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Cognitive dimensions of notation tailored to environments for visualization and insights 为可视化和洞察环境量身定制的符号的认知维度
J. Ferreira, V. Segura, Renato Cerqueira
Visualization diversity is a core resource for interpreting and getting insights about data. Different representations can support real-time decision-making and make more knowledge available for forecast and planning processes involving historical data analysis. Cognitive characteristics of visualization resources are crucial for visualization and insights environments. We present an initial tailored definition of Cognitive Dimensions of Notations (CDN) to support the evaluation and (re)design of such an environment. Using WISE (Weather InSights Environment) as a use case, we show evidences of how the tailored CDN can support HCI evaluation and discussions about the (re)design.
可视化多样性是解释和获取数据洞察力的核心资源。不同的表示可以支持实时决策,并为涉及历史数据分析的预测和规划过程提供更多的知识。可视化资源的认知特征对于可视化和洞察环境至关重要。我们提出了一个初步的定制定义的认知维度的符号(CDN),以支持这样一个环境的评估和(重新)设计。使用WISE(天气洞察环境)作为用例,我们展示了定制CDN如何支持HCI评估和关于(重新)设计的讨论的证据。
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引用次数: 3
Exploring principles for affectibility in the design of mobile applications 探索移动应用程序设计中的情感原则
E. Hayashi, Julia Posada, R. Pereira, M. Baranauskas
The objective of the design principles for Affectibility is to help designers to reason about and consider affect in the design process. The principles were proposed thinking about the context of children's education. Previous studies suggest that the use of the principles results in software that children have rather positive responses when interacting with them. In this paper we explored the principles for Affectibility in a context outside children's education. The principles were introduced to a group of prospective designers (undergraduate students), who had to create mobile applications for the World Cup. Students elicited the main concepts (using participatory techniques) for the new applications; and then developed and evaluated each other's applications. The objective of this work is to evaluate the viability of the use of the principles outside educational contexts and to understand the use designers make of the principles.
情感设计原则的目的是帮助设计师在设计过程中对情感进行推理和考虑。这些原则是在考虑儿童教育的背景下提出的。先前的研究表明,使用这些原则的结果是,在软件中,孩子们在与它们互动时有相当积极的反应。在本文中,我们在儿童教育之外的背景下探讨了情感原则。这些原则被介绍给一群未来的设计师(本科生),他们必须为世界杯创建移动应用程序。学生们引出了新应用的主要概念(使用参与式技术);然后开发和评估彼此的应用程序。这项工作的目的是评估在教育环境之外使用这些原则的可行性,并了解设计者如何使用这些原则。
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引用次数: 2
MoLVERIC cards feasibility study: a technique for inspection of moLIC diagrams MoLVERIC卡的可行性研究:moLIC图的检验技术
Adriana Lopes, A. B. Marques, T. Conte, Simone Diniz Junqueira Barbosa
During Human Computer Interaction design, the MoLIC (Modeling Language for the Conversation Interaction) interaction diagrams can be used as a basis for building other artifacts, such as mockups. However, if the MoLIC diagrams have consistency or completeness defects, such defects can be propagated to the artifacts that are built based on these MoLIC diagrams. For this reason, we should carry out an inspection in MoLIC diagrams, to prevent the propagation of defects. This paper presents a feasibility study conducted with the MoLVERIC Cards technique, a technique that helps the inspection of MoLIC diagrams. The results show the participants' perception regarding MoLVERIC Cards technique and discuss opportunities for improvement.
在人机交互设计期间,MoLIC(会话交互建模语言)交互图可以用作构建其他工件(如模型)的基础。然而,如果MoLIC图有一致性或完整性缺陷,这样的缺陷可以传播到基于这些MoLIC图构建的工件。因此,我们应该在MoLIC图中进行检查,以防止缺陷的传播。本文介绍了MoLVERIC卡技术的可行性研究,MoLVERIC卡技术有助于MoLIC图的检查。结果显示了参与者对MoLVERIC卡技术的看法,并讨论了改进的机会。
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引用次数: 3
Users impressions about visualization techniques in social networks context 用户对社交网络环境下可视化技术的印象
Eduardo Ghidini, E. Diel, João Pedro Dewes Guterres, G. Roman, M. Silveira
This paper introduces a study to analyse the users impressions about different visualization techniques. To achieve this, we used the Spot tool, which provides a set of different visualization techniques to users with information retrieved from Twitter. This study was conducted with a sample of 7 Twitter users who have never used this tool before. We collected their impressions and interactions with the system on each visualization technique available. When running a qualitative analysis of the data gathered, an interesting set of results were found. Advantages and disadvantages for each visualization technique introduced were found by all users. This led us to a discussion on where each kind of those techniques would be better introduced or used.
本文介绍了一项研究,分析用户对不同可视化技术的印象。为了实现这一点,我们使用了Spot工具,它为用户提供了一组不同的可视化技术,并从Twitter检索信息。这项研究是在7个从未使用过这个工具的Twitter用户中进行的。我们收集了他们对每个可用的可视化技术的印象和与系统的互动。在对收集到的数据进行定性分析时,发现了一组有趣的结果。所有用户都发现了所介绍的每种可视化技术的优点和缺点。这让我们开始讨论在哪里可以更好地引入或使用这些技术。
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引用次数: 0
The accessibility in web sites in the optical of including deaf 网站的可访问性包括聋人在内
Maria Eduarda de Araújo Cardoso, Daniela de Freitas Guilhermino Trindade, Rafaella Aline Lopes da Silva Neitzel
The Web information technology promotes many facilities to people. It allows them to gain more time in performing transactions, payments, purchases and access to information. However, this type of technology has still been far from the deaf community reality, because of the lack of accessibility provided by these computer systems. In this context, this paper investigates the needs of the deaf community for access to Web sites with support for evaluation mechanisms. Initially, the accessibility guidelines for the deaf were identified using the view of several authors. Afterwards, the accessibility evaluation mechanisms were used to analyze some Web Site News. Thus, it was possible to highlight the positive and negative accessibility issues found in Web Sites.
网络信息技术为人们提供了许多便利。它使他们有更多的时间来进行交易、支付、购买和获取信息。然而,由于缺乏这些计算机系统提供的可及性,这种类型的技术仍然离聋人社区的现实很远。在此背景下,本文调查了聋人社区对支持评估机制的网站访问的需求。最初,聋人无障碍指南是根据几位作者的观点确定的。然后,运用可访问性评价机制对部分网站新闻进行分析。因此,有可能突出Web站点中发现的积极和消极的可访问性问题。
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引用次数: 1
Applicability of the semiotic inspection method in interactive electronic games 符号检验方法在互动电子游戏中的适用性
Aron Daniel Lopes, Cristiano Maciel, Vinícius Carvalho Pereira
This research investigated the use of the Semiotic Inspection Method (SIM) in digital games, by employing it in the analysis of the following games: Ingress, Kinectimals and Just Dance Now. In the research, we analyzed to what extent SIM can be used to assess the communicability of digital game interfaces, considering the semiotic idiosyncrasies of that software domain. In this paper, we present the results from the use of SIM in those games, thus pointing out some limitations of the method for the digital game domain, in terms of communicability features that could not be assessed.
本研究调查了数字游戏中的符号学检验方法(SIM),并将其用于分析以下游戏:《Ingress》、《Kinectimals》和《Just Dance Now》。在研究中,我们分析了SIM在多大程度上可以用于评估数字游戏界面的可沟通性,考虑到该软件领域的符号学特质。在本文中,我们展示了在这些游戏中使用SIM的结果,从而指出了该方法在数字游戏领域的一些局限性,即无法评估的可沟通性特征。
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引用次数: 0
Evaluating the moLICC notation using the cognitive dimensions of notations framework 使用符号框架的认知维度评估moLICC符号
Luiz Gustavo de Souza, Simone Diniz Junqueira Barbosa
Computer Supported Collaborative Work (CSCW) denotes a class of systems with which users interact to cooperate, coordinate and communicate with one another. New challenges led various research fields to study CSCW, especially interaction design. In order to support the interaction design of collaboration based on Semiotic Engineering at a tactical level, an extension to the MoLIC (Modelling Language for Interaction as Conversation) language was proposed, allowing designers to consider the influences between users, cooperative tasks and awareness mechanisms. The extended language is called MoLICC. In this work, we present an analysis of MoLICC using the Cognitive Dimensions of Notations (CDN) framework, which allowed us to find limitations in the language. Results point to possible improvements to the language and features for a tool to support interaction design using MoLICC.
计算机支持的协同工作(Computer Supported Collaborative Work, CSCW)是一类系统,用户与之交互以相互合作、协调和通信。新的挑战促使各个研究领域开始研究CSCW,尤其是交互设计。为了在战术层面上支持基于符号学工程的协作交互设计,提出了MoLIC (modeling Language for interaction as Conversation)语言的扩展,允许设计师考虑用户、合作任务和感知机制之间的影响。这种扩展语言被称为MoLICC。在这项工作中,我们使用符号的认知维度(CDN)框架对MoLICC进行了分析,该框架使我们能够找到语言中的局限性。结果指出了可能对语言和功能进行改进的工具,以支持使用MoLICC进行交互设计。
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引用次数: 1
Engaging citizens with news stories through social curation: a design research project 通过社会策展吸引公民参与新闻报道:一个设计研究项目
D. Schneider, J. Souza
We report on our design of Acropolis, a social computing platform that allows citizens to build and share their own narratives about long-running news stories of political nature. A key goal of this research project is to explore the following design opportunity: how can we re-design news stories in order to engage citizens in their reading and curation? We have hypothesized that one way of achieving this goal would be by effectively supporting user-curated narratives, yet allowing users to socially engage in different perspectives and plots in a story. Using a research through design methodology, we conclude the first cycle of this study with a set of design recommendations for building similar platforms.
我们报道我们对雅典卫城的设计,这是一个社会计算平台,允许公民建立和分享他们自己关于长期政治性质新闻故事的叙述。这个研究项目的一个关键目标是探索以下设计机会:我们如何重新设计新闻故事,以便让公民参与他们的阅读和策划?我们假设实现这一目标的一种方法是有效地支持用户策划的叙述,同时允许用户在故事中参与不同的视角和情节。通过设计方法论的研究,我们总结了本研究的第一个周期,并提出了一套构建类似平台的设计建议。
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引用次数: 8
Investigating treemap visualization in inverted scale 研究倒排比例尺的树图可视化
Vagner Figueredo de Santana, Fabiano Marcon de Moraes, Beatriz Sonzzini Ribeiro de Souza
Identifying maximum/minimum values in different charts is a common goal when users are interacting with visualizations. Moreover, this can be a challenging task when the user is interacting with space-filling visualizations. Space-filling methods consider a 2D area to represent values, however, low values that might be interesting for decision makers are commonly obfuscated by such approach. In this context, we conducted an eye tracking study with 12 target users to analyze how scale inversion (area proportional to 1/value) can support the identification of elements with small values represented in treemaps. Results show that when the inverted scale supports the task, users are able to identify elements individually and in a less ambiguous way, but took more time to interpret the inverted scale treemap. With the presented results, we expect that Human-Computer Interaction practitioners working on space-filling visualizations to include interactive scales to invert the visualizations scale when the task at hand involves evaluating minimum and/or maximum values.
当用户与可视化交互时,确定不同图表中的最大值/最小值是一个共同的目标。此外,当用户与填充空间的可视化交互时,这可能是一项具有挑战性的任务。空间填充方法考虑一个2D区域来表示值,然而,这种方法通常会混淆决策者可能感兴趣的低值。在此背景下,我们对12个目标用户进行了眼动追踪研究,以分析比例尺反演(面积与1/值成比例)如何支持识别树图中表示的小值元素。结果表明,当倒立比例尺支持任务时,用户能够以较少的模糊方式单独识别元素,但需要更多的时间来解释倒立比例尺树图。根据所呈现的结果,我们期望从事空间填充可视化的人机交互从业者在手头的任务涉及评估最小值和/或最大值时,包括交互式尺度来反转可视化尺度。
{"title":"Investigating treemap visualization in inverted scale","authors":"Vagner Figueredo de Santana, Fabiano Marcon de Moraes, Beatriz Sonzzini Ribeiro de Souza","doi":"10.1145/3148456.3148490","DOIUrl":"https://doi.org/10.1145/3148456.3148490","url":null,"abstract":"Identifying maximum/minimum values in different charts is a common goal when users are interacting with visualizations. Moreover, this can be a challenging task when the user is interacting with space-filling visualizations. Space-filling methods consider a 2D area to represent values, however, low values that might be interesting for decision makers are commonly obfuscated by such approach. In this context, we conducted an eye tracking study with 12 target users to analyze how scale inversion (area proportional to 1/value) can support the identification of elements with small values represented in treemaps. Results show that when the inverted scale supports the task, users are able to identify elements individually and in a less ambiguous way, but took more time to interpret the inverted scale treemap. With the presented results, we expect that Human-Computer Interaction practitioners working on space-filling visualizations to include interactive scales to invert the visualizations scale when the task at hand involves evaluating minimum and/or maximum values.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116302026","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Dimensions for the design and evaluation of multimodal videogames for the cognition of people who are blind 多模态电子游戏对盲人认知的设计与评价维度
Ticianne G. R. Darin, Jaime Sánchez, Rossana Andrade
Multimodal serious video games are relevant tools to enhance the cognitive skills of people who are blind. For this purpose, it is necessary that designers and developers be able to create interfaces and interactions using the multimodal elements properly. Thus, there is a need to know the relevant elements for such applications, as well as to understand their roles and relationships. In this paper, we propose and discuss a 4-dimension classification: Interface, Interaction, Cognition, and Evaluation. Such classification was assembled from the features related to the design and evaluation of 21 multimodal video games and environments, identified via a bibliographic review based on the systematic review approach. Besides, we classify and discuss the 21 multimodal applications into the proposed classification.
多模式严肃视频游戏是提高盲人认知能力的相关工具。为此,设计人员和开发人员必须能够正确地使用多模态元素创建界面和交互。因此,有必要了解这些应用程序的相关元素,以及了解它们的角色和关系。在本文中,我们提出并讨论了一个4维的分类:界面、交互、认知和评价。这种分类是根据与21款多模式电子游戏和环境的设计和评估相关的特征进行组合的,并通过基于系统回顾方法的参考文献回顾来确定。此外,我们还对21种多式联运应用进行了分类和讨论。
{"title":"Dimensions for the design and evaluation of multimodal videogames for the cognition of people who are blind","authors":"Ticianne G. R. Darin, Jaime Sánchez, Rossana Andrade","doi":"10.1145/3148456.3148476","DOIUrl":"https://doi.org/10.1145/3148456.3148476","url":null,"abstract":"Multimodal serious video games are relevant tools to enhance the cognitive skills of people who are blind. For this purpose, it is necessary that designers and developers be able to create interfaces and interactions using the multimodal elements properly. Thus, there is a need to know the relevant elements for such applications, as well as to understand their roles and relationships. In this paper, we propose and discuss a 4-dimension classification: Interface, Interaction, Cognition, and Evaluation. Such classification was assembled from the features related to the design and evaluation of 21 multimodal video games and environments, identified via a bibliographic review based on the systematic review approach. Besides, we classify and discuss the 21 multimodal applications into the proposed classification.","PeriodicalId":423409,"journal":{"name":"Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-11-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114491763","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 10
期刊
Proceedings of the 14th Brazilian Symposium on Human Factors in Computing Systems
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