Pub Date : 2010-12-01DOI: 10.1109/IUSER.2010.5716752
M. Abdul Aziz, W. A. R. Wan Mohd Isa, N. Nordin
The awareness of the importance of usability and accessibility in Malaysia is demonstrated with the setting-up of usability laboratories from local universities and agency and studies in different applications. This study share the interest on creating awareness of the importance of accessibility and usability criteria by investigating the accessibility and usability level of Malaysia Higher Education Website. This study used 120 samples of higher education institution websites from the online portal of the Ministry of Higher Education (http://www.mohe.gov.my). The accessibility evaluation was done by using automatic evaluation to access the accessibility level according to WCAG 1.0 guideline. Usability evaluation was also done on page size, speed and broken link. The study revealed several accessibility and usability issues revolving Malaysia Higher Education website. We end our study with few recommendations for further improvement of the website usability and accessibility towards better improved online services and information for normal and disabled user.
{"title":"Assessing the accessibility and usability of Malaysia Higher Education Website","authors":"M. Abdul Aziz, W. A. R. Wan Mohd Isa, N. Nordin","doi":"10.1109/IUSER.2010.5716752","DOIUrl":"https://doi.org/10.1109/IUSER.2010.5716752","url":null,"abstract":"The awareness of the importance of usability and accessibility in Malaysia is demonstrated with the setting-up of usability laboratories from local universities and agency and studies in different applications. This study share the interest on creating awareness of the importance of accessibility and usability criteria by investigating the accessibility and usability level of Malaysia Higher Education Website. This study used 120 samples of higher education institution websites from the online portal of the Ministry of Higher Education (http://www.mohe.gov.my). The accessibility evaluation was done by using automatic evaluation to access the accessibility level according to WCAG 1.0 guideline. Usability evaluation was also done on page size, speed and broken link. The study revealed several accessibility and usability issues revolving Malaysia Higher Education website. We end our study with few recommendations for further improvement of the website usability and accessibility towards better improved online services and information for normal and disabled user.","PeriodicalId":431661,"journal":{"name":"2010 International Conference on User Science and Engineering (i-USEr)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122440885","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}
Pub Date : 2010-12-01DOI: 10.1109/IUSER.2010.5716762
F. Ahmadon, N. Rosmawati, R. Mohd Rawi
Ethical considerations should be applied not only when faced with ethical situations when using information system, but even from the development stage of the system itself. In regards to this, Islamic ethical values are a feasible alternative to mainstream ethical theories to be used as a guideline for ethical analysis. An apt framework for ethical analysis of information system is socio-technical system. Socio-technical system facilitates identifying the various components of an information system and how ethical values can be embedded in these components.
{"title":"Islamic ethical values in information system design","authors":"F. Ahmadon, N. Rosmawati, R. Mohd Rawi","doi":"10.1109/IUSER.2010.5716762","DOIUrl":"https://doi.org/10.1109/IUSER.2010.5716762","url":null,"abstract":"Ethical considerations should be applied not only when faced with ethical situations when using information system, but even from the development stage of the system itself. In regards to this, Islamic ethical values are a feasible alternative to mainstream ethical theories to be used as a guideline for ethical analysis. An apt framework for ethical analysis of information system is socio-technical system. Socio-technical system facilitates identifying the various components of an information system and how ethical values can be embedded in these components.","PeriodicalId":431661,"journal":{"name":"2010 International Conference on User Science and Engineering (i-USEr)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129296166","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}
Pub Date : 2010-12-01DOI: 10.1109/IUSER.2010.5716730
S. Noordin, W. Ahmad
Multimedia courseware is already a well known tool for teaching and assisting students in learning. An effective courseware is actually a product of excellent pre-development processes. Hence, understanding the required design and learning theories are crucial before developing the courseware. This paper presents the theories of multimedia courseware design which are layout design, usage of media elements and related learning theories. ADDIE model and tools being used in the development phase are also discussed. The prototype based on identified theories is presented as the result in this study.
{"title":"Implementation of design and learning theories in multimedia courseware development: Lines & Planes in 3-Dimensions","authors":"S. Noordin, W. Ahmad","doi":"10.1109/IUSER.2010.5716730","DOIUrl":"https://doi.org/10.1109/IUSER.2010.5716730","url":null,"abstract":"Multimedia courseware is already a well known tool for teaching and assisting students in learning. An effective courseware is actually a product of excellent pre-development processes. Hence, understanding the required design and learning theories are crucial before developing the courseware. This paper presents the theories of multimedia courseware design which are layout design, usage of media elements and related learning theories. ADDIE model and tools being used in the development phase are also discussed. The prototype based on identified theories is presented as the result in this study.","PeriodicalId":431661,"journal":{"name":"2010 International Conference on User Science and Engineering (i-USEr)","volume":"111 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130784323","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}
Pub Date : 2010-11-01DOI: 10.1109/IUSER.2010.5716718
Yuichi Murakami, Shingo Nakamura, S. Hashimoto
Most of article retrieval systems using retrieval criteria of Kansei words have a gap between user's Kansei and system's Kansei model. Therefore, it is not always easy to retrieve the desired articles efficiently according to the user's preference. This paper proposed a system to retrieve the desired articles quickly and intuitively from the database. To achieve this aim, dimension of the retrieval space is compressed by a torus SOM (Self Organizing Maps), and a user can move in the retrieval space panoramically. A user can also choose an elimination method during search. By this method, the system estimates the significant Kansei parameters and makes the search more efficient. The system also has a function to eliminate the unselected articles and reduces the size of SOM. Additionally, the system learns the Kansei of individual user from the retrieval results by using neural networks. In evaluation experiments, we took actual painting as article, and confirmed the efficacy of the proposed method.
{"title":"An article retrieval support system that learns user's Kansei","authors":"Yuichi Murakami, Shingo Nakamura, S. Hashimoto","doi":"10.1109/IUSER.2010.5716718","DOIUrl":"https://doi.org/10.1109/IUSER.2010.5716718","url":null,"abstract":"Most of article retrieval systems using retrieval criteria of Kansei words have a gap between user's Kansei and system's Kansei model. Therefore, it is not always easy to retrieve the desired articles efficiently according to the user's preference. This paper proposed a system to retrieve the desired articles quickly and intuitively from the database. To achieve this aim, dimension of the retrieval space is compressed by a torus SOM (Self Organizing Maps), and a user can move in the retrieval space panoramically. A user can also choose an elimination method during search. By this method, the system estimates the significant Kansei parameters and makes the search more efficient. The system also has a function to eliminate the unselected articles and reduces the size of SOM. Additionally, the system learns the Kansei of individual user from the retrieval results by using neural networks. In evaluation experiments, we took actual painting as article, and confirmed the efficacy of the proposed method.","PeriodicalId":431661,"journal":{"name":"2010 International Conference on User Science and Engineering (i-USEr)","volume":"39 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130895982","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}
Pub Date : 2010-10-04DOI: 10.1109/IUSER.2010.5716728
T. Puckdeepun, J. Jaafar, M. Hassan, F. A. Hussin
Recently computers have proved to be great tools for different kinds of collaborative works. The use of computer in integrated learning system poses a challenge when is used to support collaborative learning activities for students while they sit in front of computer screens. Interactive Whiteboard (IWB) technology enhances this challenge by providing a large workspace with multimedia resources. Therefore, this research aimed to compare the efficacy used of computer-based and interactive table-based in face-face collaborative learning environment. As part of an ongoing, an interactive table was developed using a low-cost interactive whiteboard technology. This paper examines how such this technology impacts student's interaction in collaborative activity as compared to computer-based learning. It also included the experiment of IR (infrared) devices (IR pen and IR fingertip) which were used with interactive table. The findings show strength and weakness of both devices which will be beneficial for future interaction technique in IWB technology.
{"title":"Investigating collaborative interaction using interactive table and IR devices","authors":"T. Puckdeepun, J. Jaafar, M. Hassan, F. A. Hussin","doi":"10.1109/IUSER.2010.5716728","DOIUrl":"https://doi.org/10.1109/IUSER.2010.5716728","url":null,"abstract":"Recently computers have proved to be great tools for different kinds of collaborative works. The use of computer in integrated learning system poses a challenge when is used to support collaborative learning activities for students while they sit in front of computer screens. Interactive Whiteboard (IWB) technology enhances this challenge by providing a large workspace with multimedia resources. Therefore, this research aimed to compare the efficacy used of computer-based and interactive table-based in face-face collaborative learning environment. As part of an ongoing, an interactive table was developed using a low-cost interactive whiteboard technology. This paper examines how such this technology impacts student's interaction in collaborative activity as compared to computer-based learning. It also included the experiment of IR (infrared) devices (IR pen and IR fingertip) which were used with interactive table. The findings show strength and weakness of both devices which will be beneficial for future interaction technique in IWB technology.","PeriodicalId":431661,"journal":{"name":"2010 International Conference on User Science and Engineering (i-USEr)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2010-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134333954","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}
Pub Date : 1900-01-01DOI: 10.1109/IUSER.2010.5716747
Hanif Baharin, Ralf Muhlberger
This paper explores the usage of auditory icons in creating the feeling of presence of a remote person in a virtual simulation of domestic life. Auditory icons are the representation of processes or activities using everyday sounds. Presence is defined in this research as ‘the feeling of being with others’. In this research, domestic life is simulated using the game called The Sims. Participants were asked to play the game while being able to hear auditory icons that represent another player who were playing the game in a remote place. In actuality the auditory icons is just a sound loop. A presence questionnaire given to 49 users participating in 2 research trials shows that auditory icons can easily be ignored and thus do not induce a high level of social presence, but when the auditory icons are given attention to, social presence is significantly increased. The results from the trials are also discussed from the perspective of Acoustic Communication Theory, which shows that as the auditory environment becomes saturated with sound objects, people tend to be ‘distracted listeners’. At the time of writing more experiments are being done to study the effects of auditory icons on presence.
{"title":"Hearing but not listening: Auditory icons and presence","authors":"Hanif Baharin, Ralf Muhlberger","doi":"10.1109/IUSER.2010.5716747","DOIUrl":"https://doi.org/10.1109/IUSER.2010.5716747","url":null,"abstract":"This paper explores the usage of auditory icons in creating the feeling of presence of a remote person in a virtual simulation of domestic life. Auditory icons are the representation of processes or activities using everyday sounds. Presence is defined in this research as ‘the feeling of being with others’. In this research, domestic life is simulated using the game called The Sims. Participants were asked to play the game while being able to hear auditory icons that represent another player who were playing the game in a remote place. In actuality the auditory icons is just a sound loop. A presence questionnaire given to 49 users participating in 2 research trials shows that auditory icons can easily be ignored and thus do not induce a high level of social presence, but when the auditory icons are given attention to, social presence is significantly increased. The results from the trials are also discussed from the perspective of Acoustic Communication Theory, which shows that as the auditory environment becomes saturated with sound objects, people tend to be ‘distracted listeners’. At the time of writing more experiments are being done to study the effects of auditory icons on presence.","PeriodicalId":431661,"journal":{"name":"2010 International Conference on User Science and Engineering (i-USEr)","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129865848","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}
Pub Date : 1900-01-01DOI: 10.1109/IUSER.2010.5716713
Romiza Md. Nor, Ralf Muhlberger
Farming community in rural areas are independent and it can be difficult for them to seek help. One of the ways to improve this is to find a remotely accessible solution. This research suggests that when collaborating virtually, the farming community can receive effective advice from experts to facilitate their decision making. Our study proposes characteristics of design that support emotional communication as well as factual information exchange to motivate the user, display empathy and develop understanding in a crisis. User experience design of a computer supported cooperative work (CSCW) system will be applied which incorporates empathy as the key characteristic of the design. This research will be designed based on the user experience of interaction among participants through a collaboration technology which can be more supportive when using empathic communication techniques.
{"title":"Designing to support empathy: Understanding user experience by using a model of interaction in meeting human needs","authors":"Romiza Md. Nor, Ralf Muhlberger","doi":"10.1109/IUSER.2010.5716713","DOIUrl":"https://doi.org/10.1109/IUSER.2010.5716713","url":null,"abstract":"Farming community in rural areas are independent and it can be difficult for them to seek help. One of the ways to improve this is to find a remotely accessible solution. This research suggests that when collaborating virtually, the farming community can receive effective advice from experts to facilitate their decision making. Our study proposes characteristics of design that support emotional communication as well as factual information exchange to motivate the user, display empathy and develop understanding in a crisis. User experience design of a computer supported cooperative work (CSCW) system will be applied which incorporates empathy as the key characteristic of the design. This research will be designed based on the user experience of interaction among participants through a collaboration technology which can be more supportive when using empathic communication techniques.","PeriodicalId":431661,"journal":{"name":"2010 International Conference on User Science and Engineering (i-USEr)","volume":"79 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126037087","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}