1,720,982 research outputs found

    Investigating the usability of PDAs with ageing users

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    Mobile technologies have the potential to enhance the lives of ageing users, especially those who experience a decline in cognitive abilities. However, diminutive devices often perplex the aged and many HCI problems exist. This research ultimately aims to develop a mobile reminiscent application for ageing users entitled Memory Lane. This application will use artificial intelligent techniques to compose and convey excerpts from a lifetime’s memories to the user in a multimodal storytelling format. The proposed deployment platform for MemoryLane is a Personal Digital Assistant (PDA). The initial stage of this research, a HCI pilot study was recently conducted with a sample of ageing users, the study aimed to investigate the usability of a PDA. This paper documents the methodologies employed in this pilot study and its subsequent results. The next stages of the research are also identified and discussed

    Investigating the usability of PDAs with ageing users

    Get PDF
    Mobile technologies have the potential to enhance the lives of ageing users, especially those who experience a decline in cognitive abilities. However, diminutive devices often perplex the aged and many HCI problems exist. This research ultimately aims to develop a mobile reminiscent application for ageing users entitled Memory Lane. This application will use artificial intelligent techniques to compose and convey excerpts from a lifetime’s memories to the user in a multimodal storytelling format. The proposed deployment platform for MemoryLane is a Personal Digital Assistant (PDA). The initial stage of this research, a HCI pilot study was recently conducted with a sample of ageing users, the study aimed to investigate the usability of a PDA. This paper documents the methodologies employed in this pilot study and its subsequent results. The next stages of the research are also identified and discussed

    Issues with the construct of quality

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    This paper proposes an outline for a framework that aims to give a comprehensive view of perceived video quality, including physical characteristics, perceptual attributes and cognitive factors

    Challenges of evaluating the information visualization experience

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    Information Visualisation (InfoVis) is defined as an interactive visual representation of abstract data. We view the user’s interaction with InfoVis tools as an experience which is made up of a set of highly demanding cognitive activities. These activities assist users in making sense and gaining knowledge of the represented domain. Usability studies that involve a task-based analysis and usability questionnaires are not enough to capture such an experience. This paper discusses the challenges involved when it comes to evaluating InfoVis tools by giving an overview of the activities involved in an InfoVis experience and demonstrating how they affect the visualisation process. The argument in this paper is based on our experiences in designing, building and evaluating an academic literature visualisation tool

    Thawing colours: dangling from the fuzzy end of interfaces

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    In this paper we present Thawing Colours, a tactile, visual and sonic installation, which uses suspended spheres of melting ice to paint on surfaces, woollen strings to provide a means of interaction, and concatenative synthesis–the stitching together of many small fragments of sound–to provide a digitally mediated response to motion and vibration by resynthesizing the input sound using a corpus of pre-prepared sounds. In one sense, it is an evolving, site-specific physical installation, a painter or designer that produces images over the course of several days. With some intellectual license, it can be taken as a naturalistic interface for querying a database of sounds, or as a particularly large and unwieldy musical instrument. It is literally a fuzzy interface, with boundaries extending out through the fibres of the woollen strands used to attach coloured balls of ice, and through the supporting cables into the foundations of the building, and through the fingers, palms, and bodies of the participants. We argue that there is a niche for interfaces that are whimsical, ludic and exploratory, and that as part of exploring this niche, we can take an ecosystemic view on interfaces: embracing their physical properties, their situation in an environment, and the byproducts and feedbacks therein

    Adapt or be adapted

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    Various user groups, e.g. people with a disability, could benefit highly from products or interfaces that could either be adjusted (adaptability) or adjust themselves (adaptivity) to the needs of individual users. Advances in technology are gradually enabling designers to create such products, but guidelines that help designers doing this are scarce. Designers need more insight in the implications of adaptivity on the form and content of their design in order to make good design decisions. In this paper we try to shed some light by giving an example from the LinguaBytes project, a three-year research program aimed at developing an interactive and adaptive educational toy that stimulates the language and communication skills of children between 1 – 4 years old with multiple disabilities. We will illustrate five example users from this heterogeneous user group with respect to their needs and skills (perceptual-motor, cognitive and emotional) and try point out how adaptivity and adaptability play a role in the design of one of our products

    Information seeking in the Humanities: physicality and digitality

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    This paper presents a brief overview of a research project that is examining the information seeking practices of humanities scholars. The results of this project are being used to develop digital resources to better support these work activities. Initial findings from a recent set of interviews is offered, revealing the importance of physical artefacts in the humanities scholars’ research processes and the limitations of digital resources. Finally, further work that is soon to be undertaken is summarised, and it is hoped that after participation in this workshop these ideas will be refined

    Adapt or be adapted

    No full text
    Various user groups, e.g. people with a disability, could benefit highly from products or interfaces that could either be adjusted (adaptability) or adjust themselves (adaptivity) to the needs of individual users. Advances in technology are gradually enabling designers to create such products, but guidelines that help designers doing this are scarce. Designers need more insight in the implications of adaptivity on the form and content of their design in order to make good design decisions. In this paper we try to shed some light by giving an example from the LinguaBytes project, a three-year research program aimed at developing an interactive and adaptive educational toy that stimulates the language and communication skills of children between 1 – 4 years old with multiple disabilities. We will illustrate five example users from this heterogeneous user group with respect to their needs and skills (perceptual-motor, cognitive and emotional) and try point out how adaptivity and adaptability play a role in the design of one of our products
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