{"title":"Needs and Potentials for Studying Local Malaysian Culture through Mobile Learning","authors":"S. Ariffin","doi":"10.1145/3077343.3077352","DOIUrl":"https://doi.org/10.1145/3077343.3077352","url":null,"abstract":"Mobile learning is an emerging approach in Asian countries, particularly in the local context, such as the Malaysian universities. This research adds the perspectives of users' experiences to the mobile learning regarding potentials in the study of local culture. The motivation for this research is the limited users' voices -- students for mobile learning -- particularly, their own experiences in learning local cultural studies and the associated potentials. The aim of this study is to investigate if user experience has any mobile learning potentials to assist users in studying local culture. To find in-depth meaning, this research garnered the data from focus group discussions with students. The data were then analyzed using thematic analysis. This research indicates the students' interest in mobile learning demonstrated on the students' perspectives: the desired mobile applications paradigm and usability design concerns.","PeriodicalId":298227,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Computer Interaction and User Experience in Indonesia","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126945829","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":"Why Download When You Can Stream?: The Experience of Collecting Music in the Streaming Age","authors":"Joy Ng, Jude Yew","doi":"10.1145/3077343.3077346","DOIUrl":"https://doi.org/10.1145/3077343.3077346","url":null,"abstract":"Streaming is increasingly becoming the standard method of delivery for digital entertainment content. However, what is the impact of streaming on music collection? Do individuals still desire to own and possess media content? We carried out a multi-stage study with a randomized field-experiment that introduced an on-demand music streaming service to 26 music collectors and later, a survey study with 201 music collectors. We found that despite access to streaming music content, our participants were still inclined to own media files. Our findings highlight that streaming is a poor substitute for the gratifications found in collecting music files. Despite this, streaming services are viewed as an indispensable way to sample music and facilitate the aggregation of one's media collection. We discuss efforts to improve on the collection experience and encourage a holistic transition of downloading to streaming model.","PeriodicalId":298227,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Computer Interaction and User Experience in Indonesia","volume":"205 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114283291","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":"Users' perception of ease of use (EOU) and confidence with skill using SMS in emergency conditions","authors":"D. Nugraheni, Denise de Vries","doi":"10.1145/3077343.3077350","DOIUrl":"https://doi.org/10.1145/3077343.3077350","url":null,"abstract":"The aim of this paper is to investigate the correlation between ease of use (EOU) and confidence with skill with regard to the use of SMS (Short Messaging Service) for warning messages in an emergency situation. This paper is part of our formative study to investigate the possibility for using SMS in emergency conditions from the users' perspective. The case study that we used was warning messages for an urban kampung flood disaster area in Indonesia. We analysed the users' perception of EOU and confidence with skill when using SMS. This study collected data from 350 participants who live in a flood prone area in Bandar Harjo, Semarang, Indonesia. The data indicated a strong and positive correlation between EOU and confidence with skill for using SMS in emergency conditions. The users' gender, age and level of education influence the strength of the correlation coefficients between EOU and confidence with skill. The users' frequency of use (FOU) did not influence the strength of the correlation coefficients between EOU and confidence with skill.","PeriodicalId":298227,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Computer Interaction and User Experience in Indonesia","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126793554","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":"Designing 'Little Red Sprite': Avatar as Researcher","authors":"Jocelyn Sie, G. Johnson, Shamil Zainuddin","doi":"10.1145/3077343.3077344","DOIUrl":"https://doi.org/10.1145/3077343.3077344","url":null,"abstract":"This paper provides a summary of the design and iteration of a visual agent, an avatar representing the researcher. With the main functional goals of prompting and eliciting information from remote respondents via a chat/social medium, issues such as trust and rapport were addressed. Little Red Sprite, an avatar, was created to act on behalf of and as a representation of a remote research team, as an intermediary and focal point for information exchange within the context of a diary study on daily financial transactions. Design was founded upon principles of engagement, assistance, and trust, taking the form of a 'cute' inquisitive alien. The character, as judged by participant feedback and project data collection goals, was successful in this context and raised questions about appropriate agent design, remote rapport and relationships with avatar representations.","PeriodicalId":298227,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Computer Interaction and User Experience in Indonesia","volume":"695 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133833842","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}
Siti Suhaila Abdul Hamid, N. Admodisastro, A. Kamaruddin, N. Manshor, A. Ghani
{"title":"Informing Design of an Adaptive Learning Model for student with Dyslexia: A Preliminary Study","authors":"Siti Suhaila Abdul Hamid, N. Admodisastro, A. Kamaruddin, N. Manshor, A. Ghani","doi":"10.1145/3077343.3107577","DOIUrl":"https://doi.org/10.1145/3077343.3107577","url":null,"abstract":"Students with dyslexia are known to have difficulties in phonology, spelling, reading, and writing. Therefore, specific intervention needs to be introduced to the students in order to help overcome their difficulties. The existence of Dyslexia Association of Malaysia (DAM) that provides dyslexic intensive education program becomes a primary place for parents to seek for help in intervention. Based on DAM experience in handling students with dyslexia, we conducted a preliminary study comprises semi-structured interview and observation result to uncover their teaching approaches and materials. The result from this preliminary study will be used to develop the adaptive learning model in order to make an effective learning experience that tailored to individual difficulties","PeriodicalId":298227,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Computer Interaction and User Experience in Indonesia","volume":"93 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121398308","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":"Imparting Otsukaresama: Designing Technology to Support Interpersonal Emotion Regulation","authors":"G. Pradana, G. Buchanan","doi":"10.1145/3077343.3077347","DOIUrl":"https://doi.org/10.1145/3077343.3077347","url":null,"abstract":"Humans have a basic need to share feelings in response to emotional events and to receive feedback from others, a behaviour known as social sharing. Expressing our feelings through social sharing helps us clarify and resolve the emotions we experienced on those events: a process of interpersonal emotion regulation that allows others to provide empathy, validation, and support. In contrast, research suggests that our cultural behaviour in using technology, that was promised to improve our relationship, is undermining empathy, and making us more socially isolated. However, the solution is not to avoid technology. In Japanese culture, Otsukaresama is a unique expression to show thoughts on empathy and appreciating someone's effort. It is a powerful phrase that communicates appreciation and cultivates the empathy. The aim of this study is to design a system to support interpersonal emotion regulation through interactive technology, which will enable users to experience the same feeling of being appreciated, supported, and socially accepted after being greeted by a gesture of Otsukaresama. This paper describes the motivation and user observation study, to fulfil the desire of understanding how interactive technologies can support interpersonal emotional regulation. A user observation study method inspired by Cultural Probe were designed by implementing the autoethnographic study approach in mobile technology, where participants can interact with artefacts that are being used in traditional cultural probes methods, such as postcards, maps, camera, and diary, through mobile technology. Design implications and ideas reflected from the study results are also presented.","PeriodicalId":298227,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Computer Interaction and User Experience in Indonesia","volume":"86 3-4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116562769","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 User-Defined Gesture Set for Music Interaction in Immersive Virtual Environment","authors":"Hoo Yong Leng, Noris Binti Mohd Norowi, A. Jantan","doi":"10.1145/3077343.3077348","DOIUrl":"https://doi.org/10.1145/3077343.3077348","url":null,"abstract":"In recent years, hand-tracking technologies had been implemented in Virtual Reality application, allowing users to use natural hand gesture for interaction within the environment. However, little efforts have been conducted in understanding user's preference when they use their hands to interact with the VR world. In this paper, the result of a guessability test for hand gestures in order to operate musical tasks to support music interaction within immersive Virtual Environment. A total number of 750 gestures have been elicited from 15 participants for 50 selected tasks, including 10 musical tasks. Our result enables a smaller size of gesture set to be elicited from the users. The implications of this work can be relevant in hand gesture design, gesture interaction, and gestural interfaces design for music interaction, all of which are highlighted in this study.","PeriodicalId":298227,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Computer Interaction and User Experience in Indonesia","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128086469","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":"Proceedings of the 3rd International Conference on Human-Computer Interaction and User Experience in Indonesia","authors":"E. Sari, A. Tedjasaputra","doi":"10.1145/3077343","DOIUrl":"https://doi.org/10.1145/3077343","url":null,"abstract":"","PeriodicalId":298227,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Computer Interaction and User Experience in Indonesia","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133744690","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":"Relevance and Immersion in Digital Games: Content and Personal Factors","authors":"Jeffrey C. F. Ho","doi":"10.1145/3077343.3077345","DOIUrl":"https://doi.org/10.1145/3077343.3077345","url":null,"abstract":"Previous studies have investigated the effects of diverse game design features on player immersion. The current study investigated the relationship between game content and immersion. When players are immersed in a game, they perceive that they are \"into the game.\" If they process and thoroughly elaborate on their game experience, then they may become immersed. On the basis of the elaboration likelihood model, a theory in media psychology, an experiment was conducted to examine whether game content relevant to players influences their level of immersion. The results suggested that game content relevant to players' daily worries reduced their level of immersion. In addition, the results indicated that players' personal factors, particularly the number of years of playing video games, enhanced the perceived relevance of the game content, thereby increasing the level of immersion.","PeriodicalId":298227,"journal":{"name":"Proceedings of the 3rd International Conference on Human-Computer Interaction and User Experience in Indonesia","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114894097","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}