Article

Interaction design: beyond human-computer interaction

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Abstract

Accomplished authors, Preece, Rogers and Sharp, have written a key new textbook on this core subject area. Interaction Design deals with a broad scope of issues, topics and paradigms that has traditionally been the scope of Human-Computer Interaction (HCI) and Interaction Design (ID). The book covers psychological and social aspects of users, interaction styles, user requirements, design approaches, usability and evaluation, traditional and future interface paradigms and the role of theory in informing design. The topics will be grounded in the design process and the aim is to present relevant issues in an integrated and coherent way, rather than assembling a collection of chapters on individual HCI topics.KEY FEATURES: This truly integrated approach to HCI provides students with background information from psychology, sociology, anthropology, information systems and computer science provides principles and skills for designing any technology through the use of many interesting and state of the art examples. The author supported, highly interactive Web Site provides resources that allow students to collaborate on experiments, participate in design competitions, collaborate on design, find resources and communicate with others. The accompanying Web Site also features examples, step-by-step exercises and templates for questionnaires.

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... This is further aggravated by a certain disciplinary gap in goals between HCI and robotics: while exoskeletons from robotics tend to address specific applications with sophisticated high-end technology [10,25,31], interaction designers need support for creatively exploring design opportunities in the early design phases. This requires low-fidelity, easily customizable and easy-to-iterate-on prototypes [52]. ...
... This allows designers to employ these as conditional triggers for specific exoskeleton actuation, creating complex interactive behaviors. • should provide an infrastructure that allows to experience the implemented interactions with the prototype in real-time, thus enabling designers to iteratively improve the design -a key principle in interaction design [52]. ...
... A key challenge in designing hardware components for an exoskeleton toolkit lies in balancing functional requirements, such as required degrees of freedom, stability, and safety, with designer's needs for rapid prototyping. Particularly in the early stages of interaction design, an important key characteristic for design is iteration [52], in which a designer usually explores a wide range of possibilities before converging on the most promising solutions. While modularity, hands-on reconfigurability, and prototypability are well-established principles in HCI robotic toolkits (e.g., [12,13]), these considerations are less prevalent in exoskeleton research so far. ...
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Exoskeletons open up a unique interaction space that seamlessly integrates users' body movements with robotic actuation. Despite its potential, human-exoskeleton interaction remains an underexplored area in HCI, largely due to the lack of accessible prototyping tools that enable designers to easily develop exoskeleton designs and customized interactive behaviors. We present ExoKit, a do-it-yourself toolkit for rapid prototyping of low-fidelity, functional exoskeletons targeted at novice roboticists. ExoKit includes modular hardware components for sensing and actuating shoulder and elbow joints, which are easy to fabricate and (re)configure for customized functionality and wearability. To simplify the programming of interactive behaviors, we propose functional abstractions that encapsulate high-level human-exoskeleton interactions. These can be readily accessed either through ExoKit's command-line or graphical user interface, a Processing library, or microcontroller firmware, each targeted at different experience levels. Findings from implemented application cases and two usage studies demonstrate the versatility and accessibility of ExoKit for early-stage interaction design.
... Several defnitions of the term user experience (UX) are available in the existing literature [46,122,131]. UX is standardized in ISO 9241-210:2019 [57] (source ISO 9241-11:2018 [56]) and is defned as follows: ...
... "Usability is the extent to which a system, product, or service can be used by specifed users to achieve specifed goals with efectiveness, efciency, and satisfaction in a specifc context of use." [56] (Visualized by the author) Figure 2.2 shows how the user's interaction with the product or system within the context of use results in UX qualities, such as pragmatic and hedonic. Therefore, UX can also be seen as a set of distinct quality criteria [122]. This view has the advantage of splitting the holistic UX concept into concrete UX quality criteria that are quantifable and measurable. ...
... • UX quality: This considers the entire impression resulting from the user's VUI interaction. UX can be seen as a set of distinct quality criteria [45,57,122]. Thus, it contains, among others, the above-mentioned fve UX aspect examples of our participants, as indicated by the aggregation. ...
Thesis
Voice user interfaces (VUIs) such as Amazon Alexa, Apple Siri, and Google Assistant are widely used, readily available, and seamlessly integrated into everyday life. They have become more intelligent due to recent advances in artifcial intelligence, which provides new methods of processing contextual information. Despite their widespread use and recent innovations, VUIs face challenges regarding intelligibility, human-like conversation, and privacy. Only a tiny fraction of users perceive VUIs as intelligent and trustworthy as humans. User experience (UX) evaluation is anchored in the human-centered design process. UX is a holistic view of the user’s perception of interaction. The prominent role of UX evaluation methods for designs with graphical user interfaces (GUIs) refects their dominance in computer-based technology. Furthermore, methods are often tailored to specific measurement contexts. Therefore, the human-computer interaction community requires a flexible and adaptable UX evaluation for VUIs. The core goal of this dissertation is to provide context-dependent UX measurement recommendations for VUIs. We apply the standardized design science research methodology. Our approach is based on the User Experience Questionnaire Plus (UEQ+) framework, which allows fexible assessment. One can select from several UX scales measuring distinct aspects to form a questionnaire. However, the UEQ+ was mainly developed to assess GUI-equipped designs. Thus, we contribute three scales measuring relevant UX aspects for VUIs: Response Behavior, Response Quality, and Comprehensibility. We also offer a conceptual structure of the VUI context of use. By applying this structure, we can select relevant UEQ+ scales and customize the questionnaire to fit any context. This enables recommendations for context-dependent UX assessment for VUIs and provides a new flexible measurement method for better evaluation of voice technology.
... The HCI community has been discussing the usability of interactive systems since the 1980s. More recently, HCI has become increasingly concerned with UX [114]. It is now acknowledged that designing for experience includes but it is much more than designing for efficiency and other traditional attributes of usability. ...
... Human-Centered Design (HCD), originally called User-Centered Design (UCD) [114] is the general model adopted in HCI for the design of systems that satisfy users' needs and expectations; it prescribes that users are involved from the very beginning of the planning stage, and identifying user requirements becomes a crucial phase [114]. Various design processes based on HCD are now available, like UCD Sprint [84]. ...
... Human-Centered Design (HCD), originally called User-Centered Design (UCD) [114] is the general model adopted in HCI for the design of systems that satisfy users' needs and expectations; it prescribes that users are involved from the very beginning of the planning stage, and identifying user requirements becomes a crucial phase [114]. Various design processes based on HCD are now available, like UCD Sprint [84]. ...
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The rapid growth in interest in Artificial Intelligence (AI) has been a significant driver of research and business activities in recent years. This raises new critical issues, particularly concerning interaction with AI systems. This article first presents a survey that identifies the primary issues addressed in Human-Centered AI (HCAI), focusing on the interaction with AI systems. The survey outcomes permit to clarify disciplines, concepts, and terms around HCAI, solutions to design and evaluate HCAI systems, and the emerging challenges; these are all discussed with the aim of supporting researchers in identifying more pertinent approaches to create HCAI systems. Another main finding emerging from the survey is the need to create Symbiotic AI (SAI) systems. Definitions of both HCAI systems and SAI systems are provided. To illustrate and frame SAI more clearly, we focus on medical applications, discussing two case studies of SAI systems.
... Semantic differential scales use assessment scales to measure attitudes or adjectives, while Likert scales provide a range of pre-formulated statements for users to choose from. Figure 34Likert scale Source: redrawn from (Preece JR, 2002) Likert and semantic differential scales are widely used in usability studies to evaluate systems based on participants' assessments and comparisons (Preece JR, 2002). A questionnaire for usability assessment can focus on the five senses: sight, sound, touch, taste, and smell. ...
... Semantic differential scales use assessment scales to measure attitudes or adjectives, while Likert scales provide a range of pre-formulated statements for users to choose from. Figure 34Likert scale Source: redrawn from (Preece JR, 2002) Likert and semantic differential scales are widely used in usability studies to evaluate systems based on participants' assessments and comparisons (Preece JR, 2002). A questionnaire for usability assessment can focus on the five senses: sight, sound, touch, taste, and smell. ...
Research Proposal
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Germany is actively working towards addressing climate change and reducing greenhouse gas emissions by setting the rule of covering 50% renewable energy in 2030 and 100% in 2050, aligning with the Kreditanstalt für Wiederaufbau (Kfw) 55 requirement. Energy efficiency analysis regarding building façade, lighting, heating and cooling, and another electrical loads should be done and supported by the use of possible renewable energy such as solar thermal and photovoltaic, wind power, geothermal, biomass, and hydropower. Consideration of human comfort and user satisfaction is a crucial aspect when implementing BACS (Building Automation Control and System) to achieve energy optimization. This involves addressing various aspects of comfort, such as thermal comfort, acoustic comfort, indoor air quality comfort, and visual comfort. The case study examines the office building of Weidmüller Interface GmbH in Detmold, Germany. It is a five-floor office building with an area of 12,370.16 m2 with total energy consumption in 2021 is 905.011 kWh. Due to some application for heating and cooling, lighting dan sun shading has already been used, the energy consumption in this building is recorded at 73.16 kWh/m2, while the average typical office building in Germany consumes around 100-200 kWh/m2. The building incorporates geothermal and rooftop solar panels as renewable energy sources. Geothermal energy covers 80% of the heating consumption, while solar panels contribute 2.45% to the overall energy consumption in 2021. After a comprehensive analysis to identify effective energy-saving measures, maximize renewable energy utilization, and enhance human comfort based on survey scores, four scenarios were developed. The survey results indicate that employees are generally satisfied with the thermal conditions, acoustic quality, lighting, and indoor air quality, with an average score of 3.45 out of 5.00. Automating energy management and ventilation is crucial, while manual control of lighting and sun shading is acceptable and feasible. There are four scenario analyses, scenario 1 represents the current condition, scenario 2 focuses on optimal energy-saving strategies, and Scenario 3 prioritizes human comfort. However, the recommended approach is outlined in scenario 4, which achieves a 12% reduction in heating energy consumption, and manual lighting control in less frequently used areas (meeting rooms with a total of 8 LED panels and three multifunctional rooms with a total of 18 LED panels), manual control of sun shading, and fully locked windows. By summarizing the existing geothermal energy, additional rooftop solar panels, façade solar panels, and wind turbines, renewable energy can increase up to 47.02%, which is still lower than the nearly zero energy building target in 2030. Implementing the adjustments described in scenario 4 improves human comfort in various ways. It optimizes thermal conditions by adjusting the temperature, enhances acoustic and indoor air quality by keeping the windows locked, and increases visual satisfaction by installing façade solar panels angled to reduce reflective glare.
... Preece emphasized that usability is based on observing, experimenting, and testing with users. This research aims to understand users' specific requirements and define the quality of a skilled experience, as illustrated in Figure 2. 52 The International Standards Organization defines usability as the 'extent to which a product can be used by specified users to achieve specific goals with effectiveness, efficiency, and satisfaction in a specified context of use'. ...
... Usability goals and user experience.52 ...
Article
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This systematic review examines critical usability factors that influence the adoption of mobile health (mHealth) applications among older adults and identifies gaps in current usability models, including ISO 9241-11, Nielsen’s heuristics, and PACMAD. This review also explores the potential role of blockchain technology in enhancing multimodal medical data systems within mHealth applications. A comprehensive search across six databases yielded 1,073 studies, with 60 meeting inclusion criteria. Studies were analyzed through thematic synthesis to identify key success factors (RQ1) and comparative analysis to assess limitations in existing frameworks (RQ2). Key factors promoting mHealth adoption included ease of use, efficiency, error prevention, learnability, memorability, and user satisfaction. Blockchain integration emerged as a promising approach to improve data security, interoperability, and user trust, particularly for older adults who engage with complex, multimodal health data. Findings from RQ2 highlighted gaps in usability models, such as the lack of age-specific guidance for multimodal interaction, error recovery, and data privacy. These results underscore the need to define a new usability framework and incorporate blockchain to meet the unique needs of older adults in mHealth applications, supporting both secure and accessible healthcare management.
... As a complement to this investigation, a Mood board was developed, a process involving the collection of data on real-world solutions associated with the study's theme, capturing the desired product sensation [Preece et al. 2023]. For this purpose, an analysis of apps available in the market was conducted to understand what users are already familiar with using, as well as to identify common elements in educational systems. ...
... To begin the creative process, low-fidelity prototypes were designed, available for reference in Figure 2. These prototypes enabled agile and effective exploration of various ideas, as well as capturing the desired product sensations [Preece et al. 2023]. ...
Conference Paper
The evaluation of knowledge acquisition is a constant challenge in the educational field, mainly for learners in higher education – in this paper, students of Computer Sciences-related courses are the main target. In this context, self-regulation and metacognition emerge as tools that might help improve this process, allowing students to monitor their learning process. The objective of this project is to evaluate the applicability of a computational system based on self-regulation for the verification of knowledge acquisition in higher education, in the area of technology. Thereby, we aim to contribute to learners’ learning process and facilitate teachers in keeping up with this evolution. In order to do this, a literary review was conducted, followed by the development of the computational system. The results of the tests conducted with educators indicated a consensus in regard to the viability of the application of the system, highlighting that the proposal contributes to a more humane evaluation and that it helps in the identification of the learners’ needs. In future works, it’s viable to take into consideration points found throughout the research, focusing on the betterment of the system with the aim of applying it effectively in educational environments.
... Com duração total de uma hora, o workshop foi realizado com base em uma estrutura de grupos focais com entrevista semiestruturada, ou seja, o moderador apresentava propostas de design e seguia uma lista de sete perguntas pré-definidas com possibilidade de explorar, de forma mais detalhada, as respostas dos participantes com novas perguntas. Essa abordagem propõe um processo colaborativo, no qual os usuários finais são ativamente envolvidos desde as fases iniciais do projeto [Preece et al. 2019]. Foram realizados dois grupos focais, em que foram contemplados participantes de diferentes domínios: Português, Matemática, Química, Inglês, Geografia e História em ambas as sessões. ...
... No total, 10 professores participaram do estudo, ou seja, cada grupo focal contemplou 5 participantes. Segundo trabalhos da literatura e livros especializados daárea de Interação Humano-Computador, o número cada grupo focal deve ter entre 5 a 15 pessoas para permitir a participação efetiva dos participantes e a discussão adequada dos temas [Pizzol 2004, Preece et al. 2019]. ...
Conference Paper
Jogos digitais educacionais podem tornar o aprendizado mais interativo e envolvente, auxiliando na aquisição de habilidades essenciais para a educação do século XXI, como pensamento crítico, resolução de problemas e colaboração. Para serem eficazes, esses jogos devem ser projetados com objetivos de aprendizagem em mente e baseados em princípios educacionais sólidos, sendo essencial o uso de modelos arquiteturais apropriados. Este artigo apresenta uma proposta de modelagem arquitetural para a autoria de jogos digitais educacionais Web com suporte a técnicas de game learning analytics. O modelo proposto foi definido a partir de requisitos levantados em um workshop de design participativo, com duas sessões de grupos focais, realizadas com professores da educação básica.
... This includes, for example, aspects such as aesthetics or fun of use that are not directly connected to solving tasks with a system. In this sense, usability can be declared a subset of UX [8][10] [11]. ...
... Is the information provided by the product always actual and of good quality? [52] to (1) (re-)construct UX factors, (2) detect and assign similar items to existing UX concepts, and (3) to analyze the (11) Immersion Does the user forget time and sink completely into the interaction with the product? (12) Aesthetics Does the product look beautiful and appealing? ...
Preprint
Questionnaires are a widely used tool for measuring the user experience (UX) of products. There exists a huge number of such questionnaires that contain different items (questions) and scales representing distinct aspects of UX, such as efficiency, learnability, fun of use, or aesthetics. These items and scales are not independent; they often have semantic overlap. However, due to the large number of available items and scales in the UX f ield, analyzing and understanding these semantic dependencies can be challenging. Large language models (LLM) are powerful tools to categorize texts, including UX items. We explore how ChatGPT-4 can be utilized to analyze the semantic structure of sets of UX items. This paper investigates three different use cases. In the first investigation, ChatGPT-4 is used to generate a semantic classification of UX items extracted from 40 UX questionnaires. The results demonstrate that ChatGPT-4 can effectively classify items into meaningful topics. The second investigation demonstrates ChatGPT-4's ability to filter items related to a predefined UX concept from a pool of UX items. In the third investigation, a second set of more abstract items is used to describe another classification task. The outcome of this investigation helps to determine semantic similarities between common UX concepts and enhances our understanding of the concept of UX. Overall, it is considered useful to apply GenAI in UX research
... The course survey contains a question about the "effectiveness" of CodeProber, which helps in answering RQ1. Triangulation, in the context of user studies, refers to investigating a phenomenon from at least two different perspectives [34]. Perspectives can mean making observations at different points in time, using different techniques, observing different groups of people, etc. ...
... The course survey contains a question about the "effectiveness" of CodeProber, which helps in answering RQ1. Triangulation, in the context of user studies, refers to investigating a phenomenon from at least two different perspectives [34]. Perspectives can mean making observations at different points in time, using different techniques, observing different groups of people, etc. ...
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Context: Developing compilers and static analysis tools ("language tools") is a difficult and time-consuming task. We have previously presented *property probes*, a technique to help the language tool developer build understanding of their tool. A probe presents a live view into the internals of the compiler, enabling the developer to see all the intermediate steps of a compilation or analysis rather than just the final output. This technique has been realized in a tool called CodeProber. Inquiry: CodeProber has been in active use in both research and education for over two years, but its practical use has not been well studied. CodeProber combines liveness, AST exploration and presenting program analysis results on top of source code. While there are other tools that specifically target language tool developers, we are not aware of any that has the same design as CodeProber, much less any such tool with an extensive user study. We therefore claim there is a lack of knowledge how property probes (and by extension CodeProber) are used in practice. Approach: We present the results from a mixed-method study of use of CodeProber in an educational setting, with the goal to discover if and how property probes help, and how they compare to more traditional techniques such as test cases and print debugging. In the study, we analyzed data from 11 in-person interviews with students using CodeProber as part of a course on program analysis. We also analyzed CodeProber event logs from 24 students in the same course, and 51 anonymized survey responses across two courses where CodeProber was used. Knowledge: Our findings show that the students find CodeProber to be useful, and they make continuous use of it during the course labs. We further find that the students in our study seem to partially or fully use CodeProber instead of other development tools and techniques, e.g. breakpoint/step-debugging, test cases and print debugging. Grounding: Our claims are supported by three different data sources: 11 in-person interviews, log analysis from 24 students, and surveys with 51 responses. Importance: We hope our findings inspire others to consider live exploration to help language tool developers build understanding of their tool.
... There are of course many general textbooks about software requirements (as above), which discuss requirements acquisition. Textbooks about interaction and UI design in HCI (eg, Rogers et al [173]) can also be useful. ...
Preprint
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This book provides a broad overview of Natural Language Generation (NLG), including technology, user requirements, evaluation, and real-world applications. The focus is on concepts and insights which hopefully will remain relevant for many years, not on the latest LLM innovations. It draws on decades of work by the author and others on NLG. The book has the following chapters: Introduction to NLG; Rule-Based NLG; Machine Learning and Neural NLG; Requirements; Evaluation; Safety, Maintenance, and Testing; and Applications. All chapters include examples and anecdotes from the author's personal experiences, and end with a Further Reading section. The book should be especially useful to people working on applied NLG, including NLG researchers, people in other fields who want to use NLG, and commercial developers. It will not however be useful to people who want to understand the latest LLM technology. There is a companion site with more information at https://ehudreiter.com/book/
... To evaluate the usefulness of our framework to users, we will conduct user studies [135,99]. Participants should be selected from a population and presented with several questions asked to ChatGPT. ...
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The International Semantic Web Research School (ISWS) is a week-long intensive program designed to immerse participants in the field. This document reports a collaborative effort performed by ten teams of students, each guided by a senior researcher as their mentor, attending ISWS 2023. Each team provided a different perspective to the topic of creative AI, substantiated by a set of research questions as the main subject of their investigation. The 2023 edition of ISWS focuses on the intersection of Semantic Web technologies and Creative AI. ISWS 2023 explored various intersections between Semantic Web technologies and creative AI. A key area of focus was the potential of LLMs as support tools for knowledge engineering. Participants also delved into the multifaceted applications of LLMs, including legal aspects of creative content production, humans in the loop, decentralised approaches to multimodal generative AI models, nanopublications and AI for personal scientific knowledge graphs, commonsense knowledge in automatic story and narrative completion, generative AI for art critique, prompt engineering, automatic music composition, commonsense prototyping and conceptual blending, and elicitation of tacit knowledge. As Large Language Models and semantic technologies continue to evolve, new exciting prospects are emerging: a future where the boundaries between creative expression and factual knowledge become increasingly permeable and porous, leading to a world of knowledge that is both informative and inspiring.
... The user interface design process is a complex and iterative endeavor that involves multiple stages, from ideation to implementation [46]. This complexity drives designers to search for external sources of inspiration that can inform their design decisions and stimulate creativity [9,16]. ...
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Inspirational search, the process of exploring designs to inform and inspire new creative work, is pivotal in mobile user interface (UI) design. However, exploring the vast space of UI references remains a challenge. Existing AI-based UI search methods often miss crucial semantics like target users or the mood of apps. Additionally, these models typically require metadata like view hierarchies, limiting their practical use. We used a multimodal large language model (MLLM) to extract and interpret semantics from mobile UI images. We identified key UI semantics through a formative study and developed a semantic-based UI search system. Through computational and human evaluations, we demonstrate that our approach significantly outperforms existing UI retrieval methods, offering UI designers a more enriched and contextually relevant search experience. We enhance the understanding of mobile UI design semantics and highlight MLLMs' potential in inspirational search, providing a rich dataset of UI semantics for future studies.
... Moreover, children were found to be very susceptible to liking inanimate objects with human-like qualities and finding them very appealing due to their love of watching cartoons. Thus, a cartoonish or an anime character having human-like qualities will be very appealing to young children (Dodge, 2009;Preece et al., 2015). Attributing human qualities to inanimate objects leads to anthropomorphising the object and consequently being affected by it which highlights that the interest and appeal of different demographics can be captured through the design of virtual agents and robots. ...
Article
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Educational materials that utilize generative AI (e.g., ChatGPT) have been developed, thus, allowing students to learn through conversations with robots or agents. However, if these artificial entities provide incorrect information (hallucinating), it could lead to confusion among students. To investigate whether students can detect lies from these artificial entities, we conducted an experiment using the social robot Furhat and we make it engage in various types of deceptive interactions. Twenty-two Japanese middle school students participated in ten teaching sessions with Furhat using a human and an anime facial appearances while employing different types of deception: Lying, Paltering, Pandering, and Bullshit. The results revealed that the majority of students were deceived by those lies. Additionally, the robot's facial appearance (i.e., social agency) affected both the learning effectiveness and the likelihood of being deceived. We conclude that an anime robot face is recommended to be used as it excelled in learning effectiveness as it attracts students attention. An anime face also provided protection against deceptive techniques due to its low social agency which leads to ineffectiveness in persuasion and deception. This study underscores the importance of preparing AI-based educational tools and scripts carefully to prevent the dissemination of false information produced through generative AI hallucinations to students.
... Safe human-machine interaction via formal methods. Traditional methods of human-machine interaction design primarily rely on user studies for safety assurance (Sharp, Preece, and Rogers 2019). To reduce the burden of human testing, model-based design using formal methods has been explored to provide mathematically rigorous safety guarantees for human-machine interaction (Bolton, Bass, and Siminiceanu 2013). ...
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There is a growing trend toward AI systems interacting with humans to revolutionize a range of application domains such as healthcare and transportation. However, unsafe human-machine interaction can lead to catastrophic failures. We propose a novel approach that predicts future states by accounting for the uncertainty of human interaction, monitors whether predictions satisfy or violate safety requirements, and adapts control actions based on the predictive monitoring results. Specifically, we develop a new quantitative predictive monitor based on Signal Temporal Logic with Uncertainty (STL-U) to compute a robustness degree interval, which indicates the extent to which a sequence of uncertain predictions satisfies or violates an STL-U requirement. We also develop a new loss function to guide the uncertainty calibration of Bayesian deep learning and a new adaptive control method, both of which leverage STL-U quantitative predictive monitoring results. We apply the proposed approach to two case studies: Type 1 Diabetes management and semi-autonomous driving. Experiments show that the proposed approach improves safety and effectiveness in both case studies.
... Consequently, the utilization of online software and applications has gained significant popularity among learners, enabling them to attend English classes virtually. According to the research conducted by Preece et al. (2002), the combination of teacher support and feedback from computer-based systems plays a significant role in facilitating learning. The results of the study confirmed that computer-aided learning enhances learning a second language, which is an indication of recent language teaching with the shift from contrived conversation to real-life interaction. ...
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The present study, following a sequential mixed-methods design, aimed at examining whether internet-based applications, including Big-BlueButton and Skype online instruction differ in terms of communication anxiety and oral communication skills for EFL learners. A pool of 32 Iranian pre-intermediate EFL students participated in the quantitative phase of the study based on convenience sampling and a pool of nine students participated in the qualitative phase of the study based on purposive sampling. The results of one-way ANCOVA confirmed that there was a significant difference between the Skype group and the BigBlueBottom group in terms of communication anxiety and oral communication skills. Following inter-coder reliability, the most common themes (i.e., novel, challenging, motivating, less stressful, helpful, low internet speed, lack of equipment, and time-consuming) emerged from the students’ responses to the interview questions regarding the role of online learning on oral communication skills. Finally, some practical impli-cations were offered for EFL students and teachers, and some suggestions were made for conducting further studies.
... In this study, we utilized an interaction design process, which consists of establishing requirements, designing alternatives, prototyping, and evaluating [33]. This chapter presents our first non-functional prototype, the evaluation methods and findings. ...
Conference Paper
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Revitalizing Viena Karelian dialect by finding new ways of learning and teaching Karelian culture and language is important. Karelian is a Finnic language and it is the closest linguistic relative to Finnish. It is spoken in Finland and Russia and its dialects must not be mixed up with Karelian (south-eastern) dialects of Finnish. It is estimated that there are approximately 5,000 speakers of Karelian language in Finland and about 20,000 persons can understand it to some extent. According to the 2002 census, there are approximately 53,000 Karelian speakers in Russia. In both countries, speakers are mainly elderly. Therefore, the gamification approach was used to design and develop an educational game from non-gaming contexts for aiming to prevent language or its dialects extinction. In this study, a "Let's Learn Karelian" game prototype was designed for learning Viena Karelian dialect where English and Finnish users can use it and learn in a fun and effective way. A non-functional prototype was developed with the Microsoft PowerPoint in a mobile context to get preliminary feedback from users. A relatively small user experience study with five participants was conducted in the early phase of development at the University of Oulu. Based on the feedback, the game prototype was perceived as visually pleasant, creative, easy to use, playful and entertaining. This paper also briefly introduces our new functional "Learn Viena Karelian" prototype. According to our findings there is a need to develop various games for revitalizing Viena Karelian dialect and culture.
... Additionally, the concept of user experience includes considerations of the time before the product is actually used [11]. User experience relates to two main aspects: (1) the quality of user interaction with the product in terms of achieving goals, which includes efficiency, learnability, dependency, and adaptability; and (2) the overall subjective impression of the product, encompassing stimulation, attractiveness, and novelty [12]. The findings from usability and/or user experience evaluations can provide valuable insights for the development of mobile health applications [10,[13][14][15]. ...
Article
Objectives: The National Health Insurance (Jaminan Kesehatan Nasional or JKN) mobile application represents an administrative transformation of health social insurance in Indonesia. The application’s user base has quadrupled in the past 2 years. The study aimed to evaluate the usability and user experience of the JKN mobile application in Indonesia.Methods: The study administered an online survey featuring the System Usability Scale (SUS) questionnaire alongside a user experience assessment. The survey was disseminated via social media and garnered responses from 370 participants. The variables examined included usability and user experience, specifically focusing on attractiveness, perspicuity, efficiency, dependability, stimulation, and novelty. Data analysis was performed descriptively, and the results were benchmarked.Results: The JKN mobile application had an average SUS score of 60.9 ± 13.47 (adjective rating “good,” Grade “F,” acceptability rating of “low marginal,” and a percentile range of 34). User experience testing yielded the following results: attractiveness (1.09 ± 1.09), perspicuity (1.05 ± 1.17), efficiency (1.07 ± 1.20), dependability (1.03 ± 1.12), stimulation (0.88 ± 1.20), and novel-ty (0.58 ± 1.09). The benchmark for the JKN mobile application placed the user experience in the “below average” category.Conclusions: The evaluation of the usability and user experience of the JKN mobile application was generally positive. However, there is a need to improve the usability and all parameters of the user experience. Broader-scale research is needed to explore the factors that influence usage and user experience to promote the adoption of the JKN application and increase user satisfaction.
... In the conceptual design phase, it is common practice to generate many design alternatives and then identify the most promising designs for further refinement [34]. The participants have used Copilot to assist in several of these activities: by assessing the potential of conceptual designs to aid comparison and by further refining conceptual designs. ...
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Generative Artificial Intelligence (Generative AI) holds significant promise in reshaping interactive systems design, yet its potential across the four key phases of human-centered design remains underexplored. This article addresses this gap by investigating how Generative AI contributes to requirements elicitation, conceptual design, physical design, and evaluation. Based on empirical findings from a comprehensive eight-week study, we provide detailed empirical accounts and comparisons of successful strategies for diverse design activities across all key phases, along with recurring prompting patterns and challenges faced. Our results demonstrate that Generative AI can successfully support the designer in all key phases, but the generated outcomes require manual quality assessments. Further, our analysis revealed that the successful prompting patterns used to create or evaluate outcomes of design activities require different structures depending on the phase of the design and the specific design activity. We derive implications for designers and future tools that support interaction design with Generative AI.
... The usability test rooms were equipped with computers and adequate furniture, free from objects that could cause distractions [76,77]. Additionally, the room doors were closed during the application of the digital instrument to avoid possible external distractions. ...
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Background/Objectives: Breast cancer is the most common cancer among women globally, and it negatively impacts diet and quality of life, increasing the risk of recurrence. Adhering to World Cancer Research Fund (WCRF) and American Institute for Cancer Research (AICR) lifestyle guidelines, such as healthy eating habits and nutritional status, can help in primary and secondary cancer prevention. However, no questionnaire was found for self-assessment of these guidelines for the Brazilian population. The aim of this study is to carry out content validity, pilot, and usability testing of the self-administered digital instrument “PrevCancer” assessing adherence to the WCRF/AICR recommendations in Brazilian female breast cancer survivors. Methods: We conducted a psychometric study that involved the development of an instrument based on WCRF/AICR recommendations. Assessment of content validity involved the Content Validity Index (CVI) based on expert assessments (n = 7). The pilot study involved the System Usability Scale (SUS) after applying the developed instrument (n = 65) and anthropometric assessment for convergent validity by female participants (n = 55). The final usability test consisted of evaluating the satisfaction with the instrument of women with breast cancer (n = 14). Results: The “PrevCancer” instrument demonstrated good content (CVI = 1.0) as well as good usability and acceptability in the pilot study (mean SUS score = 88.1). The convergent validity stage demonstrated positive associations between the PrevCancer parameters and anthropometric parameters (p < 0.001). In the final usability study (mean SUS score = 90.3), participants’ receptivity to the instrument was excellent. Conclusions: The PrevCancer instrument had valid content and great usability by the target population, proving to be a useful tool for future cancer research.
... The research design process addresses a number of philosophical questions regarding what kind of evidence should be collected, from where, and how such evidence should be interpreted in order to provide appropriate answers to the main research question. As highlighted by (Easterby-Smith, M., Jaspersen, J.L., Thorpe, R. & Valizade,D., 2021), (Sharp, H., Preece, J. & Rogers, Y., 2019) and (Holden, M. & Lynch, P., 2004), there are two main approaches in the debate concerning the appropriate philosophies from which research methods should be derived. These philosophies relate to phenomenology and the positivist approach. ...
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Chapter
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The usability of health information systems has continued to be an issue in health informatics. Many health information systems that have been deployed worldwide have been deemed unusable, not fitting clinical workflow, and in some cases rejected by end users. Along these lines, there is also growing evidence that poorly designed user interfaces may lead to increased cognitive load, may negatively impact workflow, which could impede cognitive processes involved in decision making and reasoning. In this chapter, we describe work in applying user-centered design principles in conjunction with advances in usability engineering to improve the usability of health information systems so that they augment and support human cognition and work activities. Several approaches are described from the application of laboratory style usability testing to the use of clinical simulations conducted “in-situ” in real-world healthcare settings. These approaches can be used to improve the usability of a range of healthcare systems. As will be described the methods can be used to assess the impact of systems on healthcare cognitive processes, including impact on clinical reasoning and decision making. We also discuss how low-cost rapid usability engineering methods can be applied throughout the design and implementation cycle of health information systems to improve system adoption. In addition to this, emerging approaches to testing health information systems will be described, including remote and large-scale usability analyses.
Chapter
Human-Computer Interaction (HCI) is an interdisciplinary science at the intersection of social and behavioral sciences and computer and information technology. The role of human cognition in Biomedical Informatics closely aligned with the scientific discipline of Cognitive informatics (CI), which is grounded in methods and theories from cognitive science. The influence of cognitive research on HCI has been significant and will likely continue to shape the field. The cognitive foundations of HCI are coextensive with the sociotechnical approach that draws a wider circle around people, settings, and cultures that influence technology-driven performance. This introductory chapter provides an overview of the chapters covered in the book, organized around the theoretical and methodological basis of HCI, followed by the practical applications. The major themes covered include cognition, communication, sociotechnical considerations, and evaluation methods for research, including a recent consideration of HCI and AI. The final section provides an overview of future research, where human-centered design and the mediating role of cognition will continue to be a central concern. Another area of greater focus is likely to be the role of HIT and the safe design of the healthcare workplace, including its involvement in patient safety.
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This is my final piece of work to address the issue of the lack of standardisation of accessibility guidelines within the gaming sector.
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