Mobile HCI Research Papers - Academia.edu (original) (raw)
Mobile Government or mGovernment evolves recently as another platform for eGovernment system on mobile devices or smart mobile devices. This paper investigates the factors that influence the use of Kingdom of Saudi Arabia (KSA)... more
Mobile Government or mGovernment evolves recently as another platform for eGovernment system on mobile devices or smart mobile devices. This paper investigates the factors that influence the use of Kingdom of Saudi Arabia (KSA) mGovernment services. The motivation of this study dwells on the inability ofSAUDI National e-Government portal to elucidate the facet of mobile apps and its related services under the Government services link in their portal. Furthermore, the use of mobile devices for many government services in KSA remains tacit. It is unclear if the services suit for mobile devices or not. There are no specificationson the mobile platform for the use of mobile applications for many government services. In regards to these drawbacks, this research formulated some hypotheses in order to test our claim that the factors that will influence the use of KSA government services on mobile device are yet to be in public domain. Quantitative survey research method is used; random sampling of 240 respondents who are using some KSA government services on mobile devices participated voluntarily in this study. Statistical analyses were used for the hypothesis testing. The results reveal those factors necessary for using government services on mobile devices for KSA. Copy Right, IJAR, 2016,. All rights reserved.
- by and +1
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- Mobile HCI
We studied the effects of varying the fidelity and automation levels of a Ubicomp application prototype. Our results show that the interactive prototype captured the same usability issues that the paper prototype studies did and more. We... more
We studied the effects of varying the fidelity and automation levels of a Ubicomp application prototype. Our results show that the interactive prototype captured the same usability issues that the paper prototype studies did and more. We found that paper prototyping is insufficient for supporting unique Ubicomp requirements, such as scalability, but a prototype with higher fidelity and automation levels can enhance the quality of interaction data available for evaluation.
- by Peter Khooshabeh
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- HCI, Mobile HCI
The aim of this study is to explore how bringing art to life using Augmented Reality (AR) technology can affect viewer engagement and interest compared to the viewing of traditional static artwork. To... more
The aim of this study is to explore how bringing art to life using Augmented Reality (AR) technology can affect viewer engagement and interest compared to the viewing of traditional static artwork. To measure these properties this study uses a combination of surveys: The User Engagement Scale (UES) and a slightly modified version of the Museum Experience Scale (MES). The results from both questionnaires were aggregated to obtain a more accurate measurement of engagement, as the UES questionnaire is specifically focused on interactive systems while the MES is focused on an overall view of an exhibit. Using both questionnaires a more accurate measurement of “engagement” can be reached for the purposes of this study.
In this poster, we present a set of NUI designs towards creating a social media platform for caregivers, which integrates automated analysis methods and natural interaction techniques to enable caregivers to capture, store, visualize, and... more
In this poster, we present a set of NUI designs towards creating a social media platform for caregivers, which integrates automated analysis methods and natural interaction techniques to enable caregivers to capture, store, visualize, and analyze both formal data and informal information. Our research will evaluate whether NUI’s make a difference in supporting long-term caregivers.
In a world more and more competitive, where the requirements and demands from technology-aware users grow as the supply is increased, telecom operators face great challenges to be able to deliver their products. In order to achieve this,... more
In a world more and more competitive, where the requirements and demands from technology-aware users grow as the supply is increased, telecom operators face great challenges to be able to deliver their products. In order to achieve this, enterprises are growing awareness of the fact that evaluating the product's internal and external quality is not enough anymore. The user experience and the quality in-use of a product are equally important, if not more. This paper describes a framework for the measure and evaluation of the user experience based on the standard ISO/IEC 9126-4. The evaluation is based on four main aspects: effectiveness, productivity, safety and satisfaction. The aim of this paper is to prove that the evaluation of the quality in use of mobile services can be significantly sped up by the automation of its capture and analysis processes.
In this study, we aim to better the user experience of the virtually impaired when navigating in unfamiliar outdoor environments assisted by mobility technologies. We propose a framework for assessing their cognitive-emotional experience... more
In this study, we aim to better the user experience of the virtually impaired when navigating in unfamiliar outdoor environments assisted by mobility technologies. We propose a framework for assessing their cognitive-emotional experience based on ambulatory monitoring and multimodal fusion of electroencephalography, electrodermal activity , and blood volume pulse signals. The proposed model is based on a random forest classifier which successfully infers in an automatic way the correct urban environment among eight predefined categories (AUROC 93%). Geolocating the most predictive multimodal features that relate to cognitive load and stress, we provide further insights into the relationship of specific biomarkers with the environmental/situational factors that evoked them.
Audition and vision are the two most common senses used by several types of industries as bridge for interaction with the users. And even when skin is one of the largest organs in human body, the sense of touch remains underutilized.... more
Audition and vision are the two most common senses used by several types of industries as bridge for interaction with the users. And even when skin is one of the largest organs in human body, the sense of touch remains underutilized.
Several limbs of human body are constantly in touch with technological interfaces, especially the hands, which are mostly employed to grasp devices such as mobile phones or tablets. Nowadays, things like the way your smart phone feels in your hand or the content you are able to reproduce and receive from it makes the combinations of hardware and software matters because those are important considerations when buying a device.
Many of the existing devices' back are flat surfaces, usually unused, which could be improved by adding small actuators that convey an underappreciated but worthy type of information: haptic information.
Furthermore, if the broadcasting haptic contents could be easily transmitted through any communication network such as the Internet, for some scenarios like streaming contents, may help to increase the appeal of such immersing multimedia contents to be experienced through mobile devices.
To tackle the former situations, this project takes advantage of the sense of touch by providing users with synthetized haptic audio visual contents through a modified mobile device that integrate ultrasonic actuators that delivers tactile feedback in user’s hand.
Smartwatches now allow information to be conveniently accessed directly from the user’s wrist. However, the smartwatches currently available in the market offer a limited number of applications. In this paper, we propose a new interaction... more
Smartwatches now allow information to be conveniently accessed directly from the user’s wrist. However, the smartwatches currently available in the market offer a limited number of applications. In this paper, we propose a new interaction technique named Harmonious Haptics, which provides users with enhanced tactile sensations by utilizing smartwatches as additional tactile displays for smartphones. When combined with typical mobile devices, our technique enables the design of a wide variety of tactile stimuli. To illustrate the potential of our approach, we developed a set of example applications that provide users with rich tactile feedback such as feeling textures in a graphical user interface, transferring a file between the tablet and the smartwatch device, and controlling UI components.
This paper investigates if Information Foraging Theory can be used to understand differences in user behavior when searching on mobile and desktop web search systems. Two groups of thirty-six participants were recruited to carry out six... more
This paper investigates if Information Foraging Theory can be used to understand differences in user behavior when searching on mobile and desktop web search systems. Two groups of thirty-six participants were recruited to carry out six identical web search tasks on desktop or on mobile. The search tasks were prepared with a different number and distribution of relevant documents on the first result page. Search behaviors on mobile and desktop were measurably different. Desktop participants viewed and clicked on more results but saved fewer as relevant, compared to mobile participants, when information scent level increased. Mobile participants achieved higher search accuracy than desktop participants for tasks with increasing numbers of relevant search results. Conversely, desktop participants were more accurate than mobile participants for tasks with an equal number of relevant results that were more distributed across the results page. Overall, both an increased number and better positioning of relevant search results improved the ability of participants to locate relevant results on both desktop and mobile. Participants spent more time and issued more queries on desktop, but abandoned less and saved more results for initial queries on mobile.
- by Kevin Ong and +1
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- Information Retrieval, Web search, Mobile HCI, Information Foraging
Nowadays, mobile devices provide new possibilities for gesture interaction due to the large range of embedded sensors they have and their physical form factor. In addition, auditory interfaces can now be more easily supported through... more
Nowadays, mobile devices provide new possibilities for gesture interaction due to the large range of embedded sensors they have and their physical form factor. In addition, auditory interfaces can now be more easily supported through advanced mobile computing capabilities. Although different types of gesture techniques have been proposed for handheld devices, there is still little knowledge about the acceptability and use of some of these techniques, especially in the context of an auditory interface. In this paper, we propose a novel approach to the problem by studying the design space of gestures proposed by end-users for a mobile auditory interface. We discuss the results of this explorative study, in terms of the scope of the gestures proposed, the tangible aspects, and the users' preferences. This study delivers some initial gestures recommendations for eyes-free auditory interfaces.
We live surrounded by computing devices, but applications are mostly confined to run on a single device. It should be possible to make better use of the multiple devices around us by coming up with ways of integrating and combining them,... more
We live surrounded by computing devices, but applications are mostly confined to run on a single device. It should be possible to make better use of the multiple devices around us by coming up with ways of integrating and combining them, while leveraging the specific strengths of some devices and minimizing the individual weaknesses of others. We want to explore the possibility of building applications that have their user interface seamlessly distributed across co-located devices. We created the YanuX Framework to provide the guidelines and tools needed by developers to build those applications. This paper presents the framework and its architecture, which is outlined along with the description of its components. We end by presenting an early evaluation of YanuX and by discussing the status of our work along with directions for further research. CCS Concepts • Human-centered computing~User interface management systems • Human-centered computing~Ubiquitous and mobile computing theory, concepts and paradigms Author
Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that... more
Audio-based mobile technology is opening up a range of new interactive possibilities. This paper brings some of those possibilities to light by offering a range of perspectives based in this area. It is not only the technical systems that are developing, but novel approaches to the design and understanding of audio-based mobile systems are evolving to offer new perspectives on interaction and design and support such systems to be applied in areas, such as the humanities.
Smartphone use in presentations is often seen as distracting to the audience and speaker. However, phones can encourage people participate more fully in what is going on around them and build stronger ties with their companions. In this... more
Smartphone use in presentations is often seen as distracting to the audience and speaker. However, phones can encourage people participate more fully in what is going on around them and build stronger ties with their companions. In this paper, we describe a smartphone interface designed to help audience members engage fully in a presentation by providing real-time mobile feedback. This feedback is then aggregated and reflected back to the group via a projected visualization, with notifications provided to the presenter and the audience on interesting feedback events. We deployed this system in a large enterprise meeting, and collected information about the attendees' experiences with it via surveys and interaction logs. Participants report that providing mobile feedback was convenient, helped them pay close attention to the presentation, and enabled them to feel connected with other audience members.
The understanding of characteristics of gestures, such as ergonomic, cognitive and social aspects could potentially contribute to an interface design mediated by hand gestures. In this research, a questionnaire model is implemented to... more
The understanding of characteristics of gestures, such as ergonomic, cognitive and social aspects could potentially contribute to an interface design mediated by hand gestures. In this research, a questionnaire model is implemented to suggest some guidelines about the use and gestures of MYO armband in a map application. The user-feedback and observations found during our testing have led us to offer some practical insights to designers and developers on how the prototype of gesture applications on MYO can be extended.
In recent years, the vision-based innovation of hand motion acknowledgment is a significant piece of human computer interaction (HCI).In the last decades; keyboard and mouse play a significant role in human-computer interaction. However,... more
In recent years, the vision-based innovation of hand motion acknowledgment is a significant piece of human computer interaction (HCI).In the last decades; keyboard and mouse play a significant role in human-computer interaction. However, owing to the rapid development of hardware and software, new types of HCI methods have been required. In particular technologies, such as speech recognition and gesture recognition receive great attention in the field of HCI. Hand gesture recognition is very significant for human-computer interaction. On survey many models were used to recognize hand gestures with different custom images from various datasets captured by camera. One of the approaches that highly used in image feature extraction is Convolution neural network (CNN). In this work, we present a novel real-time method for hand gesture recognition. In our framework, the hand gesture is detected from the trained dataset of images. Then, the palm and fingers are segmented so as to detect and recognize the fingers. Finally, a rule classifier is applied to predict the labels of hand gestures. The experiments on the data set of 2569 images show that our method performs well and is highly efficient. Finally we have shown the comparison among the CNN with Softmax and KNN classifier on the images which leads accurate result.
We live surrounded by computing devices, but applications are mostly confined to run on a single device. It should be possible to make better use of the multiple devices around us by coming up with ways of integrating and combining... more
We live surrounded by computing devices, but applications are mostly confined to run on a single device. It should be possible to make better use of the multiple devices around us by coming up with ways of integrating and combining them, while leveraging the specific strengths of some devices and minimizing the individual weaknesses of others. We want to explore the possibility of building applications that have their user interface seamlessly distributed across co-located devices. We created the YanuX Framework to provide the guidelines and tools needed by developers to build those applications. This paper presents the framework and its architecture, which is outlined along with the description of its components. We end by presenting an early evaluation of YanuX and by discussing the status of our work along with directions for further research.
We live surrounded by computing devices, but applications are mostly confined to run on a single device. It should be possible to make better use of the multiple devices around us by coming up with ways of integrating and combining them,... more
We live surrounded by computing devices, but applications are mostly confined to run on a single device. It should be possible to make better use of the multiple devices around us by coming up with ways of integrating and combining them, while leveraging the specific strengths of some devices and minimizing the individual weaknesses of others. We want to explore the possibility of building applications that have their user interface seamlessly distributed across co-located devices. We created the YanuX Framework to provide the guidelines and tools needed by developers to build those applications. This paper presents the framework and its architecture, which is outlined along with the description of its components. We end by presenting an early evaluation of YanuX and by discussing the status of our work along with directions for further research.
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and augmented reality technologies... more
Recently, museums and historic sites have begun reaching out beyond their traditional audience groups, using more innovative digital display technology to find and attract a new audience. Virtual, mixed, and augmented reality technologies are becoming more ubiquitous in our society and "virtual history" exhibits are starting to be available to the public. The authors have undertaken multiple experiments at a historic fort in upstate New York, evaluating digital display technology used by site visitors. The paper also contains a discussion of the potential benefits and problems of designing interactive virtual museum/heritage displays, based on standard usability guidelines.
Empathy approach can be utilized as a tool to uncover sensory information. It also uncovers the experience of target-audience and builds a better understanding of their behaviors and concerns, incorporating them as user-profiles and... more
Empathy approach can be utilized as a tool to uncover sensory information. It also uncovers the experience of target-audience and builds a better understanding of their behaviors and concerns, incorporating them as user-profiles and personas. Modern technology draws a lot of success from how relatable it is to the average person, when designing an interactive technology, the human element is of the highest significance. To develop usable, high efficient and user-friendly application, we must understand, capture and analyze the essence of target audience issues and concerns. This helps the development team to cognitively imagine and communicate how the end-user will interact with the proposed design in a meaningful way. Type-2 diabetes is unquestionably a life-altering incident; to be able to fully understand it, one must focus less on the technical aspects of the issue and more on the human aspects. This research paper adopts an action ethnography approach to create a degree of empathy for diabetic users; bring attention to the significance of health related characteristics for type-2 diabetes personas and demonstrate the process and usefulness of these tools in user requirement gathering, design and implementation planning.
- by SERAG M IMHEMED and +2
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- Qualitative methodology, Type 2 Diabetes, HCI, Persuasive Design
There is a growing interest in chatbots, which are machine agents serving as natural language user interfaces for data and service providers. However, no studies have empirically investigated people's motivations for using chatbots. In... more
There is a growing interest in chatbots, which are machine agents serving as natural language user interfaces for data and service providers. However, no studies have empirically investigated people's motivations for using chatbots. In this study, an online questionnaire asked chatbot users (N = 146, aged 16–55 years) from the US to report their reasons for using chatbots. The study identifies key motivational factors driving chatbot use. The most frequently reported moti-vational factor is " productivity " ; chatbots help users to obtain timely and efficient assistance or information. Chatbot users also reported motivations pertaining to entertainment, social and relational factors, and curiosity about what they view as a novel phenomenon. The findings are discussed in terms of the uses and gratifications theory, and they provide insight into why people choose to interact with automated agents online. The findings can help developers facilitate better hu-man–chatbot interaction experiences in the future. Possible design guidelines are suggested, reflecting different chatbot user motivations.
There have been a lot of developments towards the Humans Computers Interaction (HCI). Many modules have been developed to help the physical world interact with the digital world. Here, the proposed paper serves to be a new approach for... more
There have been a lot of developments towards the Humans Computers Interaction (HCI). Many modules have been developed to help the physical world interact with the digital world. Here, the proposed paper serves to be a new approach for controlling mouse movement using Colored object and marker motion tracking. The project mainly aims at mouse cursor movements and click events based on the object detection and marker identification. The software is developed in Python Language and OpenCV and PyAutoGUI for mouse functions. We have used colored object to perform actions such as movement of mouse and click events. This method mainly focuses on the use of a Web Camera to develop a virtual human computer interaction device in a cost effective manner.
This paper discusses and presents a new prototype design for a smartwatch user interface. The user interface was designed aiming to adhere to some of the main universal design principles and be a more usable design. The prototype user... more
This paper discusses and presents a new prototype design for a smartwatch user interface. The user interface was designed aiming to adhere to some of the main universal design principles and be a more usable design. The prototype user interface was then compared with a Samsung Gear S3 smartwatch user interface. The comparison was done via an experiment and a series of realistic tasks. The aspects being investigated were task times, errors and subjective user satisfaction. The data collected were statistically analysed. The overall results showed that the prototype user interface fostered faster task times, fewer errors and more user satisfaction.
This paper discusses and presents a new prototype design for a smartwatch user interface. The user interface was designed aiming to adhere to some of the main universal design principles and be a more usable design. The prototype user... more
This paper discusses and presents a new prototype design for a smartwatch user interface. The user interface was designed aiming to adhere to some of the main universal design principles and be a more usable design. The prototype user interface was then compared with a Samsung Gear S3 smartwatch user interface. The comparison was done via an experiment and a series of realistic tasks. The aspects being investigated were task times, errors and subjective user satisfaction. The data collected were statistically analysed. The overall results showed that the prototype user interface fostered faster task times, fewer errors and more user satisfaction.
Considerable scholarly discussion has been given to the idea that we are moving toward a state of “posthumanism.” This essay examines some possible implications of a posthuman existence, specifically as it relates to that most basic of... more
Considerable scholarly discussion has been given to the idea that we are moving toward a state of “posthumanism.” This essay examines some possible implications of a posthuman existence, specifically as it relates to that most basic of human needs—sexuality. I explore the spiritual aspects of sexuality to see what is lost and what is gained in technologically mediated forms of sexuality. To that end, I consider the interplay between sexual behavior and our conceptions of the sacred, how technologies are changing our views of—and realities concerning—our bodies, and the potential for a sacred posthuman sexuality.
A potential revolution is happening in front of our eyes. For decades, researchers and practitioners in human-computer interaction (HCI) have been improving their skills in designing for graphical user interfaces. Now things may take an... more
A potential revolution is happening in front of our eyes. For decades, researchers and practitioners in human-computer interaction (HCI) have been improving their skills in designing for graphical user interfaces. Now things may take an unexpected turn—toward natural language user interfaces, in which interaction with digital systems happens not through scrolling, swiping, or button clicks, but rather through strings of text in natural language. This is particularly visible in recent developments in chatbots, that is, machine agents serving as natural language user interfaces to data and service providers [1], typically in the context of messaging applications. Need a reminder to pick up some flowers for your husband on the way home? Ask Jarvis the chatbot to remind you. Wonder if you should bring an umbrella to that meeting in Stockholm? Send Poncho the artificial weather cat a message and ask. If technology giants like Google, Facebook, and Microsoft are right, we will be moving our digital interaction from websites and apps with graphical user interfaces to messaging platforms such as Messenger and Allo. If this happens, huge challenges and opportunities await in the field of HCI.
With the spread of mobile games targeting preschoolers there is an increased need for the creation of high-quality, research-based content for this age group. But how can "quality" be defined here? To answer this question, an extensive... more
With the spread of mobile games targeting preschoolers there is an increased need for the creation of high-quality, research-based content for this age group. But how can "quality" be defined here? To answer this question, an extensive review of literature and available rating systems was needed which resulted in a detailed set of attributes which constitute a fun, usable, beneficial and, above all, successful mobile learning game targeting preschoolers. The resulting framework (Pre-MEGa) is presented in this paper with the aim of facilitating the process of translating research into concrete, measurable characteristics for designing and evaluating this type of software.
Using a field experiment and experience sampling, we found the first evidence that phone use may undermine the enjoyment people derive from real-world social interactions. In Study 1, we recruited over 300 community members and students... more
Using a field experiment and experience sampling, we found the first evidence that phone use may undermine the enjoyment people derive from real-world social interactions. In Study 1, we recruited over 300 community members and students to share a meal at a restaurant with friends or family. Participants were randomly assigned to keep their phones on the table or to put their phones away during the meal. When phones were present (vs. absent), participants felt more distracted, which reduced how much they enjoyed spending time with their friends/family. We found consistent results using experience sampling in Study 2; during in-person interactions, participants felt more distracted and reported lower enjoyment if they used their phones than if they did not. This research suggests that despite their ability to connect us to others across the globe, phones may undermine the benefits we derive from interacting with those across the table.
Media technology—from mass media to social media and from video gaming to computer-mediated communication—plays an increasingly central role in people’s lives. Due to exponential increases in computing power, people now carry incredibly... more
Media technology—from mass media to social media and from video gaming to computer-mediated communication—plays an increasingly central role in people’s lives. Due to exponential increases in computing power, people now carry incredibly powerful computers—their smartphones—everywhere they go. This ever-greater access to media technology is generating an ever-greater conflict between media activities and the unmediated activities critical for psychological well-being—from our face-to-face conversations and family time to our down time and work lives. What are the costs and benefits of people’s modern media technology use for psychological well-being? Using a complementarity-interference (CI) framework, I review research to illuminate key psychological processes (i.e., mediators) and conditions (i.e., moderators) of the relationship between media technology and psychological well-being. Based on the existing evidence, I propose an initial theoretical CI model of the effects of media technology on psychological well-being. I use this CI model to outline important directions for future research, providing guidelines for an integrated, theoretically informed research on media technology.
Designers and developers are naïve about the ways impoverished people in rural Africa innovate new uses of mobile technology to circumvent access difficulties. Here, we report on the local appropriation of an USSD ‘Callback’ service in a... more
Designers and developers are naïve about the ways impoverished people in rural Africa innovate new uses of mobile technology to circumvent access difficulties. Here, we report on the local appropriation of an USSD ‘Callback’ service in a rural community in South Africa’s Eastern Cape which enables people to send free text messages and includes strategies that respond to severe constraints on message length and local communication protocols. This report shows that a participative approach, in which community members co-generate methods and interpret data, elicits major and formerly unreported findings. We describe the results of two sets of interviews about the use of cell-phones and Callback locally and the implications of this use for designing and realizing a media-sharing system. Our findings indicate that the community needs: a system to charge phones and share media without consuming airtime; and, functionality for the 70-80% of people who do not own phones or high-end phones. Use of Callback suggests people will manage a system to create, store and share content at a local ‘station’ but notify others about content using separate networks. Callback-use reveals priorities that shape: the meaning of usability and utility locally; the ways people manage sequences of communication; and, the ‘rules’ that enable people to use Callback appropriately for multiple purposes and make sense of Callbacks despite ambiguity. These priorities inform introducing a prototype system and contribute to exploring the communication patterns that might subsequently evolve.
This paper describes our research on feedback mechanisms of wearables for supporting indoor landmark identification in the context of blind pedestrians’ mobility. It contributes with a promising alternative to audible patterns, which are... more
This paper describes our research on feedback mechanisms of wearables for supporting indoor landmark identification in the context of blind pedestrians’ mobility. It contributes with a promising alternative to audible patterns, which are consistently related to the 'masking phenomenon'. It also contributes with many lessons and insights that could benefit the designer of wearables for blind users. We started from an observational study followed by co-creation workshops with designers and potential users. The resulting prototypes were used in two Case Studies. The first study investigated the occurrence of 'masking', a problem caused by technology that affects negatively the sensorial perception of the wearer. The second study investigated the usefulness of the wearables for the identification of landmarks. The wearable succeeded in both tests for the particular context in which it was used.
D2.1, Technology Monitoring: Report on Information Needed for the Industrial Challenges Workers with Taxonomy is part of the work in progress of the “FACTorieS for WORKERS” (FACTS4WORKERS) project and specifically of the T2.1 task of WP2.... more
D2.1, Technology Monitoring: Report on Information Needed for the Industrial Challenges Workers with Taxonomy is part of the work in progress of the “FACTorieS for WORKERS” (FACTS4WORKERS) project and specifically of the T2.1 task of WP2. WP2, Worker-centric HCI/HMI Building Blocks, aims to develop (in a co-creation process with shop-floor staff) the smart factory solution’s worker-centric HCI/HMI building blocks, characterised by maximum usability, user experience (UX) and technology acceptance. As a preliminary work, or expressed as “parallel guiding work”, Task 2.1, Analysis of Technical Requirements and Technology Monitoring will create and maintain a state of the art regarding available and trending technologies (devices, software developments and tools etc.) within the very dynamic field of today’s HCI technology (smart glasses, smart textiles etc.). Furthermore, Task 2.1 will review new (disrupting) HCI paradigms and will relate them to already established (and sometimes outdated) HCI paradigms. D2.1 is the result of the work of T2.1. Its final objective is to create a vision of the current and future developments of HCI technologies and paradigms that will allow other WP2 tasks to obtain the maximum benefit when implementing HCI building blocks, as well as support future technologies adaptation as they become available during the project execution. D2.1 will also provide a general evaluation of existing technologies considering their applicability on the factories’ shop floor but always observing project objectives and industrial challenges reflected in the project proposal. The technologies evaluation will be provided as a taxonomy of technologies that will be evaluated on a TRL-based scale. The taxonomy will be updated in subsequent versions in order to track the technology maturity evolution during the project life. It will also comment on the observed state of technology.
- by Francisco J. Lacueva and +3
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- Augmented Reality, HCI, Mobile HCI, Electronics Smart Devices
The question of how and why people adopt technologies is an area that has received great scrutiny, but less attention is given to those who willingly choose to avoid particular technologies. This article considers current models of... more
The question of how and why people adopt technologies is an area that has received great scrutiny, but less attention is given to those who willingly choose to avoid particular technologies. This article considers current models of technology adoption and explores how technology influences us as a society and individually, paying special attention to how large-scale shifts in technological change come to bear on individuals who choose not to adopt specific technologies. By combining scholarship in the information sciences with observations from media ecology theorists, this article proposes a more nuanced view of technology adoption and resistance.
This lecture forms part of the 'Next Generation User Interfaces' course given at the Vrije Universiteit Brussel.
Food sharing mobile applications are becoming increasingly popular, but little is known about the new social configurations of people using them, particularly those applications that use consumers as voluntary intermediaries in supply... more
Food sharing mobile applications are becoming increasingly popular, but little is known about the new social configurations of people using them, particularly those applications that use consumers as voluntary intermediaries in supply chains. This article presents a social network analysis of a food sharing mobile application conducted in partnership with OLIO. The study focuses on longitudinal social network data from 54,913 instances of food sharing between 9054 people and was collected over 10 months. The results challenge existing theories of food sharing (re-ciprocity, kin selection, tolerated scrounging, and costly signalling) as inadequate by showing that donor-recipient reciprocity and balance are rare, but also show that genuinely novel social relations have formed between organisations and consumers which depart from traditional linear supply chains. The findings have significant implications for managers and policymakers aiming to encourage, measure and understand technology-assisted food sharing practices.
Interactive non-fiction uses the affordances of emerging media to educate and persuade audiences. Practitioners of the form aim to create knowledge, and then to persuade others to act upon this constructed knowledge. However, the... more
Interactive non-fiction uses the affordances of emerging media to educate and persuade audiences. Practitioners of the form aim to create knowledge, and then to persuade others to act upon this constructed knowledge. However, the historical propensity of practitioners to use emerging media has resulted in uneven access and literacy. Privileged communities and groups have access to the technology and get to tell stories first. Communities without access to these media are slow to gain literacy and are unable to express themselves in an emergent digital culture fully. Compared to their privileged peers, these groups are unable to use the rhetorical affordances of these emerging media for their ends. This inequity puts them at a distinct disadvantage. Community workshops for interactive non-fiction can be established to democratize this didactic use of emerging media. These workshops are both pedagogical and a site for social action. To put this theory into practice, I developed a workshop based on historical cases of practitioners using emerging media to create non-fiction with communities as a form of social action. The emerging media chosen for my workshop was mixed reality. The workshop was part of a devised theater class on the campus of the Georgia Institute of Technology. Students gained media literacy through participating in the development of a mobile app that uses mixed reality, and by using that app to create knowledge about safety on campus through performance activities. The knowledge they created came from the students’ personal stories and documentary material. Combining the workshop tactics and the app, students were able to create rhetorically effective and didactic scenes. The ability to use physical space as a canvas to create a digital-visual-spatial argument about how an event should be represented was impactful. Particularly effective was a shared gaze that enabled all of the users to see and create in a shared mixed reality. Evaluation of the workshop showed that students believed that they were able to create compelling mixed reality scenes about their community through the app and that the scenes they created could encourage social action.
Facebook has been adopted in many countries with over 80% of its user-base being outside of the US and Canada. Yet, despite this global dominance, not much is understood of Facebook usage by individuals in non-western cultures. A... more
Facebook has been adopted in many countries with over 80% of its user-base being outside of the US and Canada. Yet, despite this global dominance, not much is understood of Facebook usage by individuals in non-western cultures. A cross-cultural study was conducted with undergraduate students in the United States and Namibia to examine Facebook use. The study used a mixed method of an online surveys and focus groups in both countries. The research examined issues such as motivations for use, friendships, privacy and trust, and life changing events such as relationships, births, deaths, religion and politics. Findings suggest cultural influence on both online and offline practices as well as appropriation and re-contextualization to fit existing offline cultural practices. While we find that participants from the United States are changing their online behavior toward self-censorship, more users from Namibia, where family and community structures are tighter, continue to engage in online behavior that is more open and transparent. Findings also suggest an expressive privacy paradox for United States participants, who are generally less concerned with updating their privacy settings while simultaneously practicing self-censorship.
A prerequisite for implementing collaborative filtering recommender systems is the availability of users' preferences data. This data, typically in the form of ratings, is exploited to learn the tastes of the users and to serve them with... more
A prerequisite for implementing collaborative filtering recommender systems is the availability of users' preferences data. This data, typically in the form of ratings, is exploited to learn the tastes of the users and to serve them with personalized recommendations. However, there may be a lack of preference data, especially at the initial stage of the operations of a recommender system, i.e., in the Cold Start phase. In particular, when a new user has not yet rated any item, the system would be incapable of generating relevant recommendations for this user. Or, when a new item is added to the system catalogue and no user has rated it, the system cannot recommend this item to any user. This chapter discusses the cold start problem and provides a comprehensive description of techniques that have been proposed to address this problem. It surveys algorithmic solutions and provides a summary of their performance comparison. Moreover, it lists publicly available resources (e.g., libraries and datasets) and offers a set of practical guidelines that can be adopted by researchers and practitioners.
In recent years, public engagement is increasingly viewed as more than an 'add-itional extra' in academia. In the UK, it is becoming more common for research projects to embrace public engagement with the belief that it informs research,... more
In recent years, public engagement is increasingly viewed as more than an 'add-itional extra' in academia. In the UK, it is becoming more common for research projects to embrace public engagement with the belief that it informs research, enhances teaching and learning, and increases research impact on society. Therefore, it is becoming increasingly important to consider ways of incorporating public engagement activities into digital humanities research. This article discusses public engagement and digital humanities in practice, highlighting how museums are utilizing digital technology to engage the public. This article describes the development and presents the results of a case study: The QRator project, an application for digital interpretation in the museum and cultural heritage sector. The QRator project took an innovative, multidisciplinary approach to creating new ways for museum visitors to engage with museum objects and discussions. The objective was to understand how digital technologies, such as interactive labels and smartphones, create new ways for users to engage with museum objects; investigate the value and constraints of digital sources and
In this paper, we explore people's perceptions and usage of social media during the COVID-19 pandemic, and how it had changed compared to the pre-pandemic times. As salient findings, we report increased activity in social media, which... more
In this paper, we explore people's perceptions and usage of social media during the COVID-19 pandemic, and how it had changed compared to the pre-pandemic times. As salient findings, we report increased activity in social media, which followed both from the increased opportunity to spend time in social media, the need to be socially connected, and the motivation to follow pandemic related updates. The perceived emerging content visible in social media postings were face masks, home and outdoors activities, remote events, and different challenges. Social media also made people aware of the divided opinions related to the pandemic, and could lead to more careful self-censoring of own postings. Our study is based on interviews of 29 and online survey of 172 people. CCS CONCEPTS • Human-centered computing → Empirical studies in collaborative and social computing.
We are starting to see a paradigm shift within the field of HCI. We are witnessing researchers leaving the safety and security of their controlled, lab-based environments and moving their research out into 'the wild'. Their studies are... more
We are starting to see a paradigm shift within the field of HCI. We are witnessing researchers leaving the safety and security of their controlled, lab-based environments and moving their research out into 'the wild'. Their studies are carrying out in-situ development and extended engagement, sampling experiences and working with communities in their homes and on the streets. This research has initially focused upon understanding the impacts that technological intervention has upon our day-to-day life and is leading us to explore the ways in which in-situ design, development and evaluation can be used to understand and explore these technological interventions. Is it the case that lab-based studies, taking people out of their natural environment and designing in the lab without long term user engagement are no longer appropriate to properly understand the impacts of technology in the real world?
- by Alan Chamberlain and +1
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- Information Systems, Sociology, Psychology, Social Psychology
A serious game can be entertaining and enjoyable, but it is designed to facilitate the acquisition of skills and knowledge performance in the workplace, classroom, or therapeutic context. Claims of improvement can be validated through... more
A serious game can be entertaining and enjoyable, but it is designed to facilitate the acquisition of skills and knowledge performance in the workplace, classroom, or therapeutic context. Claims of improvement can be validated through assessments of successful, measurable practice beyond the game experience, the targeted context of the workplace, classroom, or clinical using the same tools as multiple traits and
multiple measure (MTMM) models. This chapter provides a post-mortem describing the development of the initial design and development of a measurable model to inform the design requirements for validation for a serious game. In this chapter, the reader will gain insight into the implementation of the lean process, design thinking, and field observations for generative research. This data informs the assessments and measurement of performance, validated through the MTMM model criteria for requirements. The emphasis examines the role of research insights for onboarding and professional development of newly hired certified nursing assistants in a longterm care facility.