{"title":"File Search: A Contrast Between Beliefs and Behavior","authors":"Ofer Bergman;Esther Sher","doi":"10.1093/iwc/iwad005","DOIUrl":"https://doi.org/10.1093/iwc/iwad005","url":null,"abstract":"This study sheds light on the disparities between file search beliefs and as opposed to file search behavior. Using a questionnaire (N = 110), we measured participants’ intuitive beliefs regarding query-based search usage and compared it to well-validated scientific findings. Our participants believed that search is the dominant retrieval strategy; search engine technology strongly increases search usage and will eventually eliminate folder navigation; and that young people search more than older ones. Contrary to these beliefs, research has shown that users prefer folder-based navigation, with search being used only as a last resort for a small minority of retrievals; search engine technology has little effect on search usage or folder organization; folder navigation has deep neuro-cognitive roots and there is a positive correlation between age and search percentage. We then discuss possible reasons for these contrasts and conclude that evidence-based personal information management education should be used to correct these baseless beliefs.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"34 6","pages":"150-154"},"PeriodicalIF":1.3,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49962791","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":"Quantifying the Cost of Web Accessibility Barriers for Blind Users","authors":"Meagan Griffith;Brian Wentz;Jonathan Lazar","doi":"10.1093/iwc/iwad004","DOIUrl":"https://doi.org/10.1093/iwc/iwad004","url":null,"abstract":"When a website is not accessible for users with disabilities, there is a cost imposed on that user. This study quantifies the time disparity experienced by blind users when they encounter web accessibility barriers. The resulting data illustrates a significant reason why web accessibility is imperative, by highlighting and measuring the cost of inaccessibility through the lens of the inequity that accessibility barriers place on the time of users with disabilities in both personal and business settings. This data is needed for policymakers who are creating new regulations or statutes, as well as for informing future technical standards for web accessibility.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"34 6","pages":"137-149"},"PeriodicalIF":1.3,"publicationDate":"2023-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49962790","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}
Marisela Hernández Lara, A. I. Martínez-García, Karina Caro
{"title":"Using Emotion4Down: Evaluating the Design of a Serious Video Game for Supporting Emotional Awareness with People with Intellectual Disabilities","authors":"Marisela Hernández Lara, A. I. Martínez-García, Karina Caro","doi":"10.1093/iwc/iwac044","DOIUrl":"https://doi.org/10.1093/iwc/iwac044","url":null,"abstract":"\u0000 Down syndrome is considered the most common genetic cause of intellectual disability. People with intellectual disabilities have deficits in intellectual functioning such as attention, reasoning and academic learning. According to the American Association on Intellectual and Developmental Disabilities and the Centers for Disease Control and Prevention, intellectual disability encompasses only a person’s intellectual functioning; however, it can co-exist with other developmental disabilities, such as Down syndrome. People with Down syndrome may have intellectual disabilities in the mild to moderate range. Because of this, they exhibit some cognitive and emotional characteristics of intellectual disability. Among the emotional characteristics of these populations are difficulties in recognizing some emotions, which triggers anxiety and depression problems. The literature proposes using serious video games to support different skills of people with Down syndrome and intellectual disabilities. Some of these works have shown how these serious video games support the development of different skills of these populations. However, they have not been designed to support their emotional awareness. Likewise, technology is aimed at supporting emotion recognition and identification, but most of these have been aimed at other populations, such as people with autism. This paper presents the evaluation process of the design of Emotion4Down: a serious video game to support emotional awareness. We conducted this evaluation in three stages involving people with intellectual disabilities and Down syndrome.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"81 1","pages":"363-386"},"PeriodicalIF":1.3,"publicationDate":"2023-01-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80490530","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":"Correction to: Designing in Pandemic Context: Scientific Collaboration through the OpenDesign Platform (published as OpenDesign of Scientific Research in Pandemic Context)","authors":"","doi":"10.1093/iwc/iwad007","DOIUrl":"https://doi.org/10.1093/iwc/iwad007","url":null,"abstract":"","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"1 1","pages":"49"},"PeriodicalIF":1.3,"publicationDate":"2023-01-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90682912","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}
K. R. H. Rodrigues, A. E. C. Verhalen, Jonattan Willian da Silva, Tiago Marino Silva, R. Zavarizz, Vânia P. A. Neris, Paula Maia de Souza
{"title":"Design and Evaluation of an Authoring Platform for Therapeutic Digital Games","authors":"K. R. H. Rodrigues, A. E. C. Verhalen, Jonattan Willian da Silva, Tiago Marino Silva, R. Zavarizz, Vânia P. A. Neris, Paula Maia de Souza","doi":"10.1093/iwc/iwac045","DOIUrl":"https://doi.org/10.1093/iwc/iwac045","url":null,"abstract":"\u0000 Therapeutic digital games aim to support rehabilitation treatments and help patients understand, motivate and persist in therapeutic practices. Although there are several therapeutic digital games available, their development highly depends on the involvement of computer science professionals. This paper’s contribution is about how RUFUS was designed as a platform to provide EUP (End-User Programming) for healthcare professionals. This platform enables these professionals to author digital games aiming at performing therapeutic activities with their patients and/or caregivers. The platform has a web interface for game authoring, currently composed of three different game mechanics, as well as the possibility of viewing interaction reports. It also encompasses a mobile app that displays the games created for patients. Participatory design techniques were used during the design and evaluation of the three games to engage different stakeholders and also empower healthcare providers. A preliminary evaluation of the RUFUS point to an easy-to-use design solution, but which still needs further testing to ensure intuitiveness for users who have no experience with games or with authoring interfaces.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"7 1","pages":"118-141"},"PeriodicalIF":1.3,"publicationDate":"2023-01-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"84700550","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":"Let's Work Together! Wikipedia Language Communities' Attempts to Represent Events Worldwide","authors":"Ang Li, Rosta Farzan, Claudia A. López","doi":"10.1093/iwc/iwac033","DOIUrl":"https://doi.org/10.1093/iwc/iwac033","url":null,"abstract":"","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"113 1","pages":"69-82"},"PeriodicalIF":1.3,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80575943","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}
José-Guillermo Hernández-Calderón, Valeria Soto-Mendoza, L. G. Montané-Jiménez, Marion Alain Meunier Colula, Janeth Tello-Carrillo
{"title":"Information Visualization Dashboard to Proctor Test-Takers During an Online Language Proficiency Test","authors":"José-Guillermo Hernández-Calderón, Valeria Soto-Mendoza, L. G. Montané-Jiménez, Marion Alain Meunier Colula, Janeth Tello-Carrillo","doi":"10.1093/iwc/iwac043","DOIUrl":"https://doi.org/10.1093/iwc/iwac043","url":null,"abstract":"As a result of the COVID-19 pandemic, the learning and evaluation processes have been moved to an online modality to keep social distance and reduce the spreading of the virus. The strategies implemented for assessment and proctoring in this online remote teaching and assessment emergency are no exception when proctoring test-takers. This problem is addressed from a practical context of study: the English Language Proficiency Tests of a University in southeast Mexico. Considering an iterative user-centered mixed methodology, a set of dashboards was designed, implemented and evaluated to visualize the information generated by test-takers during the administration process. An increase in the Usability of the dashboards is observed in all heuristic categories, with visual design being greater. The use of the mixed methodology and the constant user feedback during the process helped us to reduce development time compared with other works found in the literature. Moreover, it is possible to use the proposed dashboards in other application domains like medicine, or care facilities where user activity monitoring is needed to make informed decisions. categoryHuman-centered computing;Information visualization","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"3 1","pages":"339-362"},"PeriodicalIF":1.3,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"90342998","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":"Older Adults' Concurrent and Retrospective Think-Aloud Verbalizations for Identifying User Experience Problems of VR Games","authors":"Mingming Fan;Vinita Tibdewal;Qiwen Zhao;Lizhou Cao;Chao Peng;Runxuan Shu;Yujia Shan","doi":"10.1093/iwc/iwac039","DOIUrl":"https://doi.org/10.1093/iwc/iwac039","url":null,"abstract":"While virtual reality (VR) games are beneficial for older adults to improve their physical functions and cognitive abilities, VR research often does not include older adults. Our review of the proceedings of major HCI conferences (i.e. ASSETS, CHI, CHI PLAY, CSCW and DIS) between 2016 and 2020 shows that only three out of 352 VR-related papers involved older adults. Consequently, older adults tend to encounter user experience (UX) problems with VR. One common way to identify UX problems is to conduct usability testing with think-aloud (TA) protocols. As VR games tend to be perceptually and physically demanding, older adults might need to allocate more resources to VR content and interaction and thus have fewer resources for thinking aloud. This raises the question of whether TA protocols are still a viable approach to detecting UX problems of VR games for older adult participants. To answer this question, we conducted usability testing with older adults who played two common types of VR games (i.e. the exergame and experience game) using concurrent and retrospective TA protocols (i.e. CTA and RTA), which are widely used in the industry. We analyzed participants' TA verbalizations and uncovered how different categories of verbalizations indicate UX problems. We further show how older adults perceived the effects of thinking aloud on their game experiences in two TA protocols and offer design implications.","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"34 4","pages":"99-115"},"PeriodicalIF":1.3,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49939307","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":"Buttons, Devices, and Adults: How Preschool Children Designed an IoT Programming Tool","authors":"B. S. Neto, Carla Rodriguez, Vânia P. A. Neris","doi":"10.1093/iwc/iwad037","DOIUrl":"https://doi.org/10.1093/iwc/iwad037","url":null,"abstract":"","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"94 1","pages":"301-314"},"PeriodicalIF":1.3,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85858407","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}
J. Pimenta, E. Duarte, M. Baranauskas, C. B. Medeiros
{"title":"UbiAccess: an Instrument to Assess System Access in Ubiquitous Scenarios","authors":"J. Pimenta, E. Duarte, M. Baranauskas, C. B. Medeiros","doi":"10.1093/iwc/iwac029","DOIUrl":"https://doi.org/10.1093/iwc/iwac029","url":null,"abstract":"","PeriodicalId":50354,"journal":{"name":"Interacting with Computers","volume":"135 1","pages":"55-68"},"PeriodicalIF":1.3,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75742713","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}