A. Lokman, Alfariz Mohd Mustafa, Mohd Firdauz Mohd Fathir, Abd Rasid Abd Rahman
{"title":"Avatar warrior: A Kansei analysis","authors":"A. Lokman, Alfariz Mohd Mustafa, Mohd Firdauz Mohd Fathir, Abd Rasid Abd Rahman","doi":"10.1109/IUSER.2014.7002671","DOIUrl":"https://doi.org/10.1109/IUSER.2014.7002671","url":null,"abstract":"Video games have increasingly being deliberated as a propaganda tool to influence people with regards to some targeted matters. Design of game's character plays an important role for such objectives. While many studies on online games have explored the relationship between users and their avatars, no research has investigated design requirements of avatars based on users' emotional responses. This study hence is targeted at exploring user's emotional responses to the game avatar, and to determine design characteristics of online game avatar that can be used to embed targeted influential design concept. The study adopted Kansei Engineering methodology due to its ability to investigate emotional responses and determine significant design characteristics that influence the emotional responses. In the evaluation procedure, thirty subjects evaluated twenty-seven game avatars and multivariate analysis was performed to hypothetically conceptualize Kansei in avatar design, and determine relationships between emotional responses and the design characteristics. The result shows that trustworthy & intelligent, adventure, confident, cool, disciplined, mysterious and loyal are the influential concept for avatar. This study has also determined design characteristics that influence the concept., which lead to the formulation of design clue to develop new avatar that matches user's emotion. Game and avatar designers can benefit from the clue to strategize future avatar design that could assist them to influence garners.","PeriodicalId":136616,"journal":{"name":"2014 3rd International Conference on User Science and Engineering (i-USEr)","volume":"127 8","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113996852","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}
{"title":"Player's attention and meditation level of input devices on mobile gaming","authors":"Kimberly Chu, Chui Yin Wong","doi":"10.1109/IUSER.2014.7002669","DOIUrl":"https://doi.org/10.1109/IUSER.2014.7002669","url":null,"abstract":"In the recent research studies, Brain-Computer Interaction is considered a new research opportunity and novel way to interact with the game player in gaming and entertainment sector. There has been little academic research on players' attention and meditation with mobile input gaming devices. The research focuses on mobile interaction input for mobile games with the aim of study to examine how attention (e.g. focus, concentration) and meditation (e.g. calmness, stress) differs between mobile inputs. By comparing attention and meditation levels of players across mobile input, the research plans to achieve this by extracting information from mobile players using low cost electroencephalography headset to understand mobile input interaction and measure emotional states of users interacting with the mobile platform. Results showed that players have lower attention level on hard key than soft key while hard key meditation level is higher than soft key.","PeriodicalId":136616,"journal":{"name":"2014 3rd International Conference on User Science and Engineering (i-USEr)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114985364","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}
Mohammad Bakri Che Haron, A. Lokman, Siti Zaleha Zainal Abidin, Noor Elaiza Abd Khalid
{"title":"Natphoric computer-aided Kansei Engineering system","authors":"Mohammad Bakri Che Haron, A. Lokman, Siti Zaleha Zainal Abidin, Noor Elaiza Abd Khalid","doi":"10.1109/IUSER.2014.7002674","DOIUrl":"https://doi.org/10.1109/IUSER.2014.7002674","url":null,"abstract":"Sophisticated consumers and highly competitive environment has forced designers and manufacturers to realize the importance of consumer emotion in creative product design. Kansei Engineering (KE) is a technology that enables discovery of consumer's emotions when interacting with a product and use them to formulate a guide in designing products that can win consumers in a competitive market. However, there are not many Kansei experts in the world today and there is no rule of thumb or specific manual for the process. This research proposes a computer-aided Natphoric Kansei Engineering system that will aid users in the process. The system incorporated step-by-step technique of KE type 1 and automate word classification process that usually requires expertise in KE. Result of the system is compared with the one which is done by an expert. From the result, it is shown that the system is able to provide similar output. The system will benefit the product inventors and designers, especially in Malaysia, where there is in need of a good design method to produce innovative product.","PeriodicalId":136616,"journal":{"name":"2014 3rd International Conference on User Science and Engineering (i-USEr)","volume":"103 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124207098","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}
Iyad Abu Doush, Faisal Alkhateeb, A. Al Raoof' Bsoul
{"title":"Semi-automatic generation of Arabic digital talking books","authors":"Iyad Abu Doush, Faisal Alkhateeb, A. Al Raoof' Bsoul","doi":"10.1109/IUSER.2014.7002709","DOIUrl":"https://doi.org/10.1109/IUSER.2014.7002709","url":null,"abstract":"A very small percentage of books are available in accessible format for people with print disabilities (e.g., people with visual impairment and people with learning disabilities). The authors and publishers of e-books usually do not include certain features to make the e-book accessible. Digital talking books are electronic documents encoded in DAISY format. The purpose of this format is to provide access-for-all to digital information. This paper presents a framework for semiautomatic building of DAISY digital talking books for the Arabic language. The presented framework include: image-to-text converter, context-injector, text-to-audio-generator, and DAISY generator.","PeriodicalId":136616,"journal":{"name":"2014 3rd International Conference on User Science and Engineering (i-USEr)","volume":"428 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116007955","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}
{"title":"Single case research method to understand user experience in online stock braking","authors":"A. M. Ibrahim, Haliyana Khalid","doi":"10.1109/IUSER.2014.7002680","DOIUrl":"https://doi.org/10.1109/IUSER.2014.7002680","url":null,"abstract":"A single-case research method was chosen to explore further the user experience in online stock trading. This research focuses on part-time online stockbrokers. The study discusses the experiences of traders when conducting online stock trading and links it with the attributes of the user experience. The results of the study highlight that a significantly positive experience when executing online stock trading will influence users to use online stock trading in the future. It is envisaged that the discussion of the results and user experience attributes will enrich the knowledge of the online stock trading system, as well as the design of large-scale Web sites where effective and efficient system usage in relation to locating information is key to user success.","PeriodicalId":136616,"journal":{"name":"2014 3rd International Conference on User Science and Engineering (i-USEr)","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126641461","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}
Syed Ghayas, Suziah Sulairnan, J. Jaafar, Saipunidzam Mahammad
{"title":"Motivational scaffolding: Tackling the challenges of using mobile applications","authors":"Syed Ghayas, Suziah Sulairnan, J. Jaafar, Saipunidzam Mahammad","doi":"10.1109/IUSER.2014.7002675","DOIUrl":"https://doi.org/10.1109/IUSER.2014.7002675","url":null,"abstract":"Mobile phones offer benefits to various age group users in supporting their continuous learning. However, despite such advantages, users still have difficulties learning mobile phone applications interfaces. In the paper we investigate different methods used by two groups of mobile phone users, namely the younger and older groups, to improve their learnability. We examine the errors made by both user groups while working with android mobile phones application interfaces. The results revealed that learning from others with step by step instruction method when interacting with the mobile phones is very popular among the older adults. On the other hand, the younger users preferred learning online and using application help option. We discuss the implications of such preferences to designing future mobile phones application interfaces that motivate self-learning.","PeriodicalId":136616,"journal":{"name":"2014 3rd International Conference on User Science and Engineering (i-USEr)","volume":"257 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134098401","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}
{"title":"Usability evaluation of academic websites using automated tools","authors":"Solomon Adelowo Adepoju, I. S. Shehu","doi":"10.1109/IUSER.2014.7002700","DOIUrl":"https://doi.org/10.1109/IUSER.2014.7002700","url":null,"abstract":"In a bid to reposition the universities in Nigeria, the management of various universities in the country has been embarking on various technology innovations aimed at increasing and improving the web presence of their institutions. This involves re-designing of websites using the latest state of the art technology so as to improve its usability. This research was conducted in order to know the usability level via accessibility evaluation of the federal universities in Nigeria. The automated tools used are Web Accessibility checker, HERA and WAVE. The tools inspected the conformity of the websites with Web Content Accessibility Guidelines (WCAG 1.0 and 2.0) by reporting violations in forms of errors and problems. Results show that all the websites have a number of accessibility errors hence they are not in total compliance with WCAG. Recommendations for improvement on the websites are included.","PeriodicalId":136616,"journal":{"name":"2014 3rd International Conference on User Science and Engineering (i-USEr)","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127447987","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}
{"title":"Web readability for students with Dyslexia: Malaysian case study","authors":"Siti Nur Saidah Sarpudin, Suzana Zambri","doi":"10.1109/IUSER.2014.7002701","DOIUrl":"https://doi.org/10.1109/IUSER.2014.7002701","url":null,"abstract":"Dyslexia is a specific reading disability in word recognition, spelling and decoding. Students with Dyslexia require special adjustments to the text and text environment to be able to read better. Current studies have shown that many assistive technologies such as software application and other tools are available in aiding Dyslexia's student in reading. However, websites that support Dyslexia's student in reading are very minimal. This discourages Dyslexia's student to use the Internet. Therefore there is a need to identify user-interface requirements for web readability for students with Dyslexia. The requirements are font style, font size, font color, background color and spacing. This is in line with result from several interviews conducted among educators in Dyslexia Titiwangsa Centre. By using the user-interface requirements, the researcher developed a prototype of web readability for students with mild stage of Dyslexia using Cascade Style Sheet (CSS). The reading ability of the Dyslexia's students in Dyslexia Titiwangsa Centre was tested on the prototype. The results showed that the Dyslexia's students were able to read better and easier when using built-in user-interface requirements in the website.","PeriodicalId":136616,"journal":{"name":"2014 3rd International Conference on User Science and Engineering (i-USEr)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122132634","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}
N. Abdollah, A. Sivaji, Soo Shi Tzuaan, Zulkifle Md Nor, Chuan Ngip Khean, Sanjay Woodhull, Thirunavuukarasuu Arumugam
{"title":"Formative usability evaluation of a web-based lecture capture & learning management solution","authors":"N. Abdollah, A. Sivaji, Soo Shi Tzuaan, Zulkifle Md Nor, Chuan Ngip Khean, Sanjay Woodhull, Thirunavuukarasuu Arumugam","doi":"10.1109/IUSER.2014.7002691","DOIUrl":"https://doi.org/10.1109/IUSER.2014.7002691","url":null,"abstract":"Lecture capture technology and learning management solution has in recent years played a key role in smart education. Lecture capture can be simplified as a set of technologies that digitally record what takes place during lecture sessions in classrooms, and can be made available for review to students and lecturers on computers or other smart devices. It may vary in several aspects; cost, infrastructure, technical support and expertise such as manual capture of audio/video or fully automated and many more. While capturing and sharing lecture sessions seem particularly useful, the usability aspects of the application remain crucial to provide a positive and beneficial experience to users at large. This paper will discuss on the formative usability evaluation of EduPrez; a learning management solution which is seamlessly integrated with lecture capture tool. Formative evaluation was conducted to discover problems end-user potentially encounter and fix them. Information collected using heuristic evaluation and cognitive walkthrough techniques have been useful to elicit several usability issues to improve EduPrez while in design and development stage.","PeriodicalId":136616,"journal":{"name":"2014 3rd International Conference on User Science and Engineering (i-USEr)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125757645","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}
{"title":"Using mobile game application to teach children with Autism Spectrum Disorder (ASD) multiple cues responding: A pilot study","authors":"Sara Reisi Dehkordi, R. M. Rias","doi":"10.1109/IUSER.2014.7002705","DOIUrl":"https://doi.org/10.1109/IUSER.2014.7002705","url":null,"abstract":"The ability to respond to concurrent multiple cues is one of the common challenges faced by children with Autism Spectrum Disorders (ASD). This pilot study observed the efficacy of the application tool “Go-Go-Games” (in the iOS platform), which was designed to teach a skill known as multiple cues responding to children with ASD. This study was conducted upon six children with ASD. This research focused on applying the tool on children with ASD to observe the positive effect of the “Go Go Games” application on the selected participants. An observation with the aim to test the students' response based on the levels achieved in the game was conducted. The results indicated that this application might be an effective technology for helping children with ASD.","PeriodicalId":136616,"journal":{"name":"2014 3rd International Conference on User Science and Engineering (i-USEr)","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2014-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130915612","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}