International SERIES on Information Systems and Management in Creative eMedia (CreMedia)
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147 research outputs found
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Design as an inspiration for sustainable lifestyle
To envision a sustainable society, it is not enough to have sustainable products and services; radical change has to happen in every individual’s lifestyles and ways they interact with society. Design has the power to make the radical change happen and motivates people to embrace sustainable lifestyle. The paper discusses the concept of design as an inspirational tool towards sustainable lifestyle briefly and proposes a website based community model based on the concept. The model proposed in this paper can be validated and the effectiveness can be understood through a workshop and pilot study. The paper provides the steps to deploy the model as a pilot study and challenges involved in implementing this model
Interactive TV User Interfaces: How Fast is Too Fast?
The analysis, presented in this paper, is searching for an optimal speed of user interface for intractive TV navigation. Pleasant navigation technique for browsing through user interface usually incorporates scrolling. The latest set-top-boxes have enough processor power to support very fast scrolling not only for texts, but also photos and other elements. We designed and performed an experiment to measure optimal scrolling speed for different activities on user interface. We found out that optimal speed depends on type of navigation elements (text or graphics). The results of this study can improve the usability of horizontal and vertical navigation techniques in modern interactive TV navigation
EDIS - Emotion-Driven Interactive Systems
Ambient interface approaches utilising facial expression recognition technology seem to have great potential not only in their typical application areas like security, marketing or commerce. This paper discusses the use of the face detection and analysis software SHORE™ (Sophisticated High-speed Object Recognition Engine) by the Fraunhofer Institute for Integrated Circuits in Erlangen, Germany in a digital art-oriented context and introduces the concept of EDIS - Emotion-Driven Interactive Systems – in which gesture and emotional expression replace the traditional mouse-keyboard-based interface and go beyond simple entertainment
Designing Unobtrusive Interfaces to Increase Naturaof First Time Face-To-Face Interaction
Social Proximity Applications (SPAs) have facilitated social networking in the real world. However, most applications are deployed in mobile devices (i.e. smartphone, PDA, tablet) restricted to traditional input and output (I/O) interfaces i.e. button, keyboard and screen. For people with low interpersonal skills, the requirements imposed by traditional interfaces can make their problems worse. In contrast, this paper describes the Icebreaker T-shirt, designed with natural interfaces to ease face-to-face communication when meeting new people. We discuss its design concept, technical requirements and user experience based on an experiment conducted with shy users in which 73% reported that the shirt was helpful to their meetings with strangers
Persona-Based Design for Personal Health Information Management Systems
The field that represents the promotion of ICT for supporting, improving or enabling the health and healthcare systems, is widely known as e-health. Various studies ([1]and [2]) have concluded that ehealth is effective in terms of: significant cost reductions for the patients and the health system, increased health service efficiency, increased technical quality and usability and increased user satisfaction. Numerous guidelines exist for supporting the user-interface designs of e-health systems for all the different types of users. However, relying solely on user interface design guidelines is not enough [3]. One of the possible ways to provide for good usability and acceptance of an e-learning system is to involve the target users of the e-learning services throughout the entire design and development processes [4]. The approach of design which actively involves users in the design and development process is known as a participatory or cooperative design [5]. Participatory design is more effective when users are continuously involved throughout the development process – from the conceptualization phases until the very end i.e. testing the new technology together with the users. However, this can be both time- and cost-consuming. In the situations where price and fast delivery are critical, researchers suggest using expert reviews [6] and [7]. Expert usability reviews are based solely on the usability expert’s extensive experience, mainly form usability testing. They are based on well-known and recognized usability guidelines and not on expert’s self-invented ones. Expert reviews do not involve end-users. In order to make experts think like end users, Molich suggests persona- and scenario-based expert reviews [8]. Persona- and scenario-based expert reviews help experts see the product or system from the perspective of the real users and the context of usage. Persona-based usability expert review takes into consideration the type of the end-user who is interacting with the system or the product. This type of usability expert reviews consider end-users familiarity of the terminology, information architecture, navigation system and the graphical user interface design of the system end-users interact with
Experience to understand: designing a methodology for understanding kitchen interactions
The following paper presents a methodology for user engagement into the interaction design process. It focuses on the group of middle-age, middle class mothers, housewives and individuals leading a busy life between work and family and their interaction with home, especially kitchen appliances. The methodology was developed to gain insight and achieve greater understanding of users in question. An ongoing study research with the described methodology is also presented
Research on the Content Industries seen from the IS Perspective: A View from Munich
The content industry has been under a strong transformation within the last years. This transformation is mainly driven by new information technologies. So it should be subject to research on “Information Systemsâ€. There are some activities in Europe but they could be more visible and better integrated. Therefore, we want to support the establishment of a European Research Agenda for the content media industry in three ways. First, we offer a simple framework to sort and to give an overview of interesting and relevant research activities. Second, we describe our own activities on the research agenda and propose research questions related to this field. Third we want to offer ideas about a joined research agenda and their potential contribution to the research field