1,720,982 research outputs found
Investigating the usability of PDAs with ageing users
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
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
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
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
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
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
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
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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