{"title":"Educating Creative Technology for the Internet of Things - Research and Practice-oriented Approaches Compared","authors":"G. D. Haan","doi":"10.1145/2814464.2814469","DOIUrl":"https://doi.org/10.1145/2814464.2814469","url":null,"abstract":"Develop This (DevThis) is a research and development module in the Media Technology Bachelor which tries to teach third year students to do scientific research and introduce them to the technological, design and scientific developments in the area of Ubiquitous Computing and the Internet of Things (IoT), such as context sensitivity, location-based services, co-design, and the use of emergent design practices. Ambient en Pervasive Design (AmbiPerv) is a second-year course following a practice-oriented vision on Human-Centered Creative Technology to educating Internet of Things techniques. In AmbiPerv, students learn to work with sensors and effectors in IoT applications. The paper evaluates the research versus the practice-oriented approach to educating Creative Technology for the Internet of Things and compares the results in terms of research opportunities, student motivation and effort versus outcomes to make recommendation about how to teach Creative Technology for the Internet of Things.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114906887","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":"Exploring the Use of the Human-artifact Model for Studying Ubiquitous Interactions","authors":"I. Shmorgun, D. Lamas","doi":"10.1145/2814464.2814484","DOIUrl":"https://doi.org/10.1145/2814464.2814484","url":null,"abstract":"This paper explores the use of the Human-Artifact Model, an Activity Theoretical HCI analytical tool, for describing the types of activities observed, the types of artifacts used, their roles in the activities, motivations for using those artifacts, and the possible tensions that occur during use based on the findings of a recently conducted ethnographic study in 5 Estonian schools with advanced technology usage. The contribution of this work is in informing interaction designers of the potential approaches that can be employed for understanding the context of use of digital artifacts, illustrating how a data collection and analysis procedure can be carried out with the use of the model, and describing what can be the potential outcomes of such analysis. Finally, this work provides a discussion of some of the issues that need to be considered when studying ubiquitous interactions.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122220205","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":"Aesthetics of Interaction Design: A Literature Review","authors":"Mati Mõttus, D. Lamas","doi":"10.1145/2814464.2814466","DOIUrl":"https://doi.org/10.1145/2814464.2814466","url":null,"abstract":"This literature review focuses on aesthetics of interaction design with further goal of outlining a study towards prediction model of aesthetic value. The review covers three main issues, tightly related to aesthetics of interaction design: evaluation of aesthetics, relations between aesthetics and interaction qualities and implementation of aesthetics in interaction design. Analysis of previous models is carried out according to definition of interaction aesthetics: holistic approach to aesthetic perception considering its' action- and appearance-related components. As a result the empirical study is proposed for investigating the relations between attributes of interaction and users' aesthetic experience.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133435775","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 of Business Information Semantic Network Search Visualization","authors":"Helena Dudycz","doi":"10.1145/2814464.2814477","DOIUrl":"https://doi.org/10.1145/2814464.2814477","url":null,"abstract":"A semantic network based on an ontology of economic and financial indicators can serve as an interactive visual interface that allows decision-makers to search for information. The aim of this study is to validate the usability of visualization as it pertains to semantic searches in the analysis of economic and financial indicators. We applied two methods for evaluating the efficacy of user interfaces, those being a questionnaire of user interface satisfaction and a usability test. This study was executed according to our proposed research method, described herein. The evaluation of two visualization prototypes was carried out with participation of volunteers. The questionnaire results were analyzed based on basic statistical information. Results show, that participants whose background was only in economics or only in IT evaluated semantic search visualization highly, and indicated the fewest potential problems with use of this visual interface than participants with both economic and IT backgrounds.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128240046","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":"Design Elements of Affect Aware Video Games","authors":"M. Szwoch","doi":"10.1145/2814464.2814482","DOIUrl":"https://doi.org/10.1145/2814464.2814482","url":null,"abstract":"In this paper issues of design and development process of affect-aware video games are presented. Several important design aspects of such games are pointed out. A concept of a middleware framework is proposed that separates the development of affect-aware video games from emotion recognition algorithms and support from input sensors. Finally, two prototype affect-aware video games are presented that conform to the presented architecture and use behavioral information to dynamically adjust the level of difficulty to the recognized player's emotion.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123229950","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}
Slawomir Ostrowski, Rafal Rolczynski, J. Pniewska, Igor Garnik
{"title":"User-friendly E-learning Platform: a Case Study of a Design Thinking Approach Use","authors":"Slawomir Ostrowski, Rafal Rolczynski, J. Pniewska, Igor Garnik","doi":"10.1145/2814464.2814483","DOIUrl":"https://doi.org/10.1145/2814464.2814483","url":null,"abstract":"E-learning systems are very popular means to support the teaching process today. These systems are mainly used by universities as well as by commercial training centres. We analysed several popular e-learning platforms used in Polish universities and find them very unfriendly for the users. For this reason, the authors began the work on the creation of a new system that would be not only useful, but also usable for students, teachers and system administrators. This paper presents a case study of e-learning platform design process. We applied Design Thinking (DT) approach which puts a strong emphasis on the participation of end-users throughout the design process. Such an approach makes final product more user-friendly and better suited to end-users needs. An interdisciplinary team of designers implemented the design process in five stages: Empathizing - a thorough analysis of the problem and its context; Defining - synthesis of information obtained in the previous step and identifying user needs and insights; Ideating - generating solutions; Prototyping and Testing solutions proposed in the Ideating phase. During the design process the team used many additional methods, such as Empathy map, Stakeholders map, Value preposition canvas, personas, brainstorming, Card sorting and many more. As the result of design process we obtain an interactive prototype of designed e-learning platform. The prototype was tested by end-users and the feedback from the testers was collected. It confirmed that the use of the DT approach in design process allows to better fit designed product to the users' needs. The next step will be the implementation of tested and approved solutions to the real system what is planned in the nearest future.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"116 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117219234","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":"Google Glass Development in Practice: UX Design Sprint Workshops","authors":"M. Wichrowski, Danijel Koržinek, K. Szklanny","doi":"10.1145/2814464.2814475","DOIUrl":"https://doi.org/10.1145/2814464.2814475","url":null,"abstract":"The following paper describes the results of a workshop concerning the implementation of applications for the Google Glass platform. Due to the constantly growing new market for wearable devices, there is a strong demand for ideas concerning applications and solutions dedicated to these devices. In addition, it is important to check the existing methods for rapid prototyping and development of such projects. This article presents in summary form, ideas for applications proposed by students and illustrates the progress of projects that can be built during such short workshops. It also discusses various problems that the future organizers should be aware of and which play an important role in the success of similar courses. One of the best concepts was chosen for evaluation using the Likert scale feedback and open questions. The study took place in a lab settings with students unfamiliar with the Google Glass device interface. In addition, we made a comparative UX study of selected Google Glass application and its counterpart on the tablet using the same methods.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"14 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121993256","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":"Adaptive Math-To-Speech Interface","authors":"Agnieszka Bier, Zdzislaw Sroczynski","doi":"10.1145/2814464.2814471","DOIUrl":"https://doi.org/10.1145/2814464.2814471","url":null,"abstract":"People with visual impairments suffer because of the lack of well prepared educational resources, especially in the field of mathematics. Existing translation software provides a way to convert basic math documents into Braille language or speak them through Text-To-Speech (TTS) engines, but it requires constant users's interaction and detailed preparations. In this paper we describe a self-contained, adaptive and adaptable Math-To-Speech Interface. We explain the assumptions and design of the system and present exemplary test data. Since the results are quite promising the developed system may be applied in automatic audio presentation tools of mathematical content to sighted as well as visually impaired audience.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"37 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113953840","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 of Educational Websites for Tablet Computers","authors":"Andrius Eimantas Vosylius, Kristina Lapin","doi":"10.1145/2814464.2814467","DOIUrl":"https://doi.org/10.1145/2814464.2814467","url":null,"abstract":"Learning outcomes depend significantly upon usability of educational websites. This paper places an emphasis on educational materials used on tablet computers as these devices are widely used in education today. Usability of educational materials is examined from three perspectives: education, gesture interaction and website. A number of studies consider those perspectives separately, such as usability heuristics for websites or gesture interaction on touch screens. Other research focuses on the impact of physical mobile device characteristics on usability. Educational sources underline the importance of learner's motivation. However, those methodologies are not fully compatible; they emphasize different aspects. This paper aims at creating a consistent list of heuristics developed for educational materials for tablets. The pilot inspection on educational exposition of the Science Museum in London serves as the first validation stage of the developed set. The inspection confirmed the adequacy of developed set and unfolded omitted aspects.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122845162","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":"Balance Between Creativity and Methodology in Software Projects","authors":"A. Bobkowska","doi":"10.1145/2814464.2814468","DOIUrl":"https://doi.org/10.1145/2814464.2814468","url":null,"abstract":"Taking into account trends of innovation in economy and increasing interest in applying creativity techniques in computer science, this paper focuses on relationship between creativity and methodology in software project. First, it extracts useful knowledge about creativity from creativity research. Then, it makes an attempt to combine creativity issues and dimensions with concepts from software project area. It presents also lessons learned from analysis of diploma projects in computer science in which students were encouraged to use creativity skills and techniques. Both theoretical analysis on the edge of creativity and methodology and lessons learned show that there is a need to balance creativity and methodology in software project.","PeriodicalId":367883,"journal":{"name":"Multimedia, Interaction, Design and Innovation","volume":"194 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-06-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115562347","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}