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2010 International Conference on User Science and Engineering (i-USEr)最新文献

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An assessment study on usability Of Academic Management System 教务管理系统可用性评估研究
Pub Date : 2010-12-01 DOI: 10.1109/IUSER.2010.5716751
W. A. W. Hassan, Norhawani Ahmad Teridi, Khairul Anuar Abdullah, Azhar Hamid, M. Z. Norziha
The usability of system lies on the effectiveness and ease-of-use of a system. The main function of Academic Management System (AMS) is to assist university staff to manage students' records. A student record embodies in various and numerous courses management, finance, examination, accommodation and other essential information. This article reviews the concept of system usability. It subsequently observes and analyzes the usability of AMS at a university by applying Nielsen's heuristic evaluation method. As a preliminary study, the usability of AMS namely BESTARI at Universiti Industri Selangor (UNISEL), Malaysia has been chosen and assessed. The results obtained might be biased to UNISEL but they are ready to serve as comparative guides for future betterments and references. Recommendations to improve the usability of AMS are also discussed.
系统的可用性取决于系统的有效性和易用性。教务管理系统(AMS)的主要功能是协助学校工作人员对学生的档案进行管理。学生档案集中体现在各种繁多的课程管理、财务、考试、住宿等基本信息中。本文回顾了系统可用性的概念。随后,运用尼尔森启发式评价法对某高校自动管理系统的可用性进行了观察和分析。作为一项初步研究,马来西亚雪兰莪工业大学(UNISEL)的AMS即BESTARI的可用性已被选择和评估。所取得的结果可能偏向联黎支助团,但它们可以作为今后改进和参考的比较指南。本文还讨论了提高AMS可用性的建议。
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引用次数: 4
A framework for graceful interaction: Applying Laban effort theory to define graceful movement quality 优美互动的框架:应用拉班努力理论定义优美动作质量
Pub Date : 2010-12-01 DOI: 10.1109/IUSER.2010.5716739
W. Hashim, Noor Nor Laila Md, Wan Adilah Wan Adnan
Direct manipulation which was introduced in the 1990s has enriched the technological and intellectual landscape of Human Computer Interaction (HCI) where interaction style progresses from linguistic to manual interaction via graphical objects. The engagement that results in the direct manipulation activity gives rise to a new philosophy of graceful interaction. However, ever since the concept was introduced, the HCI literature does not exhibit much related work on graceful interaction. In this paper, we present a design framework for graceful interaction through the use of Laban effort theory to formalize graceful interaction design. This framework presents a theoretical proposition and practical characteristics to describe the movement qualities of graceful interaction. The framework invites and challenges interaction designers for the exploration of graceful towards aesthetic interaction.
20世纪90年代引入的直接操作丰富了人机交互(HCI)的技术和智力景观,其中交互风格从语言发展到通过图形对象进行手动交互。导致直接操作活动的参与产生了一种优雅互动的新哲学。然而,自从这个概念被引入以来,HCI文献并没有展示太多关于优雅交互的相关工作。在本文中,我们通过使用Laban努力理论来形式化优雅交互设计,提出了一个优雅交互的设计框架。该框架提出了描述优美互动运动品质的理论命题和实践特征。该框架邀请和挑战交互设计师探索优雅的审美交互。
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引用次数: 5
Kansei affinity cluster for affective product design 感性产品设计的感性亲和性聚类
Pub Date : 2010-12-01 DOI: 10.1109/IUSER.2010.5716719
A. Lokman, Kamalia Azma Kamaruddin
In recent years, product emotion and affective design has received encouraging attention from the industry as well as academia all over the world. Several methods and tools exist and used to assist the process of evaluating users' emotional experience, and the proceeding associated procedure. Previous studies involving the assessment of emotion have seen different ways used to represent verbal description of the subjective emotion. Most of them set their basis on several keywords that somehow fit to describe the study domain. However, these have lead to many cases of poor semantic dimension, since a good reference for affinity of words does not exist. This research aimed to develop a full-range of emotional keywords and their affinity cluster by the use of KJ Method. As a result, a total of 820 words were derived and forty-three clusters were generated. The resulting cluster is developed into Kansei Affinity Cluster, which will be a good reference for all studies involving the assessment of emotion. It will benefit the industry as well as academia towards accessing users' subjective emotional experience with product design.
近年来,产品情感和情感设计受到了业界和学术界的广泛关注。存在一些方法和工具,并用于协助评估用户的情感体验过程,并进行相关程序。先前涉及情绪评估的研究已经看到了不同的方式用来表示主观情绪的口头描述。他们中的大多数将他们的基础建立在几个以某种方式适合描述研究领域的关键词上。然而,这导致了许多情况下语义维度差,因为没有一个很好的参考词的亲和力。本研究旨在利用KJ方法开发一个完整的情感关键词及其亲和力集群。结果,共提取了820个单词,生成了43个聚类。该聚类被发展为感性亲和聚类,将为所有涉及情感评估的研究提供一个很好的参考。通过产品设计获取用户的主观情感体验,这将有利于行业和学术界。
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引用次数: 47
A study on web experience among visually impaired users in Malaysia 马来西亚视障用户的网络体验研究
Pub Date : 2010-12-01 DOI: 10.1109/IUSER.2010.5716714
Ramayah Bavani, Azizah Jaafar, N. F. M. Yatim
This study focused on the web experience and barriers among visually impaired (VIM) users in Malaysia when accessing web pages with screen readers. In this study, eight visually impaired users were interviewed and reported major problems related to images, hyperlinks and page layout. Based on findings from qualitative survey, a comparative analysis was performed with (Web Content Accessibility Guidelines) WCAG 2.0.
本研究主要关注马来西亚视障(VIM)用户在使用屏幕阅读器访问网页时的网络体验和障碍。在这项研究中,八位视障用户接受了采访,并报告了与图像、超链接和页面布局有关的主要问题。基于定性调查的结果,与(Web Content Accessibility Guidelines) WCAG 2.0进行了比较分析。
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引用次数: 9
Haptic assessment in fabrics with Kansei evaluation 用感性评价评价织物的触感
Pub Date : 2010-12-01 DOI: 10.1109/IUSER.2010.5716720
S. Nazlina
Today's consumers demand more of what will enrich their life. They desire new products that could fulfill their needs. With the reference to the changing society and consumer -oriented trends, design today takes place in a different framework than ever before. This is where human perceptive faculties consist of five senses: visual, auditory, olfactory, taste, and tactile sense are involved. Visual is the most powerful sense for human perception followed by the auditory sense. This article attempts to find the connection between the visual and the auditory senses. In particular, the aim is to evaluate tactile evaluation, involved with the haptic experience in identifying the preferable materials for clothing. The research will propose methods in Kansei to facilitate the understanding of the different types of haptic activities involved in this testing. These structures clearly recognize and evoke specific elements in fabrics appearances and its semantic values.
今天的消费者需要更多的东西来丰富他们的生活。他们希望新产品能满足他们的需求。随着不断变化的社会和以消费者为导向的趋势,今天的设计发生在一个与以往不同的框架中。这就是人类感知能力由五种感官组成的地方:视觉、听觉、嗅觉、味觉和触觉。视觉是人类感知能力最强的感官,其次是听觉。本文试图找出视觉和听觉之间的联系。特别地,目的是评估触觉评价,涉及识别优选服装材料的触觉经验。本研究将在感性中提出方法,以促进对该测试中涉及的不同类型触觉活动的理解。这些结构清晰地识别和唤起了织物外观及其语义价值中的特定元素。
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引用次数: 1
Organizing ready-made virtual objects for virtual environments 为虚拟环境组织现成的虚拟对象
Pub Date : 2010-12-01 DOI: 10.1109/IUSER.2010.5716756
W. Idris, Md. Yazid Mohd. Saman, Aziz Ahmad, A. Noor
In the world of simulation, Virtual reality (VR) software allows users to visualize, manipulate and interact with computers and complex data. VR has been utilized in applications such as architecture, medicine, advertisement, business, entertainment, and education. Developing VR environments is costly and expensive. Highly-technical persons are needed to create the virtual objects from scratch. Once a virtual system is created, managing and modifying it creates further problems. There is a need for non-technical users to be able to create and modify their own virtual environments. This paper discusses a systematic and dynamic framework to manage virtual objects in virtual environment. It is called Virtual Reality System-Hierarchy Embedded Virtual Objects (VRS-HEVO). It comprises of two components; the Stand- Alone VRS-HEVO and the Distributed VRS-HEVO. To implement the framework, Java 3D and Java Swing have been used. A usability study on the performance of the framework has been carried out. Users have perceived it as an easy tool to use, especially for an environment in education.
在模拟世界中,虚拟现实(VR)软件允许用户可视化,操作和与计算机和复杂数据交互。VR已被应用于建筑、医学、广告、商业、娱乐和教育等领域。开发VR环境成本高昂。需要高技术人员从头开始创建虚拟对象。一旦创建了虚拟系统,管理和修改它就会产生更多的问题。非技术用户需要能够创建和修改他们自己的虚拟环境。本文讨论了一个系统的、动态的框架来管理虚拟环境中的虚拟对象。它被称为虚拟现实系统-层次嵌入式虚拟对象(VRS-HEVO)。它由两个部分组成;独立式VRS-HEVO和分布式VRS-HEVO。为了实现该框架,使用了Java 3D和Java Swing。对框架的性能进行了可用性研究。用户认为它是一个易于使用的工具,特别是在教育环境中。
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引用次数: 3
Interaction Design Issues: A literature review 交互设计问题:文献综述
Pub Date : 2010-12-01 DOI: 10.1109/IUSER.2010.5716738
D. I. Rosli, R. A. Alias, Azizah Abdul Rahman
This paper presents an analysis on a literature review findings in Interaction Design Issues Journals from the year 2006 to 2010. Due to the limited literature review reported on Interaction Design Issues, this study is aiming to provide some input on the current topics, methods and theories, interaction design elements and future trends of research in the field of Interaction Design. We employ content analysis technique as to select words, phrases or common sentences in the articles based on Topic Classification Scheme adapted from Zhang and Li (2005). Findings from this study are fully addressed to further explore Interaction Design criteria as to improve Man Machine Interaction in the future.
本文对《交互设计问题》杂志2006年至2010年的文献综述结果进行了分析。由于交互设计问题的文献综述有限,本研究旨在对交互设计领域的当前主题、方法和理论、交互设计元素和未来研究趋势提供一些输入。我们采用内容分析技术,根据改编自Zhang and Li(2005)的主题分类方案,选择文章中的单词、短语或常见句子。本研究的结果将为进一步探索交互设计标准,以改善未来的人机交互提供充分的解决方案。
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引用次数: 6
Assessment of motivational qualities for e-learning website 电子学习网站动机品质评估
Pub Date : 2010-12-01 DOI: 10.1109/IUSER.2010.5716727
F. M. Saman, W. A. R. Wan Mohd Isa, N. A. Mazilan
E-learning has been integrated in many university programs in Malaysia. However, there is little research in Malaysia to investigate the motivational quality of the e-learning applications. Thus, this study aims to investigate the motivational quality of e-learning from one public university in Malaysia. This study used 109 samples of undergraduate computing students from various programs from a computer science school. This study adopt Website Motivational Checklist (WebMAC) professional to assess the motivational quality of e-learning website. The evaluation was done on four dimensions; (1) stimulating (2) meaningful, (3) organization and (4) easy-to-use. The study revealed several issues with the e-learning website under investigation. We end our study with few recommendations for further improvement of the e-learning features.
电子学习已被纳入马来西亚的许多大学课程。然而,马来西亚很少有研究调查电子学习应用程序的激励质量。因此,本研究旨在调查马来西亚一所公立大学的电子学习动机质量。这项研究使用了109个来自计算机科学学院不同专业的计算机本科生样本。本研究采用网站动机检查表(WebMAC)对网络学习网站的动机质量进行评估。从四个维度进行评价;(1)刺激(2)有意义,(3)有组织(4)易于使用。该研究揭示了被调查的电子学习网站存在的几个问题。最后,我们对进一步改进电子学习功能提出了一些建议。
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引用次数: 4
User interface design using cognitive approach: A case study of Malaysian government web portal 使用认知方法的用户界面设计:以马来西亚政府门户网站为例
Pub Date : 2010-12-01 DOI: 10.1109/IUSER.2010.5716746
Kalsom Nasir, N. Ariffin, Farrah Muslihah Shuib
The role of Malaysian government in realizing the Multimedia Super Corridor (MSC) goal of creating a world-class e-government web portal in Malaysia is very important as it helps citizens or customers to interact and used the services. This requires a good interface design to enhance the cognitive in human thus support human cognitive strength and weaknesses. However, MyEG as one of the Government-to-Citizens (G2C) web portal has been plagued with user interface problems. Users felt difficulties in using the web portal. Some of the users abandon the web portal because of the negative perceptions on the MyEG user interface design. This problem slowed down the growth of the MyEG web portal. This study aims to evaluate the MyEG user interface design using measures and constructs questionnaires tools and identifies the area of MyEG user interface problems. Three cognitive characteristics were used to evaluate: user cognitive characteristics, web portal characteristics and user task. Two constructs used to measures the user cognitive characteristics; Mental Model (MM) and Human Information Processing (HIP). Four constructs used to evaluate website characteristics; Cognitive principle (CP), Metaphor (ME), Fitt's Law (FL) and MAMPU guideline (MG) while the GOMS model (GO) used to evaluate the User Task. The results of the evaluation showed that in general MyEG user interface design has not fully achieved the desired level of cognitive user interface design. The weaknesses are identified and discusses. Finally, practical suggestions and recommendations for improving the user interface design of MyEG are suggested based on the findings.
马来西亚政府在实现多媒体超级走廊(MSC)的目标,即在马来西亚建立一个世界级的电子政府门户网站方面所扮演的角色非常重要,因为它可以帮助公民或客户互动和使用服务。这就需要一个好的界面设计来增强人的认知能力,从而支持人的认知强弱。然而,作为政府对公民(G2C)的门户网站之一,MyEG一直受到用户界面问题的困扰。用户在使用门户网站时感到困难。由于对MyEG用户界面设计的负面看法,一些用户放弃了门户网站。这个问题减缓了MyEG门户网站的发展。本研究旨在评估MyEG使用者介面设计,并建构问卷调查工具,找出MyEG使用者介面存在问题的领域。使用三个认知特征进行评价:用户认知特征、门户网站特征和用户任务。用于测量用户认知特征的两个构念;心理模型(MM)与人类信息处理(HIP)。用于评估网站特征的四个结构;认知原理(CP)、隐喻(ME)、Fitt定律(FL)和MAMPU准则(MG),而GOMS模型(GO)用于评价用户任务。评价结果表明,总体而言,MyEG用户界面设计并没有完全达到预期的认知用户界面设计水平。弱点被识别和讨论。最后,根据研究结果提出了改进MyEG用户界面设计的实用建议和建议。
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引用次数: 10
An Augmented Reality exhibition guide for the iPhone iPhone的增强现实展示指南
Pub Date : 2010-12-01 DOI: 10.1109/IUSER.2010.5716742
M. A. Nassar, F. Meawad
Handheld Augmented Reality (AR) can enable intuitive browsing and annotation of objects in an exhibition through the visitors' in-hand mobile devices. Several researchers explored Handheld AR technologies in museums and exhibition-like environments. However, despite the proliferation of smart phones that can act as magic lenses for augmented objects, AR technologies are not widely adopted in exhibitions. This paper investigates the possible techniques to build a reliable, scalable and cost effective solution for an indoor marker based exhibition guide on the iPhone. After reviewing possible tracking technologies, available open source marker based tracking toolkits on the iPhone are explored. The paper concludes with a proposed design for dynamic content creation to augment and annotate exhibition objects.
手持增强现实(AR)可以通过参观者手中的移动设备直观地浏览和注释展览中的物品。几位研究人员在博物馆和类似展览的环境中探索了手持增强现实技术。然而,尽管智能手机可以充当增强物体的神奇镜头,但AR技术并没有被广泛应用于展览。本文研究了一种可行的技术,以建立一个可靠的,可扩展的,具有成本效益的解决方案,为室内标记为基础的展览指南在iPhone上。在回顾了可能的跟踪技术之后,我们探索了iPhone上可用的基于开源标记的跟踪工具包。本文最后提出了一种动态内容创建的设计方案,以增强和注释展示对象。
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引用次数: 10
期刊
2010 International Conference on User Science and Engineering (i-USEr)
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