{"title":"Evaluating Children's User Experience (UX) Towards Mobile Application: the Fantasy Land Prototype","authors":"K. Mispa, E. Mansor, A. Kamaruddin","doi":"10.1145/3328243.3328250","DOIUrl":"https://doi.org/10.1145/3328243.3328250","url":null,"abstract":"This paper presents the experience and results aimed at evaluating user experience (UX) of children while interacting with a mobile application prototype, named Fantasy Land. The goal was to investigate the children's acceptance and enjoyment experience as well as to find out the suitability of such evaluation conducted with children. The first author who is also the main experimenter in this study took around 3 weeks to complete the study sessions that involved 18 children who were recruited from a selected school as well as among friends and family members. A set of questionnaire known as user experience questionnaire (UEQ) was adapted in performing the evaluation and gathered feedback was analyzed quantitatively in the efforts of presenting the results. The results of evaluation using UEQ demonstrated that the children had an average experience interacting with the prototype and contents in UEQ were practicable for children as they were able to answer the questions that being asked to them.","PeriodicalId":206416,"journal":{"name":"Proceedings of the 5th International ACM In-Cooperation HCI and UX Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122100583","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":"Levelling, Nudging, and Easing: Inspirational Design Patterns For Supporting New Encounters","authors":"Robb Mitchell","doi":"10.1145/3328243.3328258","DOIUrl":"https://doi.org/10.1145/3328243.3328258","url":null,"abstract":"Social and collaborative benefits are a major motivator for developing tangible and embodied interaction, but if, how, and why such approaches may successfully facilitate collocated encounters between strangers is not well established. We have been conducting an iterative, and participatory design space review of diverse design examples that may help foster social icebreaking in urban settings. Qualitative data was collected through workshops and group sessions, analysed thematically and compared against insights from social science literature. As a result, clusters of diverse design examples were connected with explanations of specific difficulties with initiating new encounters that they might support. In this paper, we focus on how different aspects of the distances between people may impede new encounters. We contribute three inspirational design patterns that offer strategies to make social interaction more likely through enabling, encouraging or excusing people to move closer together. These articulations of possible approaches for increasing conviviality may broaden the repertoire of developers concerned with social settings and collaboration.","PeriodicalId":206416,"journal":{"name":"Proceedings of the 5th International ACM In-Cooperation HCI and UX Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130242597","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}
Nurul Fathihin Mohd Noor Shah, Masitah Ghazali, Nur Zuraifah, Syazrah Othman
{"title":"An Observational Study for Developing Digital Technology in the Museum","authors":"Nurul Fathihin Mohd Noor Shah, Masitah Ghazali, Nur Zuraifah, Syazrah Othman","doi":"10.1145/3328243.3328264","DOIUrl":"https://doi.org/10.1145/3328243.3328264","url":null,"abstract":"This study aims to understand the behaviour of visitors of the Negeri Sembilan State Museum, Malaysia based on visitor demographic information and activity patterns. 30 volunteers were observed during their visit to investigate how they interact with tangible objects that are exhibited in the museum space. All participants were never exposed to any digital technologies in the museum before. A qualitative approach was adopted where an evaluation toolkit for museum practitioners and observation framework was used for data collection. Our findings indicated that dioramas received much more attention from the participants than the artefacts and labels display. This pointed to the inadequacy of the exhibition style where it did not capture nor attract the participants to stop, interact or obtain information from the artefacts. The gap may be filled in by the usage of digital technology in museum exhibitions as it has the potential of providing interactive features that would attract visitors and create engagement with the artefacts in the museum.","PeriodicalId":206416,"journal":{"name":"Proceedings of the 5th International ACM In-Cooperation HCI and UX Conference","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131465077","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":"Age Differences in Menu Item Selection for Smartphone: The Effects of Icon Background Colors and Icon Symbols","authors":"L. Punchoojit, Nuttanont Hongwarittorrn","doi":"10.1145/3328243.3328251","DOIUrl":"https://doi.org/10.1145/3328243.3328251","url":null,"abstract":"Previous research found that icon background colors and symbols influenced menu selection time. However, the previous research did not consider non-generic users; especially, children and older adult users that have gathered momentum. Literature highlights the age-related differences in various dimensions, and how they are related to technology use. The purpose of the present study is to extend the previous research on the influence of icon background colors and symbols [1], by examining the age-related difference in smartphone menu item selection task, with the manipulation of icon background colors and icon symbols. A three-way ANOVA indicated that there are significant main effects of age group, background colors, and icon symbols, as well as high-order effects of the three variables.","PeriodicalId":206416,"journal":{"name":"Proceedings of the 5th International ACM In-Cooperation HCI and UX Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128941519","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":"Towards humane digitization: a wellbeing-driven process of personas creation","authors":"Irawan Nurhas, J. Pawlowski, Stefan Geisler","doi":"10.1145/3328243.3328247","DOIUrl":"https://doi.org/10.1145/3328243.3328247","url":null,"abstract":"Digital transformation is a process of digitizing the working and living environment in which people are at the center of digitization. In this paper, we present a personas-based guideline for system developers on how the humanization of digital transformation integrates into the design process. The proposed guideline uses the positive personas from the beginning as a basis for the transformation of the working environment into the digital form. We used the literature research as a preliminary study for the process of wellbeing-driven digital transformation design, consisting of questions for structuring the required information in the positive personas as well as a potential method that could be integrated into the wellbeing-based design process.","PeriodicalId":206416,"journal":{"name":"Proceedings of the 5th International ACM In-Cooperation HCI and UX Conference","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123859680","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":"A Preliminary Study to Evaluate Graphical Passwords for Older Adults","authors":"Paranya Jittibumrungrak, Nuttanont Hongwarittorrn","doi":"10.1145/3328243.3328255","DOIUrl":"https://doi.org/10.1145/3328243.3328255","url":null,"abstract":"Picture-based authentication offers visual cues (e.g. images) that helps users recalling their passwords. Human facial images were utilized in making graphical passwords, as humans are better at remembering human faces than other types of images. Prior research found that users performed better with the partitioned facial images than with the full-face portrait images; nevertheless, age-related differences were not considered. This present research is a preliminary study to assess older adults' understanding toward Passface and overall experimental procedure, by examining two levels of facial image presentation: full-face portrait image, and partitioned facial image. The results showed that the partitioned facial image aided memory and recall better than the full-face portrait image, which was reflected by registration time, authentication time and success rate. In general, majority of older adults were able to understand Passface and overall experimental procedure.","PeriodicalId":206416,"journal":{"name":"Proceedings of the 5th International ACM In-Cooperation HCI and UX Conference","volume":"59 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127022371","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":"The Mobile Exergames Design Model to Encourage Physical Activity for Sedentary Generation Z","authors":"Hasdina Lynn Hashim, A. Kamaruddin, A. Jantan","doi":"10.1145/3328243.3328260","DOIUrl":"https://doi.org/10.1145/3328243.3328260","url":null,"abstract":"With the advancement of HCI technologies, user's bodily movement can now be placed in the centre of experience. Exergames, a combination of exercise and games, allows users to use their body movement as input devices to reach games' goals. A sedentary lifestyle, one where little physical activity is done, is common nowadays as individuals become dependent on technological aids to assist in running their daily actions. Physical activities can be attained using exergames as it helps to encourage some fitness for individuals through physically entertaining games during leisure times. The latest smartphones are now powerful enough to run game smoothly, displaying engaging contents with augmented reality immersion to players whilst exercising. This paper focuses on a proposed design model for a mobile exergame containing components that are beneficial to encourage productive behavioural change from sedentary to active for sedentary GenZ through planned exercises.","PeriodicalId":206416,"journal":{"name":"Proceedings of the 5th International ACM In-Cooperation HCI and UX Conference","volume":"18 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131556461","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}