|Total results: 79||
|Emerging Research and Trends in Interactivity and the Human-Computer Interface
Katherine Blashki, Pedro Isaias.
With a variety of emerging and innovative technologies combined with the active participation of the human element as the major connection between the end user and the digital realm, the pervasiveness of human-computer interfaces is at an all time high.
Emerging Research and Trends in Interactivity...
Intercultural User Interface Design
This chapter starts with an introduction illuminating the theoretical background necessary for taking culture into account in Human Computer Interaction (HCI) design. Definitions of concepts used are provided followed by a historical overview on taking culture into account in HCI design. Subsequently...
Icon Metaphors for Global Cultures
Lulit Bezuayehu, Eric Stilan, S. Tejaswi Peesapati.
Developing icons has always been challenging, from the first appearance of icons on desktop computers to the current day mobile and tablet platforms. Many of the same challenges apply when designing icons for global enterprise software. Icons can easily be misinterpreted when the designer and user have...
Improving Interaction with TV-Based Applications through Adaptive Multimodal Fission
David Costa, Carlos Duarte.
In this chapter, the authors describe the design and implementation of an adaptive multimodal fission component integrated in the multimodal GUIDE framework. This component is able to adapt any HTML-based application’s UI to a specific user’s characteristics, making it possible for elderly and impaired...
Enhancing the Acquisition of Social Skills through the Interactivity of Multimedia
Vivi Mandasari, Lau Bee Theng.
Autism Spectrum Disorders (ASD) are a group of neuro-developmental disorders caused by brain abnormalities which result in impaired social story. Research on treatment in helping children with ASD to improve social story is growing as the cases of children diagnosed with ASD are on the rise. Social...
Players’ Experience in a Sport Geocaching Game
Pirita Ihamäki, Mika Luimula.
Geocaching is a multiplayer outdoor sports game. There is a lack of extensive research on this game, and there is a need for more academic research on this game and its application to other contexts worldwide. There are about 5 million people participating in the geocaching game in 220 different...
Studying Natural Interaction in Multimodal, Multi-Surface, Multiuser Scenarios
Carlos Duarte, Andreia Ribeiro, Rafael Nunes.
Current technological apparati have made it possible for natural input systems to reach our homes, businesses, and learning sites. However, and despite some of these systems being already commercialized, there is still a pressing need to better understand how people interact with these apparati, given...
Reporting a User Study on a Visual Editor to Compose Rules in Active Documents
Federico Cabitza, Iade Gesso.
In the last years, researchers are exploring the feasibility of visual language editors in domain-specific domains where their alleged user-friendliness can be exploited to involve end-users in configuring their artifacts. In this chapter, the authors present an experimental user study conducted to...
The Gamification Experience: UXD with a Gamification Background
Cathie Marache-Francisco, Eric Brangier.
Through this chapter, the authors aim at describing Gamification—the use of game elements in non-ludic environments—to identify its limits and lacks as well as its assets. Indeed, it has been developed to answer a need that arouses out of the Human Computer Interaction (HCI) field evolutions, and it...
Experience Prototyping: Gathering Rich Understandings to Guide Design
Ken Keane, Valentina Nisi.
In this chapter, the authors discuss Experience Prototyping as an appropriate research tool for capturing people’s stories related to physical places. It is difficult to explore subjective experiences through strict conventional prototyping methods within a lab; therefore, the authors argue the need...
Strategy to Support the Memorization of Iconic Passwords
Ismael Ávila, Ewerton Menezes, Alexandre Melo Braga.
In this chapter, the authors discuss the application of iconic passwords in authentication solutions aimed at the use of smartphones as payment devices. They seek a trade-off between security and usability by means of memorization strategies based on human memory skills. The authors present a first...
ETdAnalyser: A Model-Based Architecture for Ergonomic Decision Intervention
Isabel F. Loureiro, Celina P. Leão, Fábio Costa, José Teixeira, Pedro M. Arezes.
Ergonomic Tridimensional Analysis (ETdA) is a new ergonomic approach that makes possible the identification and description of several ergonomic contexts defined by common areas where clients or consumers are subject to similar activities normally carried out by professionals. The development of this...
Design of Formal Languages and Interfaces: “Formal” Does Not Mean “Unreadable”
This chapter provides an introduction to a work that aims to apply the achievements of engineering psychology to the area of formal methods, focusing on the specification phase of a system development process. Formal methods often assume that only two factors should be satisfied: the method must be...
Anticipation Dialogue Method in Participatory Design
Jari Laarni, Iina Aaltonen.
In the design of complex information systems and social practices for different domains a balance between theory-driven and practice-driven approaches is at best developed in a collaborative communication process between designers, researchers, and other actors. The authors have developed the...
The Axiomatic Usability Evaluation Method
This chapter introduces a new usability evaluation method, the axiomatic evaluation method, which is developed based on the axiomatic design theory – a formalized design methodology that can be used to solve a variety of design problems. This new evaluation method examines three domains of a product...
Adapting Chatterbots’ Interaction for Use in Children’s Education
Antonio F. L. Jacob, Eulália C. da Mata, Ádamo L. Santana, Carlos R. L. Francês, João C. W. A. Costa, Flávia de A. Barros.
The Web is providing greater freedom for users to create and obtain information in a more dynamic and appropriate way. One means of obtaining information on this platform, which complements or replaces other forms, is the use of conversation robots or Chatterbots. Several factors must be taken into...
A Framework for Designing Interactive Digital Learning Environments for Young People
Virgínia Tiradentes Souto.
In this chapter a descriptive framework for designing interactive digital learning environments for young people is proposed. The proposed framework aims to analyse and compare interactive digital learning environments. This framework may be useful to guide the design of digital learning environments...
The Conceptual Pond: A Persuasive Tool for Quantifiable Qualitative Assessment
Christian Grund Sørensen, Mathias Grund Sørensen.
“The Conceptual Pond” is a persuasive application designed to gather qualitative input through a multi-platform assessment interface. The process of using the application serves as a conceptual aid for personal reflection as well as providing a compilation and evaluation system with the ability to...