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File Search: A Contrast Between Beliefs and Behavior 文件搜索:信念与行为的对比
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-01 DOI: 10.1093/iwc/iwad005
Ofer Bergman;Esther Sher
This study sheds light on the disparities between file search beliefs and as opposed to file search behavior. Using a questionnaire (N = 110), we measured participants’ intuitive beliefs regarding query-based search usage and compared it to well-validated scientific findings. Our participants believed that search is the dominant retrieval strategy; search engine technology strongly increases search usage and will eventually eliminate folder navigation; and that young people search more than older ones. Contrary to these beliefs, research has shown that users prefer folder-based navigation, with search being used only as a last resort for a small minority of retrievals; search engine technology has little effect on search usage or folder organization; folder navigation has deep neuro-cognitive roots and there is a positive correlation between age and search percentage. We then discuss possible reasons for these contrasts and conclude that evidence-based personal information management education should be used to correct these baseless beliefs.
这项研究揭示了文件搜索信念与文件搜索行为之间的差异。使用问卷(N=110),我们测量了参与者对基于查询的搜索使用的直觉信念,并将其与经过充分验证的科学发现进行了比较。我们的参与者认为搜索是主要的检索策略;搜索引擎技术极大地提高了搜索的使用率,并将最终消除文件夹导航;年轻人比老年人搜索得更多。与这些观点相反,研究表明,用户更喜欢基于文件夹的导航,搜索只是少数检索的最后手段;搜索引擎技术对搜索使用或文件夹组织几乎没有影响;文件夹导航有着深刻的神经认知根源,年龄与搜索百分比呈正相关。然后,我们讨论了这些对比的可能原因,并得出结论,应该使用循证的个人信息管理教育来纠正这些毫无根据的信念。
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引用次数: 0
Quantifying the Cost of Web Accessibility Barriers for Blind Users 量化盲人用户无障碍网页障碍的成本
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-02-01 DOI: 10.1093/iwc/iwad004
Meagan Griffith;Brian Wentz;Jonathan Lazar
When a website is not accessible for users with disabilities, there is a cost imposed on that user. This study quantifies the time disparity experienced by blind users when they encounter web accessibility barriers. The resulting data illustrates a significant reason why web accessibility is imperative, by highlighting and measuring the cost of inaccessibility through the lens of the inequity that accessibility barriers place on the time of users with disabilities in both personal and business settings. This data is needed for policymakers who are creating new regulations or statutes, as well as for informing future technical standards for web accessibility.
当残疾用户无法访问某个网站时,会向该用户收取费用。这项研究量化了盲人用户在遇到网络访问障碍时所经历的时间差异。由此产生的数据说明了网络无障碍势在必行的一个重要原因,通过无障碍障碍障碍在个人和商业环境中对残疾用户时间造成的不公平现象来强调和衡量无障碍的成本。这些数据是制定新法规或法规的决策者所需要的,也是为未来网络无障碍技术标准提供信息所需要的。
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引用次数: 0
Using Emotion4Down: Evaluating the Design of a Serious Video Game for Supporting Emotional Awareness with People with Intellectual Disabilities 使用Emotion4Down:评估一款支持智障人士情感意识的严肃电子游戏的设计
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-18 DOI: 10.1093/iwc/iwac044
Marisela Hernández Lara, A. I. Martínez-García, Karina Caro
Down syndrome is considered the most common genetic cause of intellectual disability. People with intellectual disabilities have deficits in intellectual functioning such as attention, reasoning and academic learning. According to the American Association on Intellectual and Developmental Disabilities and the Centers for Disease Control and Prevention, intellectual disability encompasses only a person’s intellectual functioning; however, it can co-exist with other developmental disabilities, such as Down syndrome. People with Down syndrome may have intellectual disabilities in the mild to moderate range. Because of this, they exhibit some cognitive and emotional characteristics of intellectual disability. Among the emotional characteristics of these populations are difficulties in recognizing some emotions, which triggers anxiety and depression problems. The literature proposes using serious video games to support different skills of people with Down syndrome and intellectual disabilities. Some of these works have shown how these serious video games support the development of different skills of these populations. However, they have not been designed to support their emotional awareness. Likewise, technology is aimed at supporting emotion recognition and identification, but most of these have been aimed at other populations, such as people with autism. This paper presents the evaluation process of the design of Emotion4Down: a serious video game to support emotional awareness. We conducted this evaluation in three stages involving people with intellectual disabilities and Down syndrome.
唐氏综合症被认为是智力残疾最常见的遗传原因。智障人士在注意力、推理和学术学习等智力功能方面存在缺陷。根据美国智力与发育障碍协会和疾病控制与预防中心的说法,智力残疾只包括一个人的智力功能;然而,它可以与其他发育障碍共存,如唐氏综合症。患有唐氏综合症的人可能有轻度到中度的智力残疾。正因为如此,他们表现出智力残疾的一些认知和情感特征。这些人群的情绪特征之一是难以识别某些情绪,从而引发焦虑和抑郁问题。文献建议使用严肃的电子游戏来支持患有唐氏综合症和智力残疾的人的不同技能。其中一些研究表明,这些严肃的电子游戏如何支持这些人群不同技能的发展。然而,它们并没有被设计成支持他们的情感意识。同样,技术的目标是支持情感识别和识别,但其中大多数是针对其他人群的,比如自闭症患者。本文介绍了Emotion4Down的设计评估过程,Emotion4Down是一款支持情感意识的严肃电子游戏。我们分三个阶段对智力残疾和唐氏综合症患者进行了评估。
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引用次数: 0
Correction to: Designing in Pandemic Context: Scientific Collaboration through the OpenDesign Platform (published as OpenDesign of Scientific Research in Pandemic Context) 修正:大流行背景下的设计:通过开放设计平台的科学协作(发表于大流行背景下的科学研究开放设计)
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-17 DOI: 10.1093/iwc/iwad007
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引用次数: 1
Design and Evaluation of an Authoring Platform for Therapeutic Digital Games 治疗性数字游戏创作平台的设计与评估
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-11 DOI: 10.1093/iwc/iwac045
K. R. H. Rodrigues, A. E. C. Verhalen, Jonattan Willian da Silva, Tiago Marino Silva, R. Zavarizz, Vânia P. A. Neris, Paula Maia de Souza
Therapeutic digital games aim to support rehabilitation treatments and help patients understand, motivate and persist in therapeutic practices. Although there are several therapeutic digital games available, their development highly depends on the involvement of computer science professionals. This paper’s contribution is about how RUFUS was designed as a platform to provide EUP (End-User Programming) for healthcare professionals. This platform enables these professionals to author digital games aiming at performing therapeutic activities with their patients and/or caregivers. The platform has a web interface for game authoring, currently composed of three different game mechanics, as well as the possibility of viewing interaction reports. It also encompasses a mobile app that displays the games created for patients. Participatory design techniques were used during the design and evaluation of the three games to engage different stakeholders and also empower healthcare providers. A preliminary evaluation of the RUFUS point to an easy-to-use design solution, but which still needs further testing to ensure intuitiveness for users who have no experience with games or with authoring interfaces.
治疗性数字游戏旨在支持康复治疗,帮助患者理解、激励并坚持治疗实践。尽管有一些治疗性的数字游戏可用,但它们的开发高度依赖于计算机科学专业人员的参与。本文的贡献是关于如何将RUFUS设计为为医疗保健专业人员提供EUP(终端用户编程)的平台。该平台使这些专业人员能够编写旨在与患者和/或护理人员进行治疗活动的数字游戏。该平台有一个用于游戏创作的网页界面,目前由三种不同的游戏机制组成,以及查看交互报告的可能性。它还包含一个移动应用程序,可以显示为患者设计的游戏。在设计和评估这三个游戏的过程中使用了参与式设计技术,以吸引不同的利益相关者,并赋予医疗保健提供者权力。对RUFUS的初步评估指向一个易于使用的设计解决方案,但仍需要进一步的测试,以确保对没有游戏或编写界面经验的用户具有直观性。
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引用次数: 0
Let's Work Together! Wikipedia Language Communities' Attempts to Represent Events Worldwide 让我们一起努力!维基百科语言社群试图代表世界范围内的事件
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwac033
Ang Li, Rosta Farzan, Claudia A. López
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引用次数: 0
Information Visualization Dashboard to Proctor Test-Takers During an Online Language Proficiency Test 信息可视化仪表板的监考考生在在线语言能力测试
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwac043
José-Guillermo Hernández-Calderón, Valeria Soto-Mendoza, L. G. Montané-Jiménez, Marion Alain Meunier Colula, Janeth Tello-Carrillo
As a result of the COVID-19 pandemic, the learning and evaluation processes have been moved to an online modality to keep social distance and reduce the spreading of the virus. The strategies implemented for assessment and proctoring in this online remote teaching and assessment emergency are no exception when proctoring test-takers. This problem is addressed from a practical context of study: the English Language Proficiency Tests of a University in southeast Mexico. Considering an iterative user-centered mixed methodology, a set of dashboards was designed, implemented and evaluated to visualize the information generated by test-takers during the administration process. An increase in the Usability of the dashboards is observed in all heuristic categories, with visual design being greater. The use of the mixed methodology and the constant user feedback during the process helped us to reduce development time compared with other works found in the literature. Moreover, it is possible to use the proposed dashboards in other application domains like medicine, or care facilities where user activity monitoring is needed to make informed decisions. categoryHuman-centered computing;Information visualization
由于COVID-19大流行,学习和评估过程已转向在线模式,以保持社交距离,减少病毒的传播。在这次网络远程教学和评估紧急事件中实施的评估和监考策略在监考考生时也不例外。本文以墨西哥东南部一所大学的英语语言能力测试为例,探讨了这一问题。考虑到迭代的以用户为中心的混合方法,设计、实现和评估了一组仪表板,以可视化考生在管理过程中生成的信息。仪表板的可用性在所有启发式类别中都有所提高,其中视觉设计的提高幅度更大。与文献中发现的其他作品相比,混合方法的使用和过程中不断的用户反馈帮助我们减少了开发时间。此外,建议的仪表板还可以用于其他应用领域,如医疗或护理设施,在这些领域中需要对用户活动进行监控以做出明智的决策。以人为本的计算;信息可视化
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引用次数: 0
Older Adults' Concurrent and Retrospective Think-Aloud Verbalizations for Identifying User Experience Problems of VR Games 识别VR游戏用户体验问题的老年人并发和回顾性有声思考语言
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwac039
Mingming Fan;Vinita Tibdewal;Qiwen Zhao;Lizhou Cao;Chao Peng;Runxuan Shu;Yujia Shan
While virtual reality (VR) games are beneficial for older adults to improve their physical functions and cognitive abilities, VR research often does not include older adults. Our review of the proceedings of major HCI conferences (i.e. ASSETS, CHI, CHI PLAY, CSCW and DIS) between 2016 and 2020 shows that only three out of 352 VR-related papers involved older adults. Consequently, older adults tend to encounter user experience (UX) problems with VR. One common way to identify UX problems is to conduct usability testing with think-aloud (TA) protocols. As VR games tend to be perceptually and physically demanding, older adults might need to allocate more resources to VR content and interaction and thus have fewer resources for thinking aloud. This raises the question of whether TA protocols are still a viable approach to detecting UX problems of VR games for older adult participants. To answer this question, we conducted usability testing with older adults who played two common types of VR games (i.e. the exergame and experience game) using concurrent and retrospective TA protocols (i.e. CTA and RTA), which are widely used in the industry. We analyzed participants' TA verbalizations and uncovered how different categories of verbalizations indicate UX problems. We further show how older adults perceived the effects of thinking aloud on their game experiences in two TA protocols and offer design implications.
虽然虚拟现实游戏有利于老年人提高身体功能和认知能力,但虚拟现实研究通常不包括老年人。我们对2016年至2020年间主要HCI会议(即ASSETS、CHI、CHI PLAY、CSCW和DIS)的会议记录的审查显示,352篇VR相关论文中只有三篇涉及老年人。因此,老年人往往会遇到VR的用户体验(UX)问题。识别用户体验问题的一种常见方法是使用大声思考(TA)协议进行可用性测试。由于虚拟现实游戏往往对感知和身体要求很高,老年人可能需要为虚拟现实内容和互动分配更多的资源,因此大声思考的资源更少。这就提出了一个问题,即TA协议是否仍然是检测老年参与者VR游戏用户体验问题的可行方法。为了回答这个问题,我们对老年人进行了可用性测试,他们使用行业中广泛使用的并发和回顾性TA协议(即CTA和RTA)玩了两种常见类型的VR游戏(即练习游戏和体验游戏)。我们分析了参与者的TA言语,并揭示了不同类别的言语如何表明用户体验问题。我们进一步展示了老年人如何在两个TA协议中感知大声思考对他们游戏体验的影响,并提供了设计启示。
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引用次数: 1
Buttons, Devices, and Adults: How Preschool Children Designed an IoT Programming Tool 按钮、设备和成人:学龄前儿童如何设计物联网编程工具
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwad037
B. S. Neto, Carla Rodriguez, Vânia P. A. Neris
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引用次数: 0
UbiAccess: an Instrument to Assess System Access in Ubiquitous Scenarios 泛在场景下评估系统访问的工具
IF 1.3 4区 计算机科学 Q3 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2023-01-01 DOI: 10.1093/iwc/iwac029
J. Pimenta, E. Duarte, M. Baranauskas, C. B. Medeiros
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引用次数: 1
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Interacting with Computers
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