{"title":"Adaptive E-Learning and Dyslexia: an Empirical Evaluation and Recommendations for Future Work","authors":"W. Alghabban, R. Hendley","doi":"10.1093/iwc/iwad036","DOIUrl":"https://doi.org/10.1093/iwc/iwad036","url":null,"abstract":"\u0000 Adaptive e-learning is becoming increasingly popular as a tool to help learners with dyslexia. It provides more customized learning experiences based on the learners’ characteristics. Each learner with dyslexia has unique characteristics for which material should ideally be suitably tailored. However, adaptation to the characteristics of learners with dyslexia—in particular, their dyslexia type and reading skill level—is limited. By examining the learning effectiveness of adaptation of learning material based on the learner’s type of dyslexia and reading skill, this study fills a knowledge vacuum in this under-researched area. An empirical evaluation through a controlled experiment with 47 Arabic subjects has been undertaken and assessed using the following metrics: learning gain and learner satisfaction. The findings reveal that adapting learning material to the combination of dyslexia type and reading skill level yields significantly better short- and long-term learning gains and improves the learners’ satisfaction compared to non-adapted material. There is evidence that this benefit also extends to how well learners read unseen material. This paper also discusses implications and important avenues for future research and practice related to how adaptation influences learners with dyslexia.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-06-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47601153","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Effects of Interaction Method, Size, and Distance to Object on Augmented Reality Interfaces","authors":"Muhammad Hussain, Jaehyun Park, Hyun K. Kim","doi":"10.1093/iwc/iwad034","DOIUrl":"https://doi.org/10.1093/iwc/iwad034","url":null,"abstract":"\u0000 Augmented reality (AR) technologies are becoming increasingly popular. However, studies regarding the usability of AR interfaces are scarce. This study aims to derive the optimal usability design of the AR interface by analyzing the performance of 12 interface conditions (2 button sizes × 3 distances × 2 interaction types). An experiment was conducted using Microsoft HoloLens, in which participants performed button selection tasks with an array of 3 × 3 virtual buttons. The task completion time and the number of errors were measured along with a subjective satisfaction score. The results showed that a clicker-based interaction was more effective in task completion time, the number of errors and user satisfaction than a hand gesture. Furthermore, large buttons required a significantly shorter task completion time than small buttons. There was no significant difference in the number of errors between the two sizes. A distance of at least 80 cm from the eye to the virtual object is most favorable for a good performance. There was a significant difference in the task completion times between 40 cm and 80 cm and between 40 cm and 120 cm. These results can aid the interface designs for AR applications and devices.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74882041","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Bill Rogers, M. Apperley, Ervin Delos Reyes, M. Masoodian
{"title":"Wedge Video: Supporting Remote Participants in a Mixed-Mode Videoconference Meeting","authors":"Bill Rogers, M. Apperley, Ervin Delos Reyes, M. Masoodian","doi":"10.1093/iwc/iwad032","DOIUrl":"https://doi.org/10.1093/iwc/iwad032","url":null,"abstract":"\u0000 As global COVID-19 pandemic response has moved from full lockdowns and partial lockdowns in most parts of the world to a post-COVID era, an interesting new phenomenon that has emerged is the increased prevalence of hybrid meetings with a mixture of online and in-person attendees. The opportunity for remote participants to observe the responses and interactions of others in the meeting is generally accepted as being limited. An experimental prototype system, called Wedge Video, has been constructed as an attempt to improve the experience of remote participants in hybrid in-person/remote meetings. Wedge Video uses standard screen and camera equipment with existing video conferencing software (Zoom). An evaluation of the prototype system was conducted based on three simple games that each required players to interact rapidly and with some use of body language or gaze direction. Encouraging results led to the examination of the geometry of screen and camera placement in detail. A system that has a somewhat ‘virtual reality’ feeling to it has now been developed. The remote user is given a view of the in-person part of the meeting with participants at the same scale and location as they would be if the remote user were at the table themselves. Similarly, the local participants see the remote person in place at their table, at a realistic scale and with close to accurate gaze direction. A very preliminary evaluation of these concepts has been promising.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46398157","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Global Virtual Team Working during the Covid-19 Pandemic","authors":"Phelim Barry, B. Kane","doi":"10.1093/iwc/iwad029","DOIUrl":"https://doi.org/10.1093/iwc/iwad029","url":null,"abstract":"\u0000 Virtual work introduces distinct challenges when compared to face-to-face or on-site work. Communication and collaboration are key factors in team development and in team performance. When teamwork is of a global nature, imposed because of a pandemic, then additional variables are introduced into the equation. The challenges that global virtual teams (GVTs) encounter when communicating and developing in the context of the Covid-19 pandemic impacts how work is structured and teams develop. This qualitative study was conducted just over 1 year after the start of the Covid-19 pandemic when working from home became mandatory and particular challenges for GVTs became apparent. Data are gathered through an online anonymous survey and followed by semi-structured video-mediated interviews with staff in a large multinational software development company. Findings show that GVTs encounter a number of distinct challenges than face-to-face teams. However, individuals are actively adapting to the situation in which they find themselves and are learning to deal with the challenges by being proactive. Even though the tools used previously may not be entirely suitable for virtual work, GVTs learn to change how tools are used to be more productive and collaborative. Challenges continue to exist in areas, such as knowledge gathering and knowledge sharing. Communication failures can lead to delays and confusion. The findings also indicate that even though GVTs are not communicating as much informally or socially with their colleagues because of remote working in the pandemic, being remote is not having a negative effect on the ability to get work done. Some aspects of team development can be negatively affected when working in GVTs. Impacts are identified relating to trust and relationship building, as well as being able to identify and resolve conflict. These results prompt further research opportunities as organizations and individuals continue to adapt and embrace global virtual teamwork.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-04-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49373108","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
G. Costagliola, Mattia De Rosa, V. Fuccella, Parinaz Tabari
{"title":"The Impact of the COVID-19 Pandemic on Human–Computer Interaction Empirical Research","authors":"G. Costagliola, Mattia De Rosa, V. Fuccella, Parinaz Tabari","doi":"10.1093/iwc/iwad031","DOIUrl":"https://doi.org/10.1093/iwc/iwad031","url":null,"abstract":"\u0000 The purpose of this paper is to assess the effects that the COVID-19 pandemic caused in the human–computer interaction (HCI) research field. Specifically, we aim to investigate how the HCI empirical research methodology changed due to the restrictions caused by COVID-19. For this reason, we analyzed all the papers published in the 2021 edition of The ACM Conference on Human Factors in Computing Systems (CHI 2021), which is generally considered the premier international conference for the field of HCI. Through the analysis of CHI papers, we identified four main effects of the COVID-19 pandemic on HCI research: influence on participants; influence on apparatus; influence on experiment procedure; other influences. These effects are described in detail and broken down into additional subcategories. Moreover, papers on pandemic-related topics were also identified. In addition, we performed some comparisons with the previous and successive edition of the conference, and extended some analysis, e.g categorization, to CHI 2022 papers. The analysis found that 23% of CHI 2021 papers and 36% of CHI 2022 papers reported some influences of the pandemic, the most common being a change in the procedures researchers used to interact with participants in their studies, in most cases based on remote communication technologies.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-04-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48671834","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"The Effect of Design Elements on Simplicity, Usability, and Product Preference: A Video Conference Application Case Study","authors":"Eleanor Eytam","doi":"10.1093/iwc/iwad030","DOIUrl":"https://doi.org/10.1093/iwc/iwad030","url":null,"abstract":"\u0000 Simplicity achieved by minimizing the number of controls is a major guideline for designing usable products. Still, restricting the number of controls in interfaces to achieve simplicity may not be a wise strategy for communicating usability. Our model suggests that although the number of objects in designs helps determine visual simplicity, design elements influence the perceived simplicity of products. Design elements that enhance orientation and structure enable many otherwise-described complex objects to be perceived as simple. To test the effect of simplicity on usability, both visual and perceived simplicity are analyzed. We report a qualitative pilot study and a subsequent experimental study that helped test our model. While the number of objects helped determine the level of simplicity, adding design elements moderated the perceived complexity of control-laden designs. Designs with either a medium or a large number of both objects and design elements were judged as highest for perceived usability.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49313026","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ben W. Morrison, Joshua N. Kelson, Natalie M. V. Morrison, J. Innes, Gregory Zelic, Yeslam Al‐Saggaf, Manoranjan Paul
{"title":"You’re Not the Boss of me, Algorithm: Increased User Control and Positive Implicit Attitudes Are Related to Greater Adherence to an Algorithmic Aid","authors":"Ben W. Morrison, Joshua N. Kelson, Natalie M. V. Morrison, J. Innes, Gregory Zelic, Yeslam Al‐Saggaf, Manoranjan Paul","doi":"10.1093/iwc/iwad028","DOIUrl":"https://doi.org/10.1093/iwc/iwad028","url":null,"abstract":"This study examined whether participants’ adherence to an algorithmic aid was related to the degree of control they were provided at decision point and their attitudes toward new technologies and algorithms. It also tested the influence of control on participants’ subjective reports of task demands whilst using the aid. A total of 159 participants completed an online experiment centred on a simulated forecasting task, which required participants to predict the performance of school students on a standardized mathematics test. For each student, participants also received an algorithm-generated forecast of their score. Participants were randomly assigned to either the ‘full control’ (adjust forecast as much as they wish), ‘moderate control’ (adjust forecast by 30%) or ‘restricted control’ (adjust forecast by 2%) group. Participants then completed an assessment of subjective task load, a measure of their explicit attitudes toward new technologies, demographic and experience items (age, gender and computer literacy) and a novel version of the Go/No-Go Association Task, which tested their implicit attitudes toward algorithms. The results revealed that participants who were provided with more control over the final forecast tended to deviate from it more greatly and reported lower levels of frustration. Furthermore, participants showing more positive implicit attitudes toward algorithms were found to deviate less from the algorithm’s forecasts, irrespective of the degree of control they were given. The findings allude to the importance of users’ control and preexisting attitudes in their acceptance of, and frustration in using a novel algorithmic aid, which may ultimately contribute to their intention to use them in the workplace. These findings can guide system developers and support workplaces implementing expert system technology.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45879908","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
E. J. M. Arruda-Filho, I. D. J. L. P. Gammarano, Edmilson Marcelo Corrêa Duarte
{"title":"Smile, YOU'RE Being Watched: Digital Privacy and Risk Perception Regarding Data Sharing on Social Networks","authors":"E. J. M. Arruda-Filho, I. D. J. L. P. Gammarano, Edmilson Marcelo Corrêa Duarte","doi":"10.1093/iwc/iwad027","DOIUrl":"https://doi.org/10.1093/iwc/iwad027","url":null,"abstract":"\u0000 This study analyzes how users perceive the risks associated with privacy loss on social networks and behave in response to these perceived risks. Specifically, it studies how privacy literacy influences privacy-related risk perceptions concerning the usage of personal information on social networks, and the relationship between the user's privacy concerns and their sharing behavior on social media. The privacy paradox concept is evaluated in this context with respect to the ambiguous values and perceptions that social network users have, wherein they experience concerns regarding their privacy in specific environments but continue to share their information and personal content via these channels regardless. The research adopts a qualitative exploratory approach using semi-structured interviews and content analysis, with Facebook as the focal social network. Four categorical headlines are identified, supporting specific findings that indicate that risk perceptions concerning privacy do impact users' privacy concerns, but do not influence individuals to reduce sharing data. Thus, although some users perceive risks involved in these practices, they continue to share data, ignoring the fact that this may be to their detriment and instead focusing on characteristics that support their sharing. The findings indicate that social interaction benefits obtained from social, hedonic and utilitarian elements provided via the social network lead users to take risks regarding online self-exposure based on their desires and social values.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78323986","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Developing and Evaluating a Virtual Reality Videogame Using Biofeedback for Stress Management in Sports","authors":"Arturo Morales-Tellez, Luís A. Castro, M. Tentori","doi":"10.1093/iwc/iwad025","DOIUrl":"https://doi.org/10.1093/iwc/iwad025","url":null,"abstract":"\u0000 Stress is a reaction of the body to external challenges, whether physical or psychological. In sports, there are stress factors that affect the athlete's performance, especially in team sports that involve short, high-intensity exercise cycles followed by short recovery periods, such as American football. The lack of stress regulation mechanisms can be detrimental to the individual and collective performance of athletes. Biofeedback systems have shown promising clinical results in regulating stress for sports competitions. However, there is a lack of scientific evidence to support their efficacy, and technologies, such as virtual reality videogames, have not been extensively explored. In this article, we present the development and pilot testing of Virtual Autonomic Nervous System (VANS), a virtual reality videogame using biofeedback that supports stress management training in athletes. VANS uses an optical heart rate sensor and aims at keeping the heart rate below a given threshold to control features within the game. We evaluated the usability and user experience of VANS through a 1-week deployment study with 10 American footballers. Our results show that VANS outperformed a commercial videogame used for biofeedback training and considerably reduced stress in our participants. Therefore, VANS could provide stress management training for future matches and competitions. Finally, we reflect on aspects of our design and discuss future directions of our work.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78528824","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Theodoros Georgiou, L. Baillie, G. Netto, Sean Paterson
{"title":"Investigating Technology Concepts to Support Rohingya Refugees in Malaysia","authors":"Theodoros Georgiou, L. Baillie, G. Netto, Sean Paterson","doi":"10.1093/iwc/iwad026","DOIUrl":"https://doi.org/10.1093/iwc/iwad026","url":null,"abstract":"\u0000 The Rohingya ethnic group is one of the most persecuted minorities, whose specific circumstances pose unique and interesting challenges. The digital revolution is transforming the world and is leaving refugees behind (UNHCR). In this paper, we present a multiphase user centred approach we used to explore how Rohingya refugees could access assistance by utilizing technology they already have or share; both early on and long after they arrived in a new country. The findings we present from phase 1, which was an early participatory design phase, were confirmed and endorsed by the Rohingya community, UNHCR and local charities during phase 3. These findings, suggest that concepts aiming to assist Rohingya refugees should primarily focus on: safety, social capital, upskilling, and language translation. Finally, we present the iterative user centred design, implementation, and evaluation of one of these concepts focusing on safety, before being deployed within the Rohingya community in Malaysia.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":null,"pages":null},"PeriodicalIF":1.3,"publicationDate":"2023-03-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47373374","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}