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The Method Radar: a way to organize methods for technology development with participation in mind 方法雷达:一种以参与为中心组织技术开发方法的方法
Q1 Social Sciences Pub Date : 2023-12-01 DOI: 10.1515/icom-2023-0012
Marc Schmidt, Stefan Bente, Bruno Baruque Zanón, Ana María Lara Palma
Abstract Identifying appropriate methods for any process, such as uncovering needs of juveniles in social welfare or designing interactive systems, requires intensive research and generally using a categorization system that brings methods in a systematic order. These taxonomy systems are heavily responsible for the later method usage and start the thinking process for researchers and practitioners alike in a specific direction. So making participation visible in such taxonomy systems directly affects the later method usage and makes participation more visible and easier to use. This article presents the Method Radar, a visualized categorization of methods with a focus on participation using the ladder of participation, that makes participation visible right at the beginning of any method selection. The Method Radar builds on the radar representation established in the technology sector, which allows a multi-dimensional classification. In addition, an implementation and systematic process for categorizing these methods are presented. It can be used for any form of method categorization in which participation is supposed to be thought of.
为任何过程确定合适的方法,例如揭示社会福利中青少年的需求或设计互动系统,都需要进行深入的研究,并通常使用分类系统,使方法按照系统的顺序排列。这些分类法系统对后来的方法使用负有重大责任,并为研究人员和实践者在特定方向上开始思考过程。因此,在这样的分类法系统中使参与可见直接影响到以后的方法使用,并使参与更可见,更易于使用。本文介绍了方法雷达,这是一种可视化的方法分类,重点关注使用参与阶梯的参与,这使得参与在任何方法选择的开始都是可见的。方法雷达建立在技术部门建立的雷达表示的基础上,它允许多维分类。此外,还介绍了对这些方法进行分类的实现和系统的过程。它可以用于任何形式的方法分类,其中应该考虑到参与。
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引用次数: 0
i-com directory and index listings i-com 目录和索引列表
Q1 Social Sciences Pub Date : 2023-11-30 DOI: 10.1515/icom-2023-0034
Michael Koch
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引用次数: 0
Read for me: developing a mobile based application for both visually impaired and illiterate users to tackle reading challenge 为我阅读:为视力受损和文盲用户开发一个基于移动的应用程序,以解决阅读挑战
Q1 Social Sciences Pub Date : 2023-11-14 DOI: 10.1515/icom-2023-0031
Zainab Hameed Alfayez, Batool Hameed Alfayez, Nahla Hamad Abdul-Samad
Abstract In recent years, there have been several attempts to help visually impaired and illiterate people to overcome their reading limitations through developing different applications. However, most of these applications are based on physical button interaction and avoid the use of touchscreen devices. This research mainly aims to find a solution that helps both visually impaired and illiterate people to read texts present in their surroundings through a touchscreen-based application. The study also attempts to discover the possibility of building one application that could be used by both type of users and find out whether they would use it in the same efficiency. Therefore, a requirements elicitation study was conducted to identify the users’ requirements and their preferences and so build an interactive interface for both visually impaired and illiterate users. The study resulted in several design considerations, such as using voice instructions, focusing on verbal feedback, and eliminating buttons. Then, the reader mobile application was designed and built based on these design preferences. Finally, an evaluation study was conducted to measure the usability of the developed application. The results revealed that both sight impaired and illiterate users could benefit from the same mobile application, as they were satisfied with using it and found it efficient and effective. However, the measures from the evaluation sessions also reported that illiterate users had used the develop app more efficiently and effectively. Moreover, they were more satisfied, especially with the application’s ease of use.
近年来,人们尝试通过开发不同的应用程序来帮助视障人士和文盲克服阅读障碍。然而,这些应用程序大多是基于物理按钮交互,避免使用触摸屏设备。本研究的主要目的是找到一种解决方案,帮助视障人士和文盲通过基于触摸屏的应用程序阅读周围的文本。该研究还试图发现构建一种应用程序的可能性,这种应用程序可以被两种类型的用户使用,并找出他们是否会以相同的效率使用它。因此,我们进行了一项需求启发研究,以确定用户的需求和他们的偏好,从而为视障用户和文盲用户构建一个交互界面。这项研究得出了几个设计上的考虑,比如使用语音指令,关注口头反馈,消除按钮。然后,根据这些设计偏好设计和构建阅读器移动应用程序。最后,进行了一项评估研究,以衡量所开发应用程序的可用性。结果显示,视力受损和文盲用户都可以从同一个移动应用程序中受益,因为他们对使用它感到满意,并且发现它高效有效。然而,来自评估会议的措施也报告说,文盲用户更有效地使用了开发应用程序。此外,他们更满意,尤其是应用程序的易用性。
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引用次数: 0
Test automation for augmented reality applications: a development process model and case study 增强现实应用程序的测试自动化:开发过程模型和案例研究
Q1 Social Sciences Pub Date : 2023-11-09 DOI: 10.1515/icom-2023-0029
Sascha Minor, Vix Kemanji Ketoma, Gerrit Meixner
Abstract Poor software quality results in avoidable costs of trillion dollars annually in the United States alone. Augmented Reality (AR) applications are a relatively new software category. Currently there are no standards to guide the development process and testing is predominantly ad hoc and manual. Consequently, design guidelines and software test automation techniques are intended to remedy the situation. Here, we present a concept for test automation of AR applications. The concept consists of two parts: design guidelines and process model for testing AR applications, and a case study with a prototype application for test automation. The design guidelines and the process model are based on the state-of-the-art. The prototype application presented in this article demonstrates test automation for a multi-platform AR application for Android devices as well as the HoloLens 2. The presented test automation case study is designed to cover a large part of the functions, such as the different interaction variants. This research work shows that by using the proposed process model and test automation techniques, testing of some features of AR applications can be automated. The results of this research can serve as a basis for future research and contribution towards AR application development standardization efforts.
仅在美国,糟糕的软件质量每年就会导致数万亿美元的可避免成本。增强现实(AR)应用程序是一个相对较新的软件类别。目前没有标准来指导开发过程,测试主要是临时的和手工的。因此,设计指南和软件测试自动化技术旨在纠正这种情况。在这里,我们提出了AR应用程序测试自动化的概念。该概念由两部分组成:用于测试AR应用程序的设计指南和过程模型,以及用于测试自动化的原型应用程序的案例研究。设计指南和流程模型是基于最先进的技术。本文中展示的原型应用程序演示了用于Android设备和HoloLens 2的多平台AR应用程序的测试自动化。所提出的测试自动化案例研究旨在涵盖大部分功能,例如不同的交互变量。该研究表明,通过使用所提出的过程模型和测试自动化技术,可以自动化地测试AR应用程序的某些功能。本研究的结果可以作为未来研究的基础,并为AR应用开发标准化工作做出贡献。
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引用次数: 0
AnswerTruthDetector: a combined cognitive load approach for separating truthful from deceptive answers in computer-administered questionnaires AnswerTruthDetector:一种组合认知负荷方法,用于在计算机管理的问卷中分离真实答案和欺骗性答案
Q1 Social Sciences Pub Date : 2023-11-09 DOI: 10.1515/icom-2023-0023
Moritz Maleck, Tom Gross
Abstract In human-computer interaction, much empirical research exists. Online questionnaires increasingly play an important role. Here the quality of the results depend strongly on the quality of the given answers, and it is essential to distinguish truthful from deceptive answers. There exist elegant single modalities for deception detection in the literature, such as mouse tracking and eye tracking (in this paper, respectively, measuring the pupil diameter). Yet, no combination of these two modalities is available. This paper presents a combined approach of two cognitive-load-based lie detection approaches. We address study administrators who conduct questionnaires in the HCI, wanting to improve the validity of questionnaires.
在人机交互领域,存在着大量的实证研究。在线调查问卷的作用越来越重要。在这里,结果的质量很大程度上取决于所给出答案的质量,区分真实答案和欺骗性答案是至关重要的。在文献中存在着优雅的单一欺骗检测模式,如鼠标跟踪和眼动追踪(在本文中分别测量瞳孔直径)。然而,目前还没有这两种模式的结合。本文提出了两种基于认知负荷的测谎方法的组合方法。我们针对在HCI中进行问卷调查的研究管理者,希望提高问卷的有效性。
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引用次数: 0
User-centered design in mobile human-robot cooperation: consideration of usability and situation awareness in GUI design for mobile robots at assembly workplaces 移动人机协作中的以用户为中心的设计:考虑装配车间移动机器人GUI设计中的可用性和态势感知
Q1 Social Sciences Pub Date : 2023-10-31 DOI: 10.1515/icom-2023-0016
Christian Colceriu, Sabine Theis, Sigrid Brell-Cokcan, Verena Nitsch
Abstract Mobile cobots can increase the potential for assembly work in industry. For human-friendly automation of cooperative assembly work, user-centered interfaces are necessary. The design process regarding user interfaces for mobile human-robot cooperation (HRC) shows large research gaps. In this article an exemplary approach is shown to design a graphical user interface (GUI) for mobile HRC at assembly workplaces. The design is based on a wireframe developed to support situation awareness. An interactive mockup is designed and evaluated. This is done in two iterations. In the first iteration, a user analysis is carried out using a quantitative survey with n = 31 participants to identify preferred input modalities and a qualitative survey with n = 11 participants that addresses touch interfaces. The interactive mockup is developed by implementing design recommendations of the usability standards ISO 9241 – 110, 112 and 13. A heuristic evaluation is conducted with n = 5 usability experts and the measurement of situation awareness with n = 30 end users. In the second iteration, findings from the preceding iteration are implemented in the GUI and a usability test with n = 20 end users is conducted. The process demonstrates a combination of methods that leads to high usability and situation awareness in mobile HRC.
移动协作机器人可以增加工业装配工作的潜力。为了实现人机友好的协同装配自动化,以用户为中心的界面是必要的。关于移动人机协作(HRC)用户界面的设计过程显示出很大的研究空白。在本文中,展示了在装配工作场所为移动HRC设计图形用户界面(GUI)的示例性方法。该设计基于支持态势感知的线框图。设计并评估了交互式模型。这在两个迭代中完成。在第一次迭代中,使用定量调查(n = 31名参与者)来进行用户分析,以确定首选输入方式,并使用定性调查(n = 11名参与者)来解决触摸界面问题。交互式模型是通过实现可用性标准ISO 9241 - 110、112和13的设计建议而开发的。对n = 5名可用性专家进行启发式评价,对n = 30名终端用户进行态势感知测量。在第二次迭代中,在GUI中实现前一次迭代的发现,并进行n = 20个最终用户的可用性测试。该过程展示了多种方法的组合,从而在移动HRC中实现高可用性和态势感知。
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引用次数: 0
Introducing VR personas: an immersive and easy-to-use tool for understanding users 介绍虚拟现实人物角色:一个身临其境和易于使用的工具,了解用户
Q1 Social Sciences Pub Date : 2023-10-27 DOI: 10.1515/icom-2023-0028
Philipp Maruhn, Lorenz Prasch, Florian Gerhardinger, Sophia Häfner
Abstract Personas have been established as an indispensable tool in software and product development. They continuously accompany the development process and seek to build empathy and establish an emotional relationship between developers and users. However, this does not always succeed, with the reasons for failure often lying in the personas themselves. If they do not have a sufficient level of detail or do not reflect everyday people, they lose credibility and therefore their purpose of representing the user. Poor communication of personas is another reason they are quickly forgotten. In this paper, we present a new approach to experiencing personas beyond traditional means such as posters or slides. With the help of virtual reality, we create immersive, three-dimensional personas that can be visited in their own living room. The basis of the implementation is a comprehensive dataset, containing aggregated data from over 8000 detailed face-to-face interviews. We base the layout of the apartment, the furniture, and the characters themselves on the archetypal characteristics of their corresponding user group. In the future, we plan to validate whether this approach can be successful in creating a deeper and more sustainable connection between personas and developers and designers.
人物角色已经成为软件和产品开发中不可或缺的工具。他们一直伴随着开发过程,并试图在开发者和用户之间建立共鸣和情感关系。然而,这并不总是成功的,失败的原因往往在于人物角色本身。如果它们没有足够的细节或不能反映日常生活,它们就会失去可信度,从而失去代表用户的目的。人物角色的沟通不畅是他们很快被遗忘的另一个原因。在本文中,我们提出了一种超越传统手段(如海报或幻灯片)的新方法来体验人物角色。在虚拟现实的帮助下,我们创造了身临其境的三维人物角色,可以在他们自己的客厅里参观。实施的基础是一个综合数据集,包含来自8000多个详细面对面访谈的汇总数据。我们将公寓的布局、家具和人物本身都建立在他们对应的用户群体的原型特征上。在未来,我们计划验证这种方法是否能够成功地在角色、开发人员和设计人员之间建立更深入、更可持续的联系。
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引用次数: 0
DUX: a dataset of user interactions and user emotions DUX:用户交互和用户情感的数据集
Q1 Social Sciences Pub Date : 2023-08-01 DOI: 10.1515/icom-2023-0014
Dominick Leppich, Carina Bieber, Katrin Proschek, Patrick Harms, Ulf Schubert
Abstract User experience evaluation is becoming increasingly important, and so is emotion recognition. Recognizing users’ emotions based on their interactions alone would not be intrusive to users and can be implemented in many applications. This is still an area of active research and requires data containing both the user interactions and the corresponding emotions. Currently, there is no public dataset for emotion recognition from keystroke, mouse and touchscreen dynamics. We have created such a dataset for keyboard and mouse interactions through a dedicated user study and made it publicly available for other researchers. This paper examines our study design and the process of creating the dataset. We conducted the study using a test application for travel expense reports with 50 participants. We want to be able to detect predominantly negative emotions, so we added emotional triggers to our test application. However, further research is needed to determine the relationship between user interactions and emotions.
用户体验评价越来越重要,情感识别也越来越重要。仅根据用户的交互来识别用户的情绪不会对用户造成干扰,并且可以在许多应用程序中实现。这仍然是一个活跃的研究领域,需要包含用户交互和相应情绪的数据。目前,还没有针对按键、鼠标和触屏动态的情感识别的公共数据集。我们通过专门的用户研究创建了这样一个键盘和鼠标交互的数据集,并将其公开供其他研究人员使用。本文考察了我们的研究设计和创建数据集的过程。我们对50名参与者使用旅行费用报告的测试应用程序进行了研究。我们希望能够检测到主要的负面情绪,因此我们在测试应用程序中添加了情绪触发器。然而,需要进一步的研究来确定用户交互和情绪之间的关系。
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引用次数: 0
Frontmatter 头版头条
Q1 Social Sciences Pub Date : 2023-08-01 DOI: 10.1515/icom-2023-frontmatter2
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引用次数: 0
The thing that made me think 让我思考的事
Q1 Social Sciences Pub Date : 2023-07-11 DOI: 10.1515/icom-2023-0019
Madlen Kneile, Till Jürgens, Lara Christoforakos, Matthias Laschke
Abstract Given the threatening consequences of anthropogenic climate change, it is vital to modify energy-intensive daily routines to minimize individual energy consumption. However, changing daily routines is challenging due to their abstract, future-oriented nature and the comfort they provide. Interactive technologies can play a crucial role in facilitating this process. Instead of relying on rhetorical persuasion through information and appeals, we propose two design approaches within the research agenda of the MOVEN research group: (1) employing friction to disrupt routines, and (2) advocating for the interests of natural entities using counterpart technologies. Regarding the disruption of routines, we explore the use of humor as a design element to dampen the resulting resistance (i.e., psychological reactance). Moreover, we reflect on the opportunities of counterpart technologies as a new interaction paradigm in the context of sustainability. Finally, we discuss the potentials and limitations of individual behavior change for a holistic, sustainable transformation.
鉴于人为气候变化的威胁后果,改变能源密集型的日常生活方式以最大限度地减少个人能源消耗至关重要。然而,由于它们的抽象、面向未来的性质和它们提供的舒适,改变日常生活是具有挑战性的。交互式技术可以在促进这一进程方面发挥关键作用。在MOVEN研究小组的研究议程中,我们提出了两种设计方法,而不是依靠通过信息和呼吁来进行修辞说服:(1)利用摩擦来破坏常规;(2)利用对等技术来倡导自然实体的利益。对于常规的破坏,我们探索使用幽默作为一种设计元素来抑制由此产生的阻力(即心理抗拒)。此外,我们还反思了在可持续发展的背景下,对等技术作为一种新的互动范式所带来的机遇。最后,我们讨论了个体行为改变的潜力和局限性,以实现整体的、可持续的转变。
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引用次数: 0
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