadata as part of the user interface.
Examples of usability priorities in relation to contrasting user contexts
Outlined below are three studies that illustrate some of the ways in which user context is key to
understanding what usability means to the user.
Spatial information on hand-held computers for railway track workers
Applied human factors research identified spatial information and local knowledge as the most important
items of information for railway track workers (Dadashi et al 2008, 2009). Advances in mobile computing and
LBS (location-based services) offer great potential for providing easy-to-use and accessible spatial
information to workers on the trackside. While the lack of access to relevant information causes difficulty,
presentation of spatial information on hand-held devices needs to address a number of challenges in order to
be effective in the task context, where safety is of paramount importance. These include: the scaling issue -
how much of the real world can you present on a hand-held computer screen? What information is a priority
to present and how? What does the user need to interact with and how? Is it best to present people with
information that they are used to or that which would be better for the task?
A set of experiments, which attempted to answer these questions, were designed and conducted. Results
identified the importance of the types of information to be accessible (including trust in that information), the
intuitiveness of the interaction, the structure of information as being as important as the amount of
information, the match between the information and the workers’ tasks (Dadashi et al, 2008; Dadashi et al,
2009).
Differences in public and professional needs for information from climate change satellite data
The European climate change project, EuroClim (www.euroclim.net), aimed to provide a climate change
modelling and monitoring portal for public users (including educators, teachers, science writers) and
professional users (including scientists, policymakers, NGOs). Information accessed from the portal ranges
from indicators (such as rainfall, temperature, snow cover measures) through ‘processed indicators’ (that is
with some analysis, such as mean temperature) to ‘products’ (such as maps of growing season length or
effects of snow change on skiing).
Evaluation of the information provided on the portal identified potential usability issues for improvement. For
professional users these included resolution of the data, frequency of update, inconsistency with other
datasets and the need for more flexible georeferencing. The importance of specific metadata was highlighted
in order to understand the background to the data. For the public users, terminology and definitions used
were not necessarily meaningful. This user group requires more support and explanation to help their
understanding of information and data provided, as there is perhaps more of a tendency to believe
information as seen without questioning it. While these users are less concerned about the details of the
data, this may lead to misunderstanding. Climate-change data also needs to be ‘brought to life’ in some way
5. that they can control and interact with if policymakers and the public are to appreciate it and for it to feed
usefully into policymaking.
Volunteered or user-generated GI – usability benefits and issues
Volunteered geographic information (VGI) may be defined as ‘The act of creating geographic information by
largely untrained volunteers’ (Goodchild 2007). It has also been called ‘crowdsourcing’, or peer-produced GI.
A number of easily accessible technologies facilitate collection and access to user generated content,
including mapping websites, availability of base mapping online, GPS capture devices (including phones with
GPS receivers) and content sites such as Flickr® and YouTube®. An example output is OpenStreetMap™:
free mapping produced in WIKI style using open source software and user-generated content. The data
structure is simple, and suitable interfaces are available for each type of user. This simplicity makes the
dataset attractive to many users.
Map mash-ups may be seen as key vehicles for VGI and are a concept whereby people can share information
(for example, experiences, photos) by way of associating their own information to a shared map base. An
example of how VGI can impact our lives includes providing map-based information in areas hit by disaster
(for example, map mash-ups were produced of notices about lost people following Hurricane Katrina)
VGI is an exciting research field as it has vast future potential applications in society and potential to add
value to map information. However, it raises interesting questions such as how can the quality of VGI be
trusted if no one is responsible for it. As yet this is a little researched area. Key research questions include:
Who are the stakeholders in VGI applications, and what are their relationships to each other?
What are the different perspectives on value for VGI users, contributors and developers, and how do
these relate to their choice of map?
What ‘ecological’ differences are present between VGI stakeholders (that is differences due to
external factors which surround the individual), and how does this influence their understanding of
value?
GI usability linked to system usability
Producing base map information for thematic maps
Mapping systems are capable of producing good maps but offer little or no assistance to the user to produce
good cartographic design. While decision makers use digital map data and GIS for their own task-related
purposes and have specialist knowledge of their topic, they may have little knowledge of cartography and
map design, as this is not their primary task. For these users (described as ‘specialist domain users’ earlier in
this paper) the base mapping data may not be of interest in its own right, but forms a necessary contextual
backdrop to the user’s own data.
A key question is, what topographic base information is needed to underpin the user’s data – and this
depends on purpose of use. This is a neglected part of map design, but some topographic information may
be necessary in order to understand the particular user’s specialist information. Certain topographic
information can act as locational referents (or landmarks) while other information may be irrelevant and add
clutter.
Selection of base information depends on several factors, including map topic, scale, purpose of use and user
experience levels, together with the probability of including different types of base information in accordance
with the topic of the map. Previous work has sought to help the user by means of developing a knowledge
base to structure the selection of relevant base mapping information (Forrest, 1999). Data is organised
hierarchically to suit different levels of requirement, depending on purpose and scale. Components are called
from a database based on the user defining a number of parameters. Success relies in part on the data
model of source data incorporating well-structured/classified data.
In testing the approach using Ordnance Survey Strategi® data (at 1:250 000 scale), database issues
included the large number of feature classes. A four-level hierarchical organisation (from layer/theme to sub-
sub-feature class) was created from this to facilitate data selection. The knowledge base mapped this
hierarchy across identified core map topics (for example, topographic, political, communication) and defined
levels of detail. Together these components can be used to generate base maps relevant to topic, level of
detail and scale.
6. The approach is responsive to user requirements and could make mapping software easier to use and help
reduce the production of poor map outputs (as yet expert systems mechanisms are not implemented in GIS).
Creation of a knowledge base does require precise information on how features are classified in a source
database (including rules for how the classification is applied), which often is not sufficiently clear in user
guides. Also it is important to understand how the classification of features in one dataset relates to that in
another (for example, relationship between Meridian™ 2 and Strategi classifications). To make data more
useable, better structures for some features are needed together with better published information about
content. Developments in ontologies, where the meaning of a classification system is made explicit, and
automated generalisation, to assist the structuring and simplification of information, may help in both these
areas.
Digital GI and vehicle applications
Digital GI is among the technologies that will enable new design elements of future vehicles and their
applications. Vehicle applications can be served by digital mapping in a number of ways. As noted by Burnett
(2009) some applications specifically target areas such as safety and efficiency by either providing
information or services relevant to the driving task (e.g. route guidance and navigation, speed warnings,
traffic light assistance), whereas others fundamentally change what we consider to be driving (e.g. forward
obstacle collision avoidance, autonomous driving). It is also important to note that some applications served
by digital maps provide information for comfort, entertainment or productivity reasons (i.e. they are not
related to the driving task), for instance, booking a restaurant.
Key human-centred design issues in this area concern GI reliability, accuracy and content. Such issues
manifest themselves in terms of common human factors topics, such as user attention, workload, situation
awareness, trust/confidence, behavioral adaptation, environmental learning and skills development. For
instance, human factors knowledge indicates that people will often over-trust technology in situations where
objective and subjective reliability are poorly calibrated (Wickens et al., 2004). Such a phenomenon exists
for vehicle navigation systems where drivers do not necessarily understand the limits of the underlying
digital map database and are inclined to follow inappropriate routes (Forbes and Burnett, 2007).
The content of digital maps is of particular importance to the design of vehicle navigation systems. In this
respect, landmarks (e.g. churches, traffic lights, petrol stations) have been shown to be critical to the design
of usable systems (see Burnett, 2000). Nevertheless, difficulties arise in choosing good landmarks for use in
specific contexts. A number of research studies have considered this issue: for instance, Burnett, Smith and
May (2001) compared landmark identification from direct observation of routes by non-locals using video
with landmark identification from mental representations of routes by locals. Key characteristics of good
landmarks for navigation were identified to be: permanence, visibility, usefulness of location and uniqueness.
Methods of obtaining suitable usable landmark information require more research. The two primary
approaches include directly from an existing digital map (limited in fidelity) or through site visits (time
consuming and expensive). An alternative method is to gather information on landmark quality indirectly via
other in-car activities. In this respect, a PhD project at the University of Nottingham is currently exploring
the potential for drivers and passengers to reveal information about landmarks through mass participation in
an ’eye spy‘ type game.
Key research considerations for usability of GI
From the subjects explored in this paper, a wide range of research questions and issues are identified
towards evaluating usability of GI. Key considerations may be summarised as follows:
Interfaces
Interfaces to data need to be evaluated with respect to the user role and context of use. Besides
application interfaces, data formats, user manuals and metadata can all be seen as part of the user
interface with geographic data.
What metadata is needed for professionals and the public? How can we effectively communicate
information about data?
Collaborative system use is increasingly common, with shared interactions and shared data
presenting an added dimension to user-system interaction.
Where does the dataset end (content and so on) and visualisation of data start?
7. GI content, quality, structure, formats
How much and what information (in terms of content, resolution, quality) is needed for task
completion in different user contexts? How do cartographic rules in applications and dataset design
help or conflict with information needs?
How can a user articulate their need for GI content and level of detail (that is how do they explain
their vision – without being constrained by what they know already)?
What are the differences (in characteristics) between user-generated data and professionally
produced data?
Why do ad hoc formats for GI (for example, Shapefiles, KML) dominate over-dedicated/designed
formats (for example, NTF,GML)? What can we learn from successful/unsuccessful formats?
How should we name and classify features (improved semantics)?
Trust and value
What influences users’ trust in GI? When and how do users understand (or care) where data has
come from or how up to date it is?
What is the value of different data to different users (with diverse purpose for use, expertise with GI,
age)? And what motivates different users to use particular data (for example, motivations for VGI)?
Conclusions and ways forward
Returning to the question heading this paper, in order to understand what usable GI means to end-users,
many elements of data, systems, user profiles and their relationships in the context of use need to be
understood.
Key elements highlighted include technological and user diversity, interfaces, data content and structure,
information value relative to context, motivations to use data, communicating metadata in ways meaningful
to types of users, trust in data and interfaces.
There is a need for interface independent methods for specifying user requirements and evaluating GI
usability. For instance, methods that address the cognitive aspects of decision making are needed to help
understand how data is used and understood. At the same time, assessing usability needs to take into
account contexts of use, including technologies of interaction and levels of user experience.
Interfaces may be viewed as closely coupled with information, in that any information is communicated via
some kind of interface. Increasingly, however, the end user does not necessarily interact directly with
source information but with derived or processed information. The usability of both source information and
that derived from it needs consideration with respect to user context.
The value of bringing together perspectives from different disciplines and working together with different
user groups on pursuing some of the research issues identified is evident and the authors are keen to take
this further.
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Environmental Systems Research Institute, Inc. Flickr is a registered trademark of Yahoo! Inc. Google and
YouTube are registered trademarks of Google Inc. iPhone is a registered trademark of Apple Inc. OGC is a
registered trademark of Open Geospatial Consortium, Inc. Ordnance Survey and Strategi are registered
trademarks and Meridian is a trademark of Ordnance Survey, the national mapping agency of Great
Britain.UCL is a registered trademark of University College London. University of Glasgow is a registered
trademark of The University Court of the University of Glasgow. Windows Live is a registered trademark of
Microsoft Corporation. OpenStreetMap is a trademark of Steve Coast.