62 research outputs found

    Designing a semantic sketchbook to create opportunities for serendipity

    No full text
    Serendipity is where unexpected circumstances and an insightful 'aha' moment result in a valuable outcome. We discuss how interactive systems can support the process of serendipity: from making new connections, to projecting and exploiting their potential value. We focus in particular on how technology can support reflection -- which is an important part of the serendipity process. By considering findings from a set of empirical studies and a set of design principles aimed at encouraging reflection, we present an early stage digital 'Semantic Sketchbook' which was designed with the aim of supporting reflection (as well as other aspects of the process of serendipity). We discuss how our 'Semantic Sketchbook' has the potential to create opportunities for serendipity and the next steps we intend to take in developing it and evaluating its success

    When immediate interactive feedback boosts optimization problem solving: a ‘human-in-the-loop’ approach for solving capacitated vehicle routing problems

    No full text
    In past, feedback in problem solving was found to improve human performance and focused mainly on learning applications. Interactive tools supporting decision-making and general problem-solving processes have long being developed to assist operations but not in optimization problem solving. Optimization problem solving is currently addressed within Operational Research (OR) through computational algorithms that aim to find the best solution in a problem (e.g. routing problem). Limited investigation there is on how computerized interactivity and metacognitive support (e.g. feedback and planning) can support optimization problem solving. This paper reports on human performance on Capacitated Vehicle Routing Problems (CVRPs) using paper-based problems and two different versions of an interactive computerized tool (one version with live explanatory and directive feedback alongside planning (strategy) support; one version without strategy support but with live explanatory feedback). Results suggest that human performance did not change when people were given paper-based post-problem feedback. On the contrary, participants' performance improved significantly when they used either version of the interactive tool that facilitated both live feedback support. No differences in performance across the two versions were observed. Implications on current theories and design implications for future optimization systems are discussed

    An Empirical Framework for Understanding Human-Technology Interaction Optimisation for Route Planning

    No full text
    A number of interactive systems have been developed in the past to simulate or improve optimised route planning as part of problem solving (e.g. Vehicle Routing Problems (VRPs)) focussing mainly in the utilisation of computational algorithms. Main reasons for developing such interactive systems is that they combine the strengths both computerised systems and humans have, to aid the generation of optimal solutions and promote green logistics. Under a joint-cognitive perspective, the system and the human operator (user) become parts of a single ecosystem, co-operating to complete a task and in which cognitive technologies aid them to reach a decision. This paper reports the performance-based design of such an interactive tool that supports optimisation in route planning. It aims to identify human performance, behaviour and opportunities for designing innovative usercentred interactive optimisation tools for route planning. Twenty-six users evaluated the interactive route planner. Results suggest that switching strategies while planning routes lead to increase in route optimality while providing different levels of control for the user. Results lead to the extension of a joint-cognitive approach framework for optimisation routing problems that takes into account both performance metrics and contextual factors such as changes within the task environment. Related implications to optimisation systems’ design and evaluation are also discussed with a particular focus on how new ubiquitous navigation technologies can be improved to promote cooperation and more optimal route planning

    Passenger Experience and Safety Systems

    No full text

    An Empirical Framework for Understanding Human-Technology Interaction Optimisation for Route Planning

    No full text
    A number of interactive systems have been developed in the past to simulate or improve optimised route planning as part of problem solving (e.g. Vehicle Routing Problems (VRPs)) focussing mainly in the utilisation of computational algorithms. Main reasons for developing such interactive systems is that they combine the strengths both computerised systems and humans have, to aid the generation of optimal solutions and promote green logistics. Under a joint-cognitive perspective, the system and the human operator (user) become parts of a single ecosystem, co-operating to complete a task and in which cognitive technologies aid them to reach a decision. This paper reports the performance-based design of such an interactive tool that supports optimisation in route planning. It aims to identify human performance, behaviour and opportunities for designing innovative usercentred interactive optimisation tools for route planning. Twenty-six users evaluated the interactive route planner. Results suggest that switching strategies while planning routes lead to increase in route optimality while providing different levels of control for the user. Results lead to the extension of a joint-cognitive approach framework for optimisation routing problems that takes into account both performance metrics and contextual factors such as changes within the task environment. Related implications to optimisation systems’ design and evaluation are also discussed with a particular focus on how new ubiquitous navigation technologies can be improved to promote cooperation and more optimal route planning

    Task-based and Problem-based heuristics: Could they be mobilized as a Verification Mechanism for Usability Heuristics?

    No full text
    Prior research in design indicates that design considerations (as reflected through designers’ decisions) can greatly differ from users’ viewpoints when interacting with technologies. This is typically evidenced within designers’ proposals to focus on utility and appearance whilst users’ viewpoints (or reactions) to technologies can take multiple forms (e.g. visceral, behavioral and reflective). Heuristics are simple 'rules of thumb' applied in designing technologies, focusing on design principles that aim to satisfy utility and appearance while providing a means of ‘standardization’ for designers; the same applies to usability heuristics, which are employed at the end of the design process, to assess the usability of designed systems, both in terms of usability and aesthetics. Whilst design and evaluation heuristics can offer a level of ‘standardization’, users’ viewpoints, reactions and interpretation of the designed technology can be diverse (i.e. their emotional and behavioral responses can greatly differ, making it difficult to ‘standardize’). There are several reasons why this is happening, e.g. from individual differences to context and domain-based reasons; the latter is, indeed, one of the common issues in heuristics-based design and usability heuristics i.e. these are domain-specific. It appears that there is limited research in attempting to understand the relationship and mapping between users’ own behavior (i.e. behavior-based heuristics) and design heuristics. An open question is to what extent the ‘expertise’ and empirical knowledge of designers can overlook any intuitive or unconscious behavior-oriented heuristics that manifest 'discreetly' and 'automatically' when designing technologies.The present paper is drawing data from two different user studies (route optimization problem solving and data analytics), aiming to explore what types of behavior-based heuristics people employ when performing data analytic tasks and problem-solving tasks (without the use of computer interfaces). These two different domains are chosen as they contain different requirements (i.e. completion of healthcare data analytic tasks versus completion of visuospatial mathematical optimization problems), thus providing a diverse enough comparison to explore user behaviors within domains that require some form of computer interface. By identifying behavioral patterns and heuristics people employ when engaging with these two different domains, we are able to identify interactional needs that can inform the design of novel user interfaces (i.e. decision-support systems) that can assist in the completion of complex tasks, instead of designing technologies first and then applying design heuristics to adjust and evaluate the designs. Observation methods, problem-based/scenario-based approaches and Think Aloud protocols have been employed to identify heuristics in both studies while overall performance (in terms of task completion and accuracy) has also been measured. The research found that behavior-based heuristics can be task-based and problem-based and can manifest early in design thus need capturing at user requirements elicitation. Such behavior-based heuristics can be interactional, systemic, cognitive and experiential and need to be considered alongside usability heuristics. There is a need to formalize experiences against tasks, especially as ‘smart’ technologies and multi-systemic data exchange can be stakeholders and ‘end-users’. A conceptual design verification framework is proposed to enhance design and evaluation processes.</p

    Encouraging serendipity in research: designing technologies to support connection-making

    No full text
    Mobile applications have the ability to present information to users that is influenced by their surroundings, activities and interests. Such applications have the potential to influence the likelihood of individuals experiencing ‘serendipity’, through a combination of information, context, insight and activity. This study reports the deployment of a system that sends push text suggestions to users throughout the day, where the content of those messages is informed by users’ experience and interests. We investigated the responses to and interactions with messages that varied in format and relevance, and which were received at different times throughout the day. Sixteen participants were asked to use a mobile diary application to record their experiences and thoughts regarding information that was received over a period of five consecutive days. Results suggest that participants’ perception of the received suggestions was influenced by the relevance of the suggestion to their interests, but that there were also positive attitudes towards seemingly irrelevant information. Qualitative data indicates that participants, if in an appropriate time and place, are willing to accept and act upon push suggestions as long as the number of suggestions that they receive is not overwhelming. This study contributes towards an understanding of how mobile users make connections with new information, furthering our understanding of how serendipitous connections and insightful thinking could be accommodated using technology
    corecore