Usability and User Experience最新文献

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Exploring the Design of Campus Directional Sign through Wayfinding Behavior in Virtual Environment 从虚拟环境下的寻路行为探讨校园指路标志的设计
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003225
Ting Chun Liao, Ching I Chen, M. Zheng
{"title":"Exploring the Design of Campus Directional Sign through Wayfinding Behavior in Virtual Environment","authors":"Ting Chun Liao, Ching I Chen, M. Zheng","doi":"10.54941/ahfe1003225","DOIUrl":"https://doi.org/10.54941/ahfe1003225","url":null,"abstract":"National Taipei University of Technology (NTUT) is in the center of Taipei City, with three significant entrances and more than 20 buildings. Because of the nearby attractions, such as the Huashan 1914 Creative Park and Jianguo Brewery, and the Red House, a city-designated historical monument on the campus. Visitors are often attracted to the campus. However, the crowded and enclosed building layout makes it difficult for first-year students, foreign guests, and tourists who are unfamiliar with the environment to navigate around the campus.In this study, the campus of NTUT was used as the experimental environment, and the modeling software was used to build the scene model. An interactive interface was created in Unity 3D to allow participants to move around the virtual campus from a first-person perspective to simulate wayfinding. A total of 30 participants conducted the online experiment, using the three entrances of the campus as the starting points to divide into three groups of scenarios. Each set of scenarios contained four tasks, and participants were divided into three groups of 10 to operate two scenarios, each with a total of eight tasks. The evaluation method is as follows: 1) Let participants perform wayfinding tasks, and the researcher observes and records their behavior and thinking aloud during the tasks. 2) After the tasks, a five-point Likert scale questionnaire was used to understand participants’ anxiety levels and evaluate the directional signs. 3) Semi-structured interviews were conducted at the end of all tasks to determine the reasons behind the behavior.The results show that the participants did not quickly enter the trail at the beginning of the experiment unless the directional sign gave clear guidance. They mostly searched for directions on the main wider paths, and we found that participants would expect the directional signs to be consistent. If they did not find the previous target information on the next directional sign, they would go back and forth to confirm the correctness of the information, or they would stop and look around, thinking they had reached their destination. On the other hand, once the participant starts looking at one form of directional sign design, they subconsciously look for the same design, such as the same color or shape. It caused participants easy to ignore the other design form of directional sign. In addition, the arrows of the directional signs should be more unambiguous. For example, when participants found out that the arrow is pointing to the back of the building, they are likely to pause and hesitate. A diagonal arrow can also lead to misunderstanding. When participants became disoriented in finding the exit, they used the strategy of walking around the campus wall to find the exit. The results of this study intend to help understand wayfinding behavior on campus and serve as a reference for the subsequent design of directional signs.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127838875","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
The information architecture of PDAs-its impact on user comprehension and risk perception pda的信息架构对用户理解和风险感知的影响
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003195
Li-Jen Wang, Meng-Cong Zheng
{"title":"The information architecture of PDAs-its impact on user comprehension and risk perception","authors":"Li-Jen Wang, Meng-Cong Zheng","doi":"10.54941/ahfe1003195","DOIUrl":"https://doi.org/10.54941/ahfe1003195","url":null,"abstract":"Communication technology has been widely used in healthcare. There is a trend for one of the decision-making aids in innovative healthcare to become interactive web pages and applications. However, users often do not understand professional medical information and health values, especially those with poor numeracy skills. Therefore, more research is needed on translating complex medical information into simple guidelines that users can effectively understand and operate.Aims: This study aims to understand the impact of author-driven and reader-driven information architectures on users of patient decision aids.Methods: Author-driven and reader-driven framework models were developed for the same topic of patient decision aids. Users of different numerical abilities were evaluated on their comprehension, risk perception, usability, and task load. A total of 38 participants were assessed, of which 17 were reader-driven models, and 21 were author-driven models.Results: The results showed that reader-driven model participants were significantly better at comprehension than the author-driven model(p=0.025), but there was no significant difference in risk perception. Author-driven model usability was higher, but overall usability was lower. In the task load section, participants demanded more mental, physical, time pressure, effort, and stress feelings in the reader-driven model, especially in the time pressure section (p=0.011). In contrast, participants were more satisfied with their self-operational performance in the author-driven model. There was no significant difference between the two models regarding comprehension and risk perception between participants with excellent and lousy numeracy skills. However, among those with good numeracy skills, reader-driven model comprehension performance was significantly better than the author-driven model (p=0.018), and there was no significant difference in risk perception.Discussion: We found that the information architecture in patient decision aids impacts the user's comprehension. In the future, the information navigation framework of patient decision aids should consider the numerical ability of the user when developing them.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"55 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124110173","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
Smartphone application designed to support the visually impaired people and enhance the user experience of entertaining events in Saudi Arabia 智能手机应用程序旨在支持视障人士,并增强沙特阿拉伯娱乐活动的用户体验
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001738
Saad Almesalm, Mariam Alshahrani, Raneem Aldajany, Faisal Almahmoud
{"title":"Smartphone application designed to support the visually impaired people and enhance the user experience of entertaining events in Saudi Arabia","authors":"Saad Almesalm, Mariam Alshahrani, Raneem Aldajany, Faisal Almahmoud","doi":"10.54941/ahfe1001738","DOIUrl":"https://doi.org/10.54941/ahfe1001738","url":null,"abstract":"Saudi Arabia sponsors various amazing events annually. The General Entertainment Authority (GEA) is in charge of organizing and running the events. These events are local and international and the kind of an event differs from one city to another including concert, parade, winter wonderland park, safari etc. With the great services provided by (GEA) during the event to visitors, however; visually impaired people need assistance in navigating and exploring entertainment places due to extreme lack of accessibility. We aim to create a smartphone application to support visually impaired people in terms of accessibility to entertaining places with enjoyment and valuable user experience. It is proposed that user empathy may be helpful to offer a solution to the following questions:What are the pain points visually impaired users feel when attending entertaining events?What are the scientific findings in the following methodologies: desk research, user interview, usability testings? How do visually impaired users cope with events in Saudi Arabia in terms of navigation?How can a smartphone application help visually impaired people navigate in events?This paper follows a specific set of stages from the initiative idea to the release of the product; however, the first three stages of the product will be included and the rest two stages will be part of future research. The stages are brainstorm, define, design, test, and launch. The purpose of this paper is clear and easy to use, we want to help those who struggle in public events due to vision impaired. We want to make their experience as enjoyable and beautiful as possible. In addition, the design of the app is a reflection of what our targeted users think or feel toward it.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124331058","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
A Framework for data mining of structured semantic markup extracted from educational resources on University websites 高校网站教育资源结构化语义标记数据挖掘框架
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001745
Lorena Recalde, Rosa Navarrete, Luis Rosero Correa
{"title":"A Framework for data mining of structured semantic markup extracted from educational resources on University websites","authors":"Lorena Recalde, Rosa Navarrete, Luis Rosero Correa","doi":"10.54941/ahfe1001745","DOIUrl":"https://doi.org/10.54941/ahfe1001745","url":null,"abstract":"The coronavirus pandemic has forced education at all levels to change from face-to-face mode to online learning. In keeping with that purpose, Universities are releasing a significant number of educational resources on the Web to support virtual education. Final users, who need these educational resources, explore the Web through search engines such as Google, Yahoo, Yandex, or Bing; unfortunately, the search results they obtain lack accuracy and are not necessarily adequate to their requirements. This problem is because Web resources release does not consider their visibility or ease of being found. One way to improve the experience of users who browse the Web is by delivering more appropriate content in response to their searches. An alternative to enhancing the meaning of web searching results is embedding structured semantic markup in the HTML of web pages through standards such as JSON-LD and Schema.org vocabulary, in compliance with W3C recommendation. Search engines can interpret this markup to understand the resources being published and, consequently, improve the rightness of search results. For example, Google uses the structured semantic markup to show rich fragments, Rich Snippets, or even Knowledge Graph in user searches.This research proposes a framework that enables a systematic analysis of the websites of the top-ranking universities, focused on the educational content they provide to review the embedded semantic markup annotated by using JSON-LD and the Schema vocabulary. To this end, a worldwide list of the universities that are part of the top international ranking has been compiled. Then, by using Web Scraping techniques, we have analyzed these universities' Websites in search of educational resources and reviewed if the embedded structured markup is included. Finally, data mining techniques have been used to describe and organize the educational resources obtained.The contribution of this work is two-fold. Firstly, the analysis of embedded structured markup that uses Schema vocabulary and JSON-LD format in university websites. This analysis is relevant since previous research has not explicitly focused on the educational field or has not used a specific dataset within this context. Secondly, the proposal of a framework that allows accomplishing this type of analysis of embedded structured markup from a data collection phase to obtaining results and indicators on the data. It addresses the data mining process from download to the final data analysis to get information. The proposed framework consists of eleven components distributed in three well-defined layers: data access layer, service layer, and application layer. The framework component development process is defined by merging two methodologies, Design Science Research (DSR), to guide the creation of an artifact, and CRISP-DM, to address the data mining process. The architecture of the framework integrates tools such as Scrapy (Python), for web scraping and crawling func","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"71 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125845963","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
Designing a UX Mobile App for Hydration and Sustainability Tracking in Academia 为学术界的水合作用和可持续性跟踪设计UX移动应用程序
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001692
Ana Filomena Curralo, Pedro Miguel Faria, A. Curado, Paula Azeredo, Sergio I. Lopes
{"title":"Designing a UX Mobile App for Hydration and Sustainability Tracking in Academia","authors":"Ana Filomena Curralo, Pedro Miguel Faria, A. Curado, Paula Azeredo, Sergio I. Lopes","doi":"10.54941/ahfe1001692","DOIUrl":"https://doi.org/10.54941/ahfe1001692","url":null,"abstract":"Higher Education Institutions (HEIs) are favored atmospheres in the civic training of their audiences, undertaking a major role in Global Sustainable Development. The management of waste packaging represents a huge environmental footprint, particularly the plastic water bottles which constitute a major example of everyday waste that directly impacts our lives, not only ecologically, but also economically. Hence, the project RefillH20 proposes to reduce the sales of plastic water bottles in the 6 schools of the Polytechnic Institute of Viana do Castelo (IPVC), respective bars, canteens, and halls of residence. For this purpose, a smartbottle, equipped with a radio frequency identification (RFID) chip, has been designed and integrated within an institutional ecosystem, that includes several smart refill stations, enabling an automatic filling process with no physical contact with the equipment. This approach enables not only the computation of water consumption metrics typically used for hydration assessment but also the computation of relevant sustainability metrics and indicators through a mobile application, such as the number of refills per period of time, amount of consumed water, the estimated amount of averted plastic waste considering different approaches (temporal, cumulative, individual or referring to colleges, classes, etc.), the energy-saving from overall waste reduction and reduction of greenhouse gas (GHG) emissions and information on users’ environmental footprint. This work presents the development of a high fidelity UX Mobile App prototype, which aims to allow users of RefillH20 ecosystem to monitor their water intake habits, as well as their contribution to improving the overall environmental sustainability in academia, and thus promoting the creation of awareness regarding their effective ecological footprint. By using a UX Design approach, the users have been involved interactively with these new digital products and services idealization, through their appearance and how they feel, use and remember such interactions.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131072089","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
Usability Evaluation of Self-Ordering Kiosks in Fast Food Restaurants 快餐店自助点餐亭的可用性评价
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003203
Yi Shan Lee, I. Wen Yen, Meng-Cong Zheng
{"title":"Usability Evaluation of Self-Ordering Kiosks in Fast Food Restaurants","authors":"Yi Shan Lee, I. Wen Yen, Meng-Cong Zheng","doi":"10.54941/ahfe1003203","DOIUrl":"https://doi.org/10.54941/ahfe1003203","url":null,"abstract":"In recent years, the introduction of technology and digital management into the service industry has gradually changed consumers' lifestyles. With the popularization of equipment systems, the development and use of self-ordering kiosks have gained much attention in the restaurant industry. However, the utilization rate of self-ordering kiosks has been meager since their establishment, and they cannot relieve the queues at the counter. This study investigates whether self-ordering kiosks in fast food restaurants can meet customers' needs to achieve a self-ordering process and improve ordering efficiency.This study was conducted on three representative fast-food chains in Taiwan, and their self-ordering kiosks were used as the target of the investigation. Thirty participants with no experience were invited to conduct an ordering task experiment to evaluate the ease of use of the ordering interface. The experiment was divided into five contextual tasks: meal selection, modifying the order, changing the meal comment, self-checkout and selecting receipt type, and redeeming e-coupon. All procedures were conducted on the self-ordering kiosk in the fast-food restaurant. The evaluation methods were as follows: 1) the participants performed the tasks sequentially and recorded the time performance, and conducted think-aloud during the tasks; 2) the participants filled out SUS and QUIS questionnaires to indicate their evaluation and feelings about the self-ordering kiosk; 3) semi-structured interviews were conducted to understand the participants' operation and future expectation during the tasks.The results showed that in the operation of the self-ordering kiosk in all three fast-food restaurants, there were cases of incorrect interface operation by the participants. We found that: 1) 33% of the participants indicated that they were unclear about the operation process, and the kiosk prompts were not clear enough to cause uncertainty among the participants. In particular, when an error occurred and it was necessary to go back to the previous step, the prompts in the system interface were ineffective in helping the participants operate smoothly, resulting in a long ordering time. 2) All three self-ordering kiosks use 21.5-inch upright touch screens and a full-page interface design, making it easy for the participants to ignore the information and hardware devices below the interface when operating at close range. For example, 37% of the participants said they could not find the shopping cart at the bottom of the interface and could not confirm the scanner's location the first time when redeeming the e-coupon. 3) 73% of the participants said in the questionnaire that the function of customizable meals is essential, but the degree of customization in the current self-ordering kiosk is relatively low. Finally, the SUS scores of the three quick-service restaurants' self-service ordering kiosks were 56.25 (F grade), 62 (D grade), and 56 (F grade), respectively, wh","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"68 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131505098","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
So Much Information, So Little Screen Space: Assessing the usability of hierarchical data visualizations in Tableau 如此多的信息,如此小的屏幕空间:评估Tableau中分层数据可视化的可用性
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001722
R. Jordan Hinson, Amelia J. Kinsella, Ruth Propper
{"title":"So Much Information, So Little Screen Space: Assessing the usability of hierarchical data visualizations in Tableau","authors":"R. Jordan Hinson, Amelia J. Kinsella, Ruth Propper","doi":"10.54941/ahfe1001722","DOIUrl":"https://doi.org/10.54941/ahfe1001722","url":null,"abstract":"The purpose of this usability study was to determine the most effective of three ways to display hierarchical data using the interactive data visualization software, Tableau. Often, data visualizations contain large amounts of important information that users need to be able to manipulate and interpret. Viewing hierarchical data in an interactive data visualization software like Tableau has the advantage of allowing dynamic selection of the hierarchical level of detail of results displayed. This enables improved understanding and exploration of the material. However, individuals using such software do not necessarily have knowledge of a dataset and/or the data visualization software, resulting in an inability to fully investigate data relationships. It is therefore critical that research be conducted to determine which data presentation styles promote intuitive navigation within the data visualization. A within-subjects usability study was conducted to examine the most effective of three ways to display hierarchical data within a designated area of a Tableau visualization. Three distinct visualizations of hierarchical data were randomly shown to participants. Each visualization was bordered by identical contextual information with the centrally placed hierarchical data varying. One condition showed the data relying on filters. A second condition showed the data relying on users to expand and collapse the level of detail with scrolling. A third condition showed the data as a drill-down chart that only expands the level of detail selected by the user. Metrics of user-response time, the accuracy of responses to assessment questions, the subjective rank of usability for each data visualization, and open-ended user feedback were examined. Results are discussed.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132660357","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
Product Style Preferences: An Image-based User Study Software Concept 产品风格偏好:基于图像的用户研究软件概念
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001715
Pengyu Du, Kin Wai Michael Siu, Yi Shih
{"title":"Product Style Preferences: An Image-based User Study Software Concept","authors":"Pengyu Du, Kin Wai Michael Siu, Yi Shih","doi":"10.54941/ahfe1001715","DOIUrl":"https://doi.org/10.54941/ahfe1001715","url":null,"abstract":"In the market, once producers of a particular product category become mature in their production technology, their products will have few functional differences. Thus, the greatest challenge for designers today lies in developing an appropriate design language that fits the tastes of target users. Designers use many user-study methods (interviews, questionnaires, focus groups) to understand their target users’ tastes. However, these methods mainly rely on language as the core medium of interaction. Because language can be subjective and one-sided, it is difficult to describe abstract concepts such as style preferences. In addition, in such design research, language-based information is transferred from target users to design researchers to designers over several rounds, and the objectivity and accuracy of such information can decrease substantially because of differences in people’s interpretations. This paper reviews product styling-related user study methods and technologies and proposes an image-based user study software concept that minimizes the above problems. This proposed software uses images as its main medium of interaction between target users and designers. It applies artificial intelligence technology to analyze target users’ common style preference patterns based on their image choices and sorting results. The software’s output is each target user’s persona in the form of a perceptual map and mood board. These personas provide objective product style preferences directly from the target users. This software can thus provide designers with intuitive and accurate references and inspire them to design products that meet users’ tastes and improve user experience.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"176 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132207592","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
Definition of tactile interactions for a multi-criteria selection in learning geometry application 几何学习应用中多标准选择的触觉交互定义
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001737
Robin Vivian, D. Bertolo
{"title":"Definition of tactile interactions for a multi-criteria selection in learning geometry application","authors":"Robin Vivian, D. Bertolo","doi":"10.54941/ahfe1001737","DOIUrl":"https://doi.org/10.54941/ahfe1001737","url":null,"abstract":"Tablets and smartphones are now increasingly common and the interfaces are predominantly touch-based and often multi-touch. More and more schools are testing them with their students in the hope of bringing educational benefits. With this new type of device, new interactions become possible. Many studies have been done on the manipulation of 3D objects with 2D input devices, but we are only at the beginning of studies that link the needs of pedagogy with the possibilities of these new types of interactions. FINGERS© ((Find INteractions for Geometry learNERS) )is an application for learning spatial geometry. It is intended for pupils aged 9 to 12. The interactions have been designed with the teachers. Some interactions are specific to 3D geometry (translations 3 DOF, rotations, nets, combinations of cubes, etc) and others are general like naming or multi-selection. Many gesture grammars offer a set of interactions to select an object or a group of objects. Multi-taps or lassoing around an area are commonly adopted interactions. The execution of geometry exercises requires the construction of other interactions such as multi-criteria selection. The real question is how to introduce a parameter into the tactile selection. This seemingly simple interaction is in fact complex to implement. One of the problems is often the large amount of information displayed on the screen. The amount of information displayed does not allow the use of conventional selection modes. The difficulties encountered are, for example, that objects can hide, their size is too small, their number is too large. This selection could be based on physical similarity (cube, cylinder, pyramid, sphere, etc.), similarity of colour, orientation in space, etc. For example, how to select all red cubes, how to select all green objects, how to select all cylinders. The real question is how to define a grammar of tactile gestures that allows parameter selection. After presenting the limitations of current solutions, we present the solutions developed in FINGERS©. We explain how they allow a simple and intuitive \"multi-criteria\" selection by using physical or colorometric characteristics of objects. We present examples from the implementation of this selection mode in the FINGERS software.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"2013 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130595195","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
Does the Automated Essay Scoring System Reduce Motivation to Learn English Writing? A Case Study of Chinese College Students 自动作文评分系统会降低学习英语写作的动力吗?中国大学生的个案研究
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003227
Zhixin Gui, Duoduo Zhang, Yiming Bai, J. Ouyang
{"title":"Does the Automated Essay Scoring System Reduce Motivation to Learn English Writing? A Case Study of Chinese College Students","authors":"Zhixin Gui, Duoduo Zhang, Yiming Bai, J. Ouyang","doi":"10.54941/ahfe1003227","DOIUrl":"https://doi.org/10.54941/ahfe1003227","url":null,"abstract":"Artificial intelligence technology has given rise to the Automated Essay Scoring (AES) system, which has greatly reduced the workload of English teachers. It can give overall scores, error feedback and writing suggestions in seconds, after students have uploaded their English essays. In China, the most widely used AES system is called Pigai, which has been shown to help improve English writing skills, but has caused resistance from some students who believe it reduces motivation and creativity in English writing. Using a case study approach, this study investigated 29 Chinese English learners who had used Pigai. Based on the Cognitive Process Theory of Writing, quantitative analyses were used to assess motivation in three writing stages: planning, translating and reviewing. The results showed that the negative impact on students' motivation occurred in the planning and translating stages for three main reasons: lack of interpretability, unsuitability of recommendation algorithms and inadequate feedback mechanisms. In addition, based on the results of the questionnaire and interviews, we made some design suggestions for the AES system to improve user experience.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114946824","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
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