1,720,960 research outputs found
Engagement e TV sociale: coinvolgere gli utenti di FriendTV
FriendTV è un'app realizzata dal gruppo Innovation di TIM/Telecom Italia scaricabile dagli Store e utilizzabile come "second screen" della TV: consente infatti di consultare la programmazione TV, di votare i programmi preferiti e di vedere e twittare quello che guardano e commentano i propri amici. L'utilizzo dei social network ha valorizzato l'attratività e aumentato gli scaricamenti. La ricerca descritta in questo articolo ha come obiettivo quello di valutare come l'introduzione di nuove dinamiche d'interazione (quali i meccanismi del "genuine engagement" derivanti dalla gamification) possano incrementare l'attuale base utenti ed aumentarne l'engagement. Partendo da un'indagine sulle abitudini dei fruitori TV, sono stati definiti e poi dettagliati i Personas (Cooper A., 1999), i principali potenziali target del servizio ed i relativi scenari di utilizzo. Questo ci ha guidato nella progettazione di un mockup interattivo, valutato con gli utenti in sessioni di focus group. I principali risultati mostrano che la gamification applicata al contesto di TV sociale, deve accompagnare le fruizione dei programmi TV e non interromperla, proponendo un'interazione "partecipativa" sui contenuti specifici del programma in cors
Dynamic ride sharing service: are users ready to adopt it?
Nowadays we are experiencing a shift of paradigm from ownership of goods to sharing goods and experiences. The "sharing economy" paradigm will change the way people experience everyday life in many sectors. In this paper we are focusing on the urban transportation experience presenting a user centric design of an experimental dynamic ridesharing service for Italian users, called VirtualBus [1]. The proposed service is based on a mobile application that allows people to get arrangement in real time for sharing car rides in an urban area, both as "driver" or "passenger". A smart matching algorithm will provide, within a short time, the best matching between the driver and the passenger learning from users' feedbacks and improving its suggestions overtime to better fulfill users' expectations. The service was designed, prototyped and tested involving users in every step, starting from a vision board with the target Personas. Then, a first raw prototype of the mobile application was designed and tested during specific focus group sessions. During the focus groups users highlighted both the importance of defining rewarding and payment rules and some concerns about privacy and reliability of drivers and passengers. Moreover, a large scale questionnaire, with more than 500 respondents, was distributed with the focus on two big Italian cities, Turin and Rome. The questionnaire analysis gave many interesting insights about the city commuting habits and its results were used to enrich the previously designed Personas with the aim of enhancing real users' scenarios. Next steps will involve real users on selected cities as a test-bed of both the technical solution and the users' acceptability of a new way of experiencing the urban commutin
Mobile awareness: Design for connectedness
This article describes our ongoing research project about design for behavior change, which is facilitated by Ubiquitous Computing technologies. In particular in this paper we discuss the potentiality of mobile devices to facilitate the mobility behavior change among people who are currently living at Turin, Italy. To this aim we illustrate our conceptual design of a mobile game, which is designed to facilitate mobility behavior chang
Empathy Workshop: When Project Team and Pilot Users Exchange Experiences
Empathizing with user, has been considered by many design researchers as one of the important factors that help to understand the final user's needs and wishes during the design process. Hence there are still many design projects that do not consider that important basis for design of products and services. In fact, if we look into the psychological process of the ways people communicate and build relationships, we can approve that empathy is fundamental and applying that might seem as an obvious matter in design process. This paper aims to be one another contribution to the field and seeks to emphasize the important role of the empathy in design process. In particular, this paper focus on developing empathy between developers and trial users through a participatory session. We believe this is relevant because we sought to bring the experience of using Internet of Things (IoT)-based devices by trial users in their real homes. It will illustrate the process and results of the participatory session conducted for a pilot project INTrEPID. The whole process of workshop has been built on the fundamental theories about empathy in psychology and the value of its application during the early phases of design process. We suggest to apply the Empathy workshop method when the project team and the final users meet each other, for understanding not only the user's experience and needs, but also the technical team's efforts. It is also proved a good way for fostering the creativity and involving all stakeholders into the design of new services
Designing for User Confidence in Intelligent Environments
Intelligent environments aim at supporting and assisting users in their daily activities. Their reliability, i.e., the capability of correctly accomplishing the intended tasks and of limiting or avoiding damage in case of malfunctions, is essential as for any user-facing technology. One aspect of reliability, often neglected, is guaranteeing the consistency between system operation and user expectations, so that users may build confidence over the correct behavior of the system and its reaction to their actions. The paper will review the literature concerning methodologies and tools that directly involve users and have been specifically applied or adopted for intelligent environments, throughout the entire design flow - from requirements gathering to interface design. The paper will then propose, building on top of the previous analysis, a set of guidelines that system designers should follow to ensure user confidence in their intelligent environment
Mood-based On-Car Music Recommendations
Driving and music listening are two inseparable everyday activities for millions of people today in the world. Considering the high correlation between music, mood and driving comfort and safety, it makes sense to use appropriate and intelligent music recommendations based on the mood of drivers and songs in the context of car driving. The objective of this paper is to present the project of a contextual mood-based music recommender system capable of regulating the driver's mood and trying to have a positive influence on her driving behaviour. Here we present the proof of concept of the system and describe the techniques and technologies that are part of it. Further possible future improvements on each of the building blocks are also presented
Going Beyond Counting First Authors in Author Co-citation Analysis
The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation
counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings
are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that
only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into
account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed
Variations on the Author
“Variations on the Author” discusses two of Eduardo Coutinho’s recent films (Um Dia na Vida, from 2010, and Últimas Conversas, posthumously released in 2015) and their contribution to the general question of documentary authorship. The director’s filmography is characterized by a consistent yet self-effacing form of authorial self-inscription: Coutinho often features as an interviewer that rather than express opinions propels discourses; an interviewer that is good at listening. This mode of self-inscription characterizes him as an author who is not expressive but who is nonetheless markedly present on the screen. In Um Dia na Vida, however, Coutinho is completely absent form the image, while Últimas Conversas, on the contrary, includes a confessional prologue that moves the director from the margins to the center of his films. This article examines the ways in which these works stand out in the filmography of a director who offers new insights into the notion of cinematic authorship
Appropriate Similarity Measures for Author Cocitation Analysis
We provide a number of new insights into the methodological discussion about author cocitation analysis. We first argue that the use of the Pearson correlation for measuring the similarity between authors’ cocitation profiles is not very satisfactory. We then discuss what kind of similarity measures may be used as an alternative to the Pearson correlation. We consider three similarity measures in particular. One is the well-known cosine. The other two similarity measures have not been used before in the bibliometric literature. Finally, we show by means of an example that our findings have a high practical relevance.information science;Pearson correlation;cosine;similarity measure;author cocitation analysis
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