Proceedings of the XVI International Conference on Human Computer Interaction最新文献

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The Thin Red Line Between Usability and User Experiences 可用性和用户体验之间的红线
Proceedings of the XVI International Conference on Human Computer Interaction Pub Date : 2015-09-07 DOI: 10.1145/2829875.2829915
Yuliana Vanesa Puerta Cruz, C. Collazos, T. Granollers
{"title":"The Thin Red Line Between Usability and User Experiences","authors":"Yuliana Vanesa Puerta Cruz, C. Collazos, T. Granollers","doi":"10.1145/2829875.2829915","DOIUrl":"https://doi.org/10.1145/2829875.2829915","url":null,"abstract":"This paper intends to debate about two often-used terms in the field of designing interactive systems: Usability and User Experience (UX). The need comes from observing (in a non-empirical way) that both software and interface design industries, and even academia, use such terms interchangeably, without knowing clearly their exact meaning, according to the \"current fad\". To gain empirical knowledge about these terms and their use, we studied the existing literature and conducted a survey to obtain first-hand information, coming from the different actors involved with User Centered Design (UCD) and Human Computer Interaction (HCI) in general. The main motivation for this paper is to verify if current UCD approaches are enough and adequate for the development of both usable and high-grade UX systems.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"102 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133628916","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: 6
Guidelines to Design Playful Multi-Device Environments Based on Tangible Interaction 基于有形交互设计有趣的多设备环境的指南
Proceedings of the XVI International Conference on Human Computer Interaction Pub Date : 2015-09-07 DOI: 10.1145/2829875.2829933
Elena de la Guía, M. Lozano, V. Penichet, L. Orozco-Barbosa, Vicente López
{"title":"Guidelines to Design Playful Multi-Device Environments Based on Tangible Interaction","authors":"Elena de la Guía, M. Lozano, V. Penichet, L. Orozco-Barbosa, Vicente López","doi":"10.1145/2829875.2829933","DOIUrl":"https://doi.org/10.1145/2829875.2829933","url":null,"abstract":"Ubiquitous computing involves computers and technology that blend seamlessly into day to day living. In this way, the real and digital worlds have joined, offering interaction mechanisms which are more natural and tangible. However, the diversity of end-users has increased, that is, end-users have a wide range of skills, knowledge, disabilities, literacy, and so on. The first challenge is how the designer distributes the interfaces/information around the environment without overwhelming the user. The second is how to motivate and guide the user around the MDE (Multi-Device Environment) without distracting attention away from the task or the main objective. Taking into account that Tangible Interaction is more familiar and easier to learn for users without prior technology experience, we have developed and evaluated four prototypes. They are based on MDE games and Distributed and Tangible User Interfaces. Interfaces are distributed on devices and objects which offer tangible interaction with the user (with smart objects). After assessing the prototypes, 8 guidelines have been proposed based on the lessons learned. The aim is to provide a guide to design and to investigate Multi-Device Environments based on tangible interaction. 8 guidelines have been detailed in order to contribute to the design of the three interrelated elements: 1. real/space/interface distribution; 2. multi-user/collaborative tasks; 3. motivation/engagement interaction.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133758979","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: 1
User Interaction with Offline Web Applications: a Case Study 用户与离线Web应用程序的交互:一个案例研究
Proceedings of the XVI International Conference on Human Computer Interaction Pub Date : 2015-09-07 DOI: 10.1145/2829875.2829890
Félix Albertos Marco, V. Penichet, J. A. Gallud
{"title":"User Interaction with Offline Web Applications: a Case Study","authors":"Félix Albertos Marco, V. Penichet, J. A. Gallud","doi":"10.1145/2829875.2829890","DOIUrl":"https://doi.org/10.1145/2829875.2829890","url":null,"abstract":"User interaction with web applications has changed considerably over the last decade. Technological advances allow users to be more than mere information consumers. Users now produce most of the information on the World Wide Web. Most of the interaction and information management with web applications is carried out on the client side, in the local browser. However, there is not always connectivity with the web platform. Several factors prevent users from connecting with remote servers: rural areas, natural disasters or situations without coverage. These situations, among others, motivated the creation and use of offline or disconnected web applications. The present work takes an in-depth look at the problems of using existent web applications in offline scenarios. To that end, the offline proxy is introduced. Then, a test is conducted to perform a preliminary evaluation of how user interaction changes with offline web interfaces. The final objective is to understand and to improve user interaction in offline scenarios with web applications.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133138984","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: 1
EMG-based biofeedback tool for augmenting manual fabrication and improved exchange of empirical knowledge 基于肌电图的生物反馈工具,用于增强手工制作和改进经验知识的交流
Proceedings of the XVI International Conference on Human Computer Interaction Pub Date : 2015-09-07 DOI: 10.1145/2829875.2829932
Guillermo Bernal, Dishaan Ahuja, F. Casalegno
{"title":"EMG-based biofeedback tool for augmenting manual fabrication and improved exchange of empirical knowledge","authors":"Guillermo Bernal, Dishaan Ahuja, F. Casalegno","doi":"10.1145/2829875.2829932","DOIUrl":"https://doi.org/10.1145/2829875.2829932","url":null,"abstract":"It can be time-consuming and frustrating to acquire any new skill, and for one that relies on muscle memory developed through observation and repetition it may require hours of supervised training to reach even minimal proficiency. This paper explores whether real-time feedback that compares data from bio-signals and physical movements of a novice learner and an expert can shorten the learning process via a wearable device. These signals include measurements of muscle activity using electromyography (EMG) and from sensors that include accelerometers, gyroscopes, and magnetometers. The signals are in the form of sets of illuminated RGB LEDs; the learner receives instantaneous performance evaluation that enables immediate realization of an error and allows for rapid and easy adjustment of movement. Preliminary tests using the wearable device in pottery making show effectiveness at aiding students to master movements more quickly than on average. Hence, the wearable device aids the user in acquiring muscle memory.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130764230","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
The importance of emotions in the interactive stories design 情感在互动故事设计中的重要性
Proceedings of the XVI International Conference on Human Computer Interaction Pub Date : 2015-09-07 DOI: 10.1145/2829875.2829906
J. R. López-Arcos, F. G. Vela, N. Zea, P. Paderewski, Noemí Marta Fuentes García
{"title":"The importance of emotions in the interactive stories design","authors":"J. R. López-Arcos, F. G. Vela, N. Zea, P. Paderewski, Noemí Marta Fuentes García","doi":"10.1145/2829875.2829906","DOIUrl":"https://doi.org/10.1145/2829875.2829906","url":null,"abstract":"Video games benefit from the power of narrative to make the user feel immersed in the virtual world that they offer. The different context switches within the range of game mechanics can be justified by these stories. This keeps the motivation through immersion and favors, therefore, teaching through games. The required link for taking the receiver of the story involved with the characters is achieved thanks to the emotions that are transmitted in the story. The design of video games stories is complex due to its interactive nature. In this paper, we expose the basis of our proposal to design and evaluate these interactive stories and include them in a game, paying particular attention to the evaluation of emotions contained therein.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"112 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124831822","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: 0
Evaluating the usability and use efficiency of a desktop vs tablet version of one application 评估一个应用程序的桌面版本和平板版本的可用性和使用效率
Proceedings of the XVI International Conference on Human Computer Interaction Pub Date : 2015-09-07 DOI: 10.1145/2829875.2829917
J. P. Moreno, A. P. Benavent, Federico Botella
{"title":"Evaluating the usability and use efficiency of a desktop vs tablet version of one application","authors":"J. P. Moreno, A. P. Benavent, Federico Botella","doi":"10.1145/2829875.2829917","DOIUrl":"https://doi.org/10.1145/2829875.2829917","url":null,"abstract":"The process of design and creating software products is shifting day by day to mobile devices. But what happens when the user must perform complex tasks with mobile applications, such as managing a small or medium business. Is it really usable and efficient a mobile application to manage a company? In this paper we conducted a study to measure the efficiency and perceived usability of a desktop application, facing the results to those obtained in a study of the tablet version of the same application. This way, we have obtained an efficiency ratio of a desktop application regarding to its respective tablet version, which may be relevant for the development of future mobile or desktop applications.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121937879","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
Including multi-stroke gesture-based interaction in user interfaces using a model-driven method 包括使用模型驱动方法在用户界面中基于多笔画手势的交互
Proceedings of the XVI International Conference on Human Computer Interaction Pub Date : 2015-09-07 DOI: 10.1145/2829875.2829931
Otto Parra Gonzalez, Sergio España, Ó. Pastor
{"title":"Including multi-stroke gesture-based interaction in user interfaces using a model-driven method","authors":"Otto Parra Gonzalez, Sergio España, Ó. Pastor","doi":"10.1145/2829875.2829931","DOIUrl":"https://doi.org/10.1145/2829875.2829931","url":null,"abstract":"Technological advances in touch-based devices now allow users to interact with information systems in new ways, being gesture-based interaction a popular new kid on the block. Many daily tasks can be performed on mobile devices and desktop computers by applying multi-stroke gestures. Scaling up this type of interaction to bigger information systems and software tools entails difficulties, such as the fact that gesture definitions are platform-specific and this interaction is often hard-coded in the source code and hinders their analysis, validation and reuse. In an attempt to solve this problem, we here propose gestUI, a model-driven approach to the multi-stroke gesture-based user interface development. This system allows modelling gestures, automatically generating gesture catalogues for different gesture-recognition platforms, and user-testing the gestures. A model transformation automatically generates the user interface components that support this type of interaction for desktop applications (further transformations are under development). We applied our proposal to two cases: a form-based information system and a CASE tool. We include details of the underlying software technology in order to pave the way for other research endeavours in this area.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127857243","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: 6
InclineType: An Accelerometer-based Typing Approach for Smartwatches 基于加速计的智能手表输入方法
Proceedings of the XVI International Conference on Human Computer Interaction Pub Date : 2015-09-07 DOI: 10.1145/2829875.2829929
T. Götzelmann, Pere-Pau Vázquez
{"title":"InclineType: An Accelerometer-based Typing Approach for Smartwatches","authors":"T. Götzelmann, Pere-Pau Vázquez","doi":"10.1145/2829875.2829929","DOIUrl":"https://doi.org/10.1145/2829875.2829929","url":null,"abstract":"Small mobile devices such as smartwatches are a rapidly growing market. However, they share the issue of limited input and output space which could impede the success of these devices in future. Hence, suitable alternatives to the concepts and metaphors known from smartphones have to be found. In this paper we present InclineType a tilt-based keyboard input that uses a 3-axis accelerometer for smartwatches. The user may directly select letters by moving his/her wrist and enters them by tapping on the touchscreen. Thanks to the distribution of the letters on the edges of the screen, the keyboard dedicates a low amount of space in the smartwatch. In order to optimize the user input our concept proposes multiple techniques to stabilize the user interaction. Finally, a user study shows that users get familiar with this technique with almost no previous training, reaching speeds of about 6 wpm in average.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129893834","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: 17
Building a unified repository of interaction patterns 构建交互模式的统一存储库
Proceedings of the XVI International Conference on Human Computer Interaction Pub Date : 2015-09-07 DOI: 10.1145/2829875.2829928
Alfons Palacios, Roberto García, Marta Oliva, T. Granollers
{"title":"Building a unified repository of interaction patterns","authors":"Alfons Palacios, Roberto García, Marta Oliva, T. Granollers","doi":"10.1145/2829875.2829928","DOIUrl":"https://doi.org/10.1145/2829875.2829928","url":null,"abstract":"In recent years there have been many proposals of lists of interaction patterns applicable to the design and development of web interfaces. Many of the patterns proposed in different lists are the same, perhaps with different names and different examples. Our purpose is to join these lists in a unified repository. This requires formalizing the definition of interaction patterns to make them comparable, facilitate their classification or recommend them automatically based on a characterization of user needs, interaction context, etc. In parallel, Web applications using Semantic Web technologies are starting to proliferate. This implies in many cases a paradigm shift for user interaction that requires questioning which are the more appropriate end user tasks, starting from \"traditional\" Web interaction tasks but taking into account that they might change or raise new tasks. A good characterization of these tasks is then the starting point to explore what patterns can be used to implement them. To facilitate this process, we have built a unified repository of interaction patterns classified by Semantic Web end-user tasks. We have built this repository using Semantic Web technologies.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123058963","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: 0
ECUSI: a software tool that supports the Usability Collaborative Evaluation of Interactive Systems ECUSI:一个支持交互式系统可用性协同评估的软件工具
Proceedings of the XVI International Conference on Human Computer Interaction Pub Date : 2015-09-07 DOI: 10.1145/2829875.2829911
Andrés F. Solano, J. C. Cerón, C. Collazos, H. Fardoun, J. Arciniegas
{"title":"ECUSI: a software tool that supports the Usability Collaborative Evaluation of Interactive Systems","authors":"Andrés F. Solano, J. C. Cerón, C. Collazos, H. Fardoun, J. Arciniegas","doi":"10.1145/2829875.2829911","DOIUrl":"https://doi.org/10.1145/2829875.2829911","url":null,"abstract":"Usability is a fundamental characteristic for the success of an interactive system. It is a concept that includes a set of metrics and methods for users to obtain easy-to-use and easy-to-learn systems. On the one hand, Usability Evaluation Methods - UEM are quite diverse, and for that reason the selection of a method, or combination of methods, to evaluate the usability of an interactive system is not a simple task. On the other hand, the literature provides descriptions about the usability evaluation process. In that sense, this paper presents the software tool called ECUSI - Usability Collaborative Evaluation of Interactive Systems, which aims to support the implementation of activities that make a set of UEM. ECUSI is intended to be helpful for usability evaluators of interactive software systems.","PeriodicalId":137603,"journal":{"name":"Proceedings of the XVI International Conference on Human Computer Interaction","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-09-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132849537","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
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