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1.
  • Aryana, Bijan, 1980, et al. (författare)
  • Mobile Usability: Experiences From Iran and Turkey
  • 2013
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1532-7590 .- 1044-7318. ; 29:4, s. 220-242
  • Tidskriftsartikel (refereegranskat)abstract
    • In this article, a country specific comparative mobile usability study is presented, using Iran and Turkey as the two chosen emerging/emergent nation exemplars of smartphone usage and adoption. In a focus group study, three mobile applications were selected by first-time users of smartphones. In both countries, the music player application was tested, wherein common patterns of accessing and sorting songs emerged. Whereas the Iranian users appeared to be more interested in social networking via use of an SMS service, the Turkish users tended to prefer to apply hierarchies to their own daily personal contacts. The results and analysis establish the existence of country specific issues and concerns, as well as reveal generic usability issues. The article concludes that the source of these issues is most likely due to a combination of certain contextual features endemic to both Iran and Turkey, not only to ethnic, religious, or cultural issues.
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2.
  • Caltenco, Héctor, et al. (författare)
  • The Impact of Function Location on Typing and Pointing Tasks With an Intraoral Tongue-Computer Interface
  • 2014
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1532-7590 .- 1044-7318. ; 30:4, s. 267-277
  • Tidskriftsartikel (refereegranskat)abstract
    • Intraoral target (typing) and on-screen target (pointing/tracking) selection tasks were performed by 10 participants during 3 consecutive day sessions. Tasks were performed using 2 different intraoral sensor layouts. Reduction of undesired sensor activations while speaking as well as the influence of intraoral temperature variation on the signals of the intraoral interface was investigated. Results showed that intraoral target selection tasks were performed better when the respective sensor was located in the anterior area of the palate, reaching 78 and 16 activations per minute for repetitive and "unordered" sequences, respectively. Virtual target pointing and tracking tasks, of circles of 50, 70, and 100 pixels diameter, showed no significant difference in performance, reaching average pointing throughputs of 0.62 to 0.72 bits per second and relative time on target of 34% to 60%. Speaking tasks caused an average of 10 to 31 involuntary activations per minute in the anterior part of the palate. Intraoral temperature variation between 11.87 degrees C and 51.37 degrees C affected the sensor signal baseline in a range from -25.34% to 48.31%. Results from this study provide key design considerations to further increase the efficiency of tongue-computer interfaces for individuals with upper-limb mobility impairments.
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3.
  • Caltenco, Héctor, et al. (författare)
  • Understanding Computer Users With Tetraplegia: Survey of Assistive Technology Users
  • 2012
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1532-7590 .- 1044-7318. ; 28:4, s. 258-268
  • Tidskriftsartikel (refereegranskat)abstract
    • An online survey in the form of a questionnaire was conducted to obtain the opinion of computer users with tetraplegia on their current computer interfaces and to assess desirable applications for future independent control using assistive devices. The survey included questions related to information about the respondents' injury/disease, everyday activities and social life, electronic devices and computer programs, evaluation of computer interfaces, and desirable applications for assistive devices. The survey was distributed via tetraplegia associations, magazines, and Internet forums mainly in Denmark and Sweden, but also through other European and American associations. Thirty-one completed questionnaires were collected from individuals with spinal cord injury and other neuromuscular diseases that resulted in tetraplegia. Respondents evaluated gaze and head trackers; speech recognition systems; chin, mouth, and hand joysticks; sip and puff interfaces; and typing sticks. Most interfaces were evaluated in a range from neutral to good. Users expressed a desire for applications to independently control wheelchairs, television sets, doors, and windows. This is, as far as is known, the first study that compares a wide range of current commercial computer interfaces that have been used as part of the users' everyday lives. The answers are useful for designing and developing alternative computer interfaces and assistive devices and for computer-interface users to identify a computer-interface fitting more to his or her needs.
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5.
  • Eklund, Lina, 1982- (författare)
  • A Shoe Is a Shoe Is a Shoe : Interpersonalization and Meaning-making in Museums - Research Findings and Design Implications
  • 2020
  • Ingår i: International Journal of Human-Computer Interaction. - : TAYLOR & FRANCIS INC. - 1044-7318 .- 1532-7590. ; 36:16, s. 1503-1513
  • Tidskriftsartikel (refereegranskat)abstract
    • Digital technology is increasingly used to enhance museum experiences for visitors. Concurrently, research shows that people seldom visit museums alone, yet design often focusses on creating individual experiences. This article addresses this conundrum by examining visitor's social interaction and meaning-making in museums in order to provide empirical results actionable for design. It does so through an ethnographic approach combining observations and extended focus group interviews in an analogue museum. Results highlight how museums are social spaces, made so by active participant visitors. Processes of social meaning-making occur as visitors draw on objects in social identity-making and recontextualization - linking the past to the present -, play, share knowledge, and engage in embodied practices. The study suggests shifting from designing personalized towardinterpersonalexperiences. Four design sensitivities are presented: Interpersonalized meaning-making, playful sociality, social information sharing, and social movement.
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7.
  • Foroughi, Behzad, et al. (författare)
  • Determinants of Intention to Use ChatGPT for Educational Purposes : Findings from PLS-SEM and fsQCA
  • 2023
  • Ingår i: International Journal of Human-Computer Interaction. - : Taylor & Francis. - 1044-7318 .- 1532-7590. ; , s. 1-20
  • Tidskriftsartikel (refereegranskat)abstract
    • ChatGPT can revolutionize education by enhancing student engagement and making learning more personalized. Drawing on UTAUT2, this study investigated determinants of intention to use ChatGPT for educational purposes. Data were gathered from 406 Malaysian students and analyzed using a hybrid approach including “partial least squares” (PLS) and “fuzzy-set qualitative comparative analysis” (fsQCA). PLS showed that performance expectancy, effort expectancy, hedonic motivation, and learning value significantly influence the intention to use ChatGPT. Furthermore, we found that personal innovativeness and information accuracy negatively moderate the associations between ChatGPT use and its determinants. While PLS demonstrated that social influence, facilitating conditions, and habit do not affect ChatGPT use, fsQCA revealed that all factors might affect the intention to use ChatGPT. fsQCA suggested that eight combinations of factors may lead to high ChatGPT use. The results hold various implications for ChatGPT developers, instructors, and universities and provide insights for accelerating ChatGPT adoption.
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8.
  • Fällman, Daniel, 1975- (författare)
  • Mediated reality through glasses or binoculars? Exploring use models of wearable computing in the context of aircraft maintenance.
  • 2003
  • Ingår i: International Journal of Human-Computer Interaction. - Mahwah, NJ : Lawrence Erlbaum Associates. - 1044-7318 .- 1532-7590. ; 15:2, s. 265-284
  • Tidskriftsartikel (refereegranskat)abstract
    • Aircraft maintenance is often considered a typical application for specialized wearable computer systems, designed and used for a specific purpose only. From the findings of an interpretive case study conducted at Scandinavian Airlines Systems, the largest commercial airline in Scandinavia, there is evidence to question the potential usefulness of such a system.Instead, in this article, aircraft maintenance is used to explore the potentialities of different use models of wearable computing (i.e., the way the system is designed, used, and understood, and which should also make sense in other environments). The use models are (a) a vertical model addressed by a binoculars-analogy, where the system is designed and used for a specific purpose; and (b) a horizontal model, approached by perceiving wearable computers as eyeglasses, where the system is used throughout the day for a number of activities. Problems with both models suggest an alternative use model, which is presented as the embodied use model, drawing on the notion of embodiment introduced by Ihde (1990).
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9.
  • Gulliksen, Jan, 1965-, et al. (författare)
  • Analysis of Information Utilization (AIU)
  • 1997
  • Ingår i: International Journal of Human-Computer Interaction. - London : Taylor & Francis Group. - 1044-7318 .- 1532-7590. ; 9:3, s. 255-282
  • Tidskriftsartikel (refereegranskat)abstract
    • Analysis of information utilization (AIU) is a method for describing and analyzing how information entities identified in information analysis are being used in the work situation. AIU aims at complementing existing methods for user interface design by identifying additional requirements for human-computer interaction. The method focuses on aspects, of computer-supported work, related to cognitive load, aspects of which end users often not are explicitly aware. For skilled workers in a professional work environment, the efficiency of the user interface is extremely important. We earlier stressed that important criteria for design of user interfaces deals with making the interface "obvious" to the users, by minimizing the cognitive load associated with the handling of it. AIU is performed through observation interviews in which human-computer experts interview representative users about their work situation and observe physical information-handling routines. The analysis identifies work tasks in terms of judgments and decision-making situations, requirements concerning the tasks that may have to be performed simultaneously, important features and priorities of the information, actions the user can initiate and so on. The method supports the interface designer with human-computer interaction requirements structured for a workspace-oriented design. It is integrated in user-centered development model and supports the simultaneous development of competence, organization, work activity, and information technology. This article describes the background and contents of the method and how the results of the analysis are documented and used in the design process. A number of application projects have shown that AIU makes it possible to capture aspects of human work and information processing that are important to the design of better interfaces. AIU is not a new method for system development but complements today methods for task and information analysis with more...
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10.
  • Gulliksen, Jan, et al. (författare)
  • Design versus design - From the shaping of products to the creation of user experiences
  • 2003
  • Ingår i: International Journal of Human-Computer Interaction. - 1044-7318 .- 1532-7590. ; 15:1, s. 5-20
  • Tidskriftsartikel (refereegranskat)abstract
    • The concept of design in the context of human-computer interaction is discussed based,on definitions from industrial design to the very practical problem of achieving usability in industrial projects in practice. Design is an important quality of a product that today has not been receiving enough attention when it comes to computerized artifacts. Design is also a process of creating the user's experience of a system. This article focuses more on design as a creative process of communication than on a posteriori product quality aspects. The Scandinavian tradition has stressed the importance of users participating actively in a user-centered design process. The article defines and discusses user-centered design in light of the theories of communication as put forth by Herbert Clark (1996). Communication is identified as one of the, key issues that needs to be addressed to achieve well-functioning user-centered design. The article discusses different terminology and gives examples from a theory on common ground. Finally, mock-ups, prototypes, and video are discussed as tools for facilitating communication and construction of common ground.
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11.
  • Gulliksen, Jan, 1965-, et al. (författare)
  • Domain specific design of user interfaces
  • 1995
  • Ingår i: International Journal of Human-Computer Interaction. - : Taylor & Francis Group. - 1044-7318 .- 1532-7590. ; 7:2, s. 135-151
  • Tidskriftsartikel (refereegranskat)abstract
    • The use of graphical user interfaces in a computerized work environment is often considered to substantially improve the work situation. The outcome can, however, often be the opposite. Inappropriate use of windowing techniques, scrolling, and colors can result in tedious and confusing interaction with the computer. Today's standards and style guides define basic design principles but are insufficient for design of interfaces to end‐user applications. Here detailed domain knowledge is indeed essential. A domain‐specific style guide (DSSG) is an extension of today's standard with domain‐specific primitives, interface elements, and forms, together with domain‐specific guidelines. Careful dedicated analysis of information utilization in a domain is the development basis for a DSSG. The development is performed with an object‐oriented approach to facilitate the reuse of interface components and to support consistency and structure. Using a DSSG, the development of applications can be performed with a simplified information analysis. Therefore a more effective design process is possible, one in which end users can participate in the design using their own familiar domain‐related terminology. Time and costs for the development process can be drastically reduced if domain‐specific style guides, design guidelines, and development tools are used.
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14.
  • Jingili, Nuru, et al. (författare)
  • A Two-Stage co-Design Process of Battleship-AST Persuasive Game for Active School Transportation in Northern Sweden
  • 2024
  • Ingår i: International Journal of Human-Computer Interaction. - : Taylor & Francis. - 1044-7318 .- 1532-7590.
  • Tidskriftsartikel (refereegranskat)abstract
    • This research delves into the dynamics of active school transport (AST) by utilizing a two-stage co-design process and leveraging persuasive technology within a game for promoting AST called Battleship-AST. The primary aim of this research is to thoroughly investigate the two-stage game co-design process employed in creating a Battleship-AST game. Moreover, our research aims to evaluate participants’ perceptions regarding the motivating and engaging potential of the persuasive technology and gamification features embedded within the final iteration of the game. This evaluation aims to understand how these features influence participants’ motivation to increase their usage of AST through gameplay. In pursuit of these objectives, the research builds upon the existing Battleship-AST prototype and actively engages school children in a collaborative two-stage co-design process. Their valuable insights and preferences were harnessed in refining the game, which was subsequently tested during a tech event in Skellefteå, Sweden. The findings shed light on various aspects of the game’s impact, from its reception to the gamification features integrated within. Notably, the research highlights the positive impact of the co-design process, with increased motivation and engagement observed among the participants. Their involvement in shaping the game’s design resulted in a more engaging and enjoyable experience. The persuasive technology features, encompassing competition, collaboration, auditory cues, a virtual reward system, and an emphasis on similarity, played a pivotal role in sustaining engagement and motivating players. Elements such as rewards, leaderboard progression, and badges proved highly effective in encouraging continued participation and fostering a positive feedback loop. However, the study also identifies areas for potential improvement, including the need to measure real-life progress and refine the game’s levelling system. The research indicates that refining feedback mechanisms and tailoring game content to individual preferences could create an even more engaging experience. Additionally, long-term playtesting is proposed to assess the game’s extended impact. The findings offer promising avenues for enhancing motivation and engagement in AST, which can contribute to the promotion of healthier and more sustainable transportation choices among school children.
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15.
  • Johansson, Björn J E, et al. (författare)
  • The Effect of a Geographical Information System on Performance and Communication of a Command and Control Organization
  • 2010
  • Ingår i: INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION. - : Taylor & Francis Group. - 1044-7318 .- 1532-7590. ; 26:2-3, s. 228-246
  • Tidskriftsartikel (refereegranskat)abstract
    • This article tests the claimed benefits of using geographical information systems (GIS) in emergency response. An experimental study, which compares command and control (C2) teams using (a) a C2 tool with GIS-functionality and (b) traditional paper maps in a forest firefighting scenario, is presented. A total of 132 persons, forming 22 teams, participated in the study. Eleven teams had access to a C2 tool with GIS-functionality, which provided real-time data about the position of the firefighting units and the fire outbreak. The other 11 teams were using traditional paper maps. The result shows that the teams with access to the C2 tool with GIS-functionality performed significantly better than the teams using the traditional paper maps in terms of saved area. Communication volume was reduced in the case of the C2 teams using the C2 tool with GIS-functionality. The content of exchanged messages was also significantly different in the two settings.
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16.
  • Junestrand, S., et al. (författare)
  • User study of video-mediated communication in the domestic environment with intellectually disabled persons
  • 2003
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1044-7318 .- 1532-7590. ; 15:1, s. 87-103
  • Tidskriftsartikel (refereegranskat)abstract
    • A user study of video-mediated communication (VMC) involving six persons with mild intellectual disability is presented. It took place at comHOME, a full-scale model of an apartment of the future, showing innovative architectural and technical designs with regard to the integration of VMC into the domestic environment. Two different zones for VMC, comZONES, in the apartment, were tested, the videoTORSO (a large-screen set-tip for informal everyday,communication) and the workPLACE (a place for professional work tasks). The: purpose of the study was to get a deeper understanding of how people use these comZONES. The final discussion points out that the comZONES seem to be interpreted correctly and to function aptly in relation to the participants, in the study. An assumed explanation is that spatial recognition is a very fundamental human function and thus less significant with regard to the mental capacity of the individual.
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17.
  • Kucherenko, Taras, 1994-, et al. (författare)
  • Moving Fast and Slow : Analysis of Representations and Post-Processing in Speech-Driven Automatic Gesture Generation
  • 2021
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1044-7318 .- 1532-7590. ; 37:14, s. 1300-1316
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper presents a novel framework for speech-driven gesture production, applicable to virtual agents to enhance human-computer interaction. Specifically, we extend recent deep-learning-based, data-driven methods for speech-driven gesture generation by incorporating representation learning. Our model takes speech as input and produces gestures as output, in the form of a sequence of 3D coordinates. We provide an analysis of different representations for the input (speech) and the output (motion) of the network by both objective and subjective evaluations. We also analyze the importance of smoothing of the produced motion. Our results indicated that the proposed method improved on our baseline in terms of objective measures. For example, it better captured the motion dynamics and better matched the motion-speed distribution. Moreover, we performed user studies on two different datasets. The studies confirmed that our proposed method is perceived as more natural than the baseline, although the difference in the studies was eliminated by appropriate post-processing: hip-centering and smoothing. We conclude that it is important to take both motion representation and post-processing into account when designing an automatic gesture-production method.
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18.
  • Lantz, Ann (författare)
  • Does the use of E-mail change over time?
  • 2003
  • Ingår i: International Journal of Human-Computer Interaction. - 1044-7318 .- 1532-7590. ; 15:3, s. 419-431
  • Tidskriftsartikel (refereegranskat)abstract
    • Many empirical studies of the use of e-mail have been performed, but longitudinal studies are not common. In this article a longitudinal study is presented, with data collected during 1994,1995, and 1998. The research question was as follows: How does the use of e-mail change over time concerning problems experienced with e-mail, the flow of messages, and time to handle mail (i.e., to send and receive a response)? Results show that the flow of messages was stable (sent mail per day) or doubled (received messages per day). Time to handle mail was stable over the 5 years, but the experienced amount of time to handle mail changed from not being sufficient to sometimes sufficient depending on the total work situation. Experienced problems with e-mail decreased during the 5-year study period. The time for respondents to reply to a message changed during this period from immediately to in a day or even a week. Respondents accepted not receiving replies to their own messages, but they used strategies to get answers to the most important messages.
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19.
  • Lantz, Ann (författare)
  • Heavy Users of Electronic Mail
  • 1998
  • Ingår i: International Journal of Human-Computer Interaction. - : Lawrence Earlbaum Associates. Inc.. - 1044-7318 .- 1532-7590. ; 10:4, s. 361-379
  • Tidskriftsartikel (refereegranskat)abstract
    • A field study was conducted using a questionnaire and interviews concerning how electronic mail (E-mail) is used as a work tool for communication. The questionnaire, distributed electronically within a large organization, showed that employees sending and receiving large numbers of E-mail messages are not the same employees having problems handling E-mail. Managers seem to have problems to a larger extent than members of other workgroups. Interviews were then conducted with 10 employees selected by strata from the questionnaire study. Strata were based on the variables of job category, number of E-mail messages sent and received per day, and E-mail handling problems. The interviews showed that, although employees continually entered the E-mail program, they did not see this action as disruptive of other work activities; instead, they saw it as having a positive effect. E-mail handling problems correlated with the number of messages stored in the inbox (.72). Employees felt a shortage of time for handling E-mail and gave examples of communication problems. Regardless of the number of messages in the inbox and whether employees felt a time shortage, employees had difficulty organizing stored messages within folders and catalogues.
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20.
  • Lindberg, Susanne, 1987-, et al. (författare)
  • Evaluating Digital Peer Support for Children Cured from Cancer
  • 2017
  • Ingår i: International Journal of Human-Computer Interaction. - New York, NY : Taylor & Francis. - 1044-7318 .- 1532-7590. ; 33:8, s. 664-676
  • Tidskriftsartikel (refereegranskat)abstract
    • This article describes a case study of the challenges that emerged from a formative evaluation process with the purpose of evaluating a digital peer support (DPS) service for children between 8 and 12 cured from cancer. The evaluation of DPS for children is particularly challenging. While the literature on evaluation with children is extensive, challenges such as risk assessment that become prevalent in the evaluation of DPS are not highlighted. This case study analyzes how the DPS service was evaluated over the course of two usability tests, a two-week diary study, a focus group interview, and a survey. Challenges relating to ethics, trust, risk assessment, and recruitment emerged during the evaluation process. We identify key strategies to handle these challenges: progression, proxies, and reflection. Performing a multistage evaluation process with progressing sensitivity allowed control of some of the complexities of the context in order to balance the degree of the children’s involvement with the degree of sensitivity. © 2017 Taylor & Francis Group, LLC
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21.
  • Lindgren, Thomas, 1973-, et al. (författare)
  • Entangled Intelligent Driving : Relations with Automated Cars
  • 2022
  • Ingår i: International Journal of Human-Computer Interaction. - New York, NY : Taylor & Francis. - 1044-7318 .- 1532-7590. ; 38:17, s. 1607-1620
  • Tidskriftsartikel (refereegranskat)abstract
    • As machines become increasingly intelligent, the HCI community is presented with new challenges regarding methods to capture and understand user experience (UX). In the case of autonomous driving (AD), this involves new scenarios where humans and intelligent vehicles need to act together in real-life traffic situations with other road users. This article responds to this context by 1) outlining a longitudinal design ethnography method whereby participants drove semiautonomous cars in their everyday environments to capture such human-machine relations in real-life settings, 2) demonstrating the complexities of the relations between humans and AD vehicles, 3) engaging theories of socio-materiality and entanglement to understand the human-machine relations of AD cars, and 4) identifying anticipatory experiences that emerge from these relations and their implications for informing UX design. © 2021 Taylor & Francis Group, LLC
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22.
  • Liu, Ying-Hsang, et al. (författare)
  • User Evaluation of Conversational Agents for Aerospace Domain
  • 2023
  • Ingår i: International Journal of Human-Computer Interaction. - : Taylor & Francis. - 1044-7318 .- 1532-7590.
  • Tidskriftsartikel (refereegranskat)abstract
    • The aerospace industry can benefit from conversational agents that provide efficient solutions for safety-of-life scenarios. This industry is characterized by products and systems that require years of engineering to achieve optimal performance within complex environments. With recent advances in retrieval and language models, conversational agents can be developed to enhance the system’s question-answering capabilities. However, evaluating the added-value of such systems in the context of industrial applications, such as pilots in a cockpit, can be challenging. This article presents the design, implementation, and user evaluation of a conversational agent called Smart Librarian, which is tailored to the aerospace domain’s specific requirements to support pilots in their tasks. Our results based on a controlled user experiment with flight school students indicate that the user’s perception of the usefulness of the system in completing the search task is a good predictor of both task score and time spent. The system’s responses to the relevance of the topic is also a good predictor of task score. The perceived difficulty of the search task and its interaction with the relevance of the system’s responses to the topic also play a key role in search performance. The mixed-effects models constructed in this study had large effect sizes, demonstrating participants’ ability to assess their performance accurately. Nevertheless, user satisfaction with the system’s responses may not be a reliable predictor of user search performance. Implications for the design of conversational agents based on the domain’s specific requirements are discussed.
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23.
  • Lou, Xianglong, et al. (författare)
  • Effects of User’s Hand Orientation and Spatial Movements on Free Hand Interactions with Large Displays
  • 2018
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1044-7318 .- 1532-7590. ; 34:6, s. 519-532
  • Tidskriftsartikel (refereegranskat)abstract
    • In motion-sensing interaction with large displays through bare hands, we can observe that users alternate their hands and move their bodies frequently. What cause such actions and how these actions affect free hand interaction results are less systematically investigated. To address this gap in knowledge, we conducted studies on Pointer-Acceleration (PA)-based free hand interactions of target selection and found that (1) users made more frequent hand alternations when selecting small targets with large movement amplitudes, as in such cases users were not only affected by observable arm fatigue, but were also motivated to switch hands for higher selection accuracy and convenience; (2) hand alternation led to the hand orientation effects: target selection on display areas at the operating hand’s side was more efficient and accurate than that at the opposite side; (3) large movement amplitudes on the user interface increased users’ physical movements in front of the large display, which harmed selection efficiency; (4) selection of small targets led to a closer interaction distance, while large movement amplitudes led to a larger interaction distance; and (5) selection results were affected by interaction distances, as users gained high efficiency, but low accuracy at a large distance and low efficiency, but high accuracy at a close distance. Given these results, this article discusses practical implications for applying PA-based free hand interaction techniques and designing related user interfaces on large displays.
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24.
  • Luo, Shijian, et al. (författare)
  • RoamFab : A Design Tool for Reconfiguring Parameterized Mechanisms to 3D Models With Structural Optimization
  • 2023
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1044-7318 .- 1532-7590. ; 39:19, s. 3702-3716
  • Tidskriftsartikel (refereegranskat)abstract
    • Creating personalized 3D printing objects has become increasingly popular with the advance in end-user modeling tools and fabrication techniques. However, it remains challenging for novice makers to design and fabricate functional objects with mechanical motion such as linear or rotational. To empower users to add mechanical movements to their models for particular needs, we first investigate the commonly used 3D printable mechanisms and parameterize four mechanical primitives. We then provide a computational approach to reconfigure the mechanical primitives to user-provided 3D models, with an underlying structural optimization procedure according to a specified bending force. We further showcase a set of design examples and conduct a user study to demonstrate the potential of our approach in creating personalized functional artifacts.
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25.
  • Murmann, Patrick, et al. (författare)
  • From Design Requirements to Effective Privacy Notifications : Empowering mHealth Users to Make Informed Decisions
  • 2021
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1044-7318 .- 1532-7590. ; 37:19, s. 1823-1848
  • Tidskriftsartikel (refereegranskat)abstract
    • To date, there are no satisfactory design requirements for privacy notifications, which constitute a conceptual means of informing users of online data services about how their personal data are processed and guide the decisions they make. Contextualising privacy notifications in the field of personal health tracking, we elicit a set of design requirements from the literature, implement a prototype, and conduct a qualitative, iterative lab study to evaluate the efficacy of the requirements immanent in the prototype. Our findings show that privacy notifications have the potential to facilitate usable transparency and intervenability in the ecosystem of mobile devices. The feedback obtained about the prototype lends itself to a refined set of design requirements presented in this paper. Implementing the principles of human-centred design, these requirements reflect building blocks that can help designers create usable tools that accommodate the needs of users of mobile health services.
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26.
  • Normark, Carl Jörgen (författare)
  • Design and Evaluation of a Touch-Based Personalizable In-vehicle User Interface
  • 2015
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1044-7318 .- 1532-7590. ; 31:11, s. 731-745
  • Tidskriftsartikel (refereegranskat)abstract
    • There is a trend of personalizable products at the same time as there is a substantial growth of functions in the automobile user interface. A research through design approach was used to explore the potential of a personalizable vehicle user interface to improve traffic safety as well as user experience by offering a product that is tailored to the users own needs and preferences. A prototype was evaluated by 20 participants with several methods: interviews, Computer System Usability Questionnaire (CSUQ), Microsoft product reaction cards, and driving simulator measures. The prototype was experienced positively (flexible, easy to use, and usable), few usability issues were found, no negative effects on driving performance were found, and it was assumed that it could improve traffic safety. All participants stated that they would want to use such a system in their own cars.
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27.
  • Olsson, Eva, et al. (författare)
  • A Corporate Style Guide That Includes Domain Knowledge
  • 1999
  • Ingår i: International Journal of Human-Computer Interaction. - MAHWAH, NJ : Lawrence Erlbaum Associates. - 1044-7318 .- 1532-7590. ; 11:4, s. 317-338
  • Tidskriftsartikel (refereegranskat)abstract
    • Different professions adopt their own language such that the semantics involve elements very specific to their domain. System developers approaching users in a new domain often experience initial difficulties when trying to understand these semantics and associated work practices. Although most software developers also lack knowledge of human-computer interaction (HCI), means of transferring domain and HCI knowledge to developers in a convenient form are needed. A domain-specific style guide could be a worthy framework for the development of a high-level structure of interface elements and guidelines, including domain knowledge. Such a style guide is suggested as a practical form for packaging domain and HCI knowledge to aid developers. Anticipated benefits are enhanced application quality, usability, efficiency, and acceptance as the communication among software developers and intended users improves. The speed of application development could also increase. This article summarizes a project in which a medical style guide was developed and describes in more detail the work procedure utilized in the development of a corporate style guide for the tax-handling domain. Finally, suggestions on style guide development conditions are presented based on experiences from the establishment of the style guide in an organization
  •  
28.
  • Schuster, Frederik, et al. (författare)
  • Users’ Privacy and Security Concerns that Affect IoT Adoption in the Home Domain
  • 2024
  • Ingår i: International Journal of Human-Computer Interaction. - : Taylor & Francis. - 1044-7318 .- 1532-7590. ; 40:7, s. 1632-1643
  • Tidskriftsartikel (refereegranskat)abstract
    • Internet of things (IoT) technology must provide users with benefits that outweigh the costs and risks for it to be widely accepted and adopted. New functionality is continuously added, and costs decrease with the increasing volumes and technological advances; however, the risks also increase as technology becomes increasingly integrated into human lives. This survey study of 251 respondents investigated how users and different user groups perceive IoT security and privacy in the home domain, their trust in the involved parties, and how different types of measures, as suggested by the literature, can affect user adoption. The results indicate that people are particularly concerned about security and privacy and are fearful of breaches and misuse. A large majority of the people do not believe the products to be secure. Less than a third of the users trust manufacturers, service providers, and governments to uphold their privacy; this remarkably hinders IoT adoption.
  •  
29.
  • Shulman, Yefim, et al. (författare)
  • Informing Users : Effects of Notification Properties and User Characteristics on Sharing Attitudes
  • 2023
  • Ingår i: International Journal of Human-Computer Interaction. - : Taylor & Francis Group. - 1044-7318 .- 1532-7590. ; 39:14, s. 2796-2824
  • Tidskriftsartikel (refereegranskat)abstract
    • Information sharing on social networks is ubiquitous, intuitive, and occasionally accidental. However, people may be unaware of the potential negative consequences of disclosures, such as reputational damages. Yet, people use social networks to disclose information about themselves or others, advised only by their own experiences and the context-invariant informed consent mechanism. In two online experiments (N = 515 and N = 765), we investigated how to aid informed sharing decisions and associate them with the potential outcomes via notifications. Based on the measurements of sharing attitudes, our results showed that the effectiveness of informing the users via notifications may depend on the timing, content, and layout of the notifications, as well as on the users’ curiosity and rational cognitive style, motivating information processing. Furthermore, positive emotions may result in disregard of important information. We discuss the implications for user privacy and self-presentation. We provide recommendations on privacy-supporting system design and suggest directions for further research.
  •  
30.
  • Sundin, Martin, et al. (författare)
  • Softly Elastic 6 DOF Input
  • 2009
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1532-7590 .- 1044-7318. ; 25:7, s. 647-691
  • Tidskriftsartikel (refereegranskat)abstract
    • The aim of this work is to identify the properties that a universal multidimensional input device should have in order to optimally function with 3D applications, including Web browsers, window managers, digital content creation software, and computer games. Such applications have become increasingly effective due to the rapid development of computer graphics. This situation has generated a greater need for multidimensional input devices. It is conjectured that an ideal universal multidimensional input device should allow for 2D pointing as well as precise manipulation and navigation within 3D environments. Accordingly, the device should offer (a) six degrees of freedom, (b) a range of motion adapted to finger manipulation, (c) elastic suspension providing rich sensory feedback, and (d) position and rate control. The input device, SpaceCat, was designed to offer all these properties. Although such devices are known to benefit 3D navigation, this work demonstrates that they also benefit 3D object manipulation.
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31.
  • Wahde, Mattias, 1969, et al. (författare)
  • DAISY: An Implementation of Five Core Principles for Transparent and Accountable Conversational AI
  • 2023
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1532-7590 .- 1044-7318. ; 39:9, s. 1856-1873
  • Tidskriftsartikel (refereegranskat)abstract
    • We present a detailed implementation of five core principles for transparent and acccountable conversational AI, namely interpretability, inherent capability to explain, independent data, interactive learning, and inquisitiveness. This implementation is a dialogue manager called DAISY that serves as the core part of a conversational agent. We show how DAISY-based agents are trained with human-machine interaction, a process that also involves suggestions for generalization from the agent itself. Moreover, these agents are capable to provide a concise and clear explanation of the actions required to reach a conclusion. Deep neural networks (DNNs) are currently the de facto standard in conversational AI. We therefore formulate a comparison between DAISY-based agents and two methods that use DNNs, on two popular data sets involving multi-domain task-oriented dialogue. Specifically, we provide quantitative results related to entity retrieval and qualitative results in terms of the type of errors that may occur. The results show that DAISY-based agents achieve superior precision at the price of lower recall, an outcome that might be preferable in task-oriented settings. Ultimately, and especially in view of their high degree of interpretability, DAISY-based agents are a fundamentally different alternative to the currently popular DNN-based methods.
  •  
32.
  • Wilde, Danielle, et al. (författare)
  • Shit! Towards a multiple-perspective approach to human-microbiome relations
  • 2023
  • Ingår i: International Journal of Human-Computer Interaction. - : Taylor & Francis. - 1044-7318 .- 1532-7590.
  • Tidskriftsartikel (refereegranskat)abstract
    • For HCI to move beyond human exceptionalism requires embracing more-than-humans, humans as parts of ecosystems, as multispecies assemblages and events. In short, decentering the human. Yet, human experience sits at the center of HCI. We report from Shit!, an experimental research inquiry into the relationship between people suffering intestinal dysbiosis and their gut microbiome. We discuss a series of Shitty workshops and the method’s suitability for fostering multiple-perspectives on human-microbiome relations. We reflect on the possibilities and challenges of conducting intimate, more-than-human design inquiries through workshops: carefully curated tasks undertaken collaboratively, in social settings, with facilitation. Our contribution is threefold: (1) we trace the lineage of workshops in HCI and Participatory Design; (2) we highlight and problematize human-microbiome relationships in sensitive participatory health-care contexts; (3) we deepen understanding of how workshops – as method – may be rearticulated in more-than-human design processes. We propose future directions in the work to extend and supplement the efficacy of the workshop with self-experimentation kits. Rather than developing design research methods anew, we argue the necessity of inquiring into and experimenting with the workshop as an established design method in HCI to prompt a re-articulation of situated knowledges and allow multiple voices, perspectives, and species to flourish.
  •  
33.
  • Yu, Bin, et al. (författare)
  • ViBreathe: Heart Rate Variability Enhanced Respiration Training for Workaday Stress Management via an Eyes-free Tangible Interface
  • 2021
  • Ingår i: International Journal of Human-Computer Interaction. - : Informa UK Limited. - 1532-7590 .- 1044-7318. ; 37:16, s. 1551-1570
  • Tidskriftsartikel (refereegranskat)abstract
    • Slow breathing guiding applications increasingly emerge, showing promise for helping knowledge workers to better cope with workaday stress. However, standard breathing guidance is non-interactive, with rigid paces. Despite their effects being proved, they could cause respiratory fatigue, or lack of training motivation, especially for novice users. To explore new design possibilities, we investigate using heart rate variability (HRV) data to mediate breathing guidance, which results in two HRV-enhanced guidance modes: (i) responsive breathing guidance and (ii) adaptive breathing guidance. These guidance modes are implemented on a soft haptic interface named “ViBreathe”. We conducted a user test (N = 24), and a one-week field deployment (N = 4) with knowledge workers, to understand the user experience of our design. The HRV-enhanced modes were generally experienced to reduce tiresome and improve engagement and comfort. And Vibreathe showed great potential for seamlessly weaving slow breathing practice into work routines. We thereby summarize related design insights and opportunities.
  •  
34.
  • Gulliksen, Jan, et al. (författare)
  • Analysis of information utilization (AIU)
  • 1997
  • Ingår i: INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION. - 1044-7318. ; 9:3, s. 255-282
  • Tidskriftsartikel (refereegranskat)abstract
    • Analysis of information utilisation (AIU) is a method for specifying how information entities encountered in information analysis are being physically manipulated in the work situation undergoing analysis. It focuses especially on factors affecting cognitive load. The method supports the human-computer interface designer with relevant and appropriate information structured specifically for a document oriented design methodology. It gives a suitable basis for user centred interface design, without the possible limitations that improper user participation could cause, and focuses on all aspects relevant for a ”good” work environment, such as competence, organisation, work activity and information technology development.Analysis of information utilisation is performed through ”observation-interviews” in which a human-computer expert interviews a typical user about his work situation in the domain of work and observes information handling routines that the user might not be aware of. A number of development projects have shown that this method can constitute an additional step in existing methodologies for capturing aspects of the work situation that can be directly design controlling. This paper describes the method of analysis of information utilisation, and what information that has to be documented while performing the method. It suggests how the method can be incorporated into existing in-house development methodologies, and gives an example of documented analysis results from a development project within the Swedish National Tax Board.
  •  
35.
  • GULLIKSEN, J, et al. (författare)
  • DOMAIN-SPECIFIC DESIGN OF USER INTERFACES
  • 1995
  • Ingår i: INTERNATIONAL JOURNAL OF HUMAN-COMPUTER INTERACTION. - : ABLEX PUBL CORP. - 1044-7318. ; 7:2, s. 135-151
  • Tidskriftsartikel (övrigt vetenskapligt/konstnärligt)abstract
    • The use of graphical user interfaces in a computerized work environment is often considered to substantially improve the work situation. The outcome can, however, often be the opposite. Inappropriate use of windowing techniques, scrolling, and colors can
  •  
36.
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37.
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38.
  • Olsson, Eva, et al. (författare)
  • A Corporate Style Guide that Includes Domain Knowledge
  • 1999
  • Ingår i: International Journal of Human-Computer Interaction. - 1044-7318. ; 11:4, s. 317-338
  • Tidskriftsartikel (refereegranskat)abstract
    • Different professions adopt their own language such that the semantics involve elements very specific to their domain. System developers approaching users in a new domain often experience initial difficulties when trying to understand these semantics and associated work practices. Since most software developers also lack knowledge of human-computer interaction (HCI), means of transferring domain and HCI knowledge to developers in a convenient form are needed. A domain specific style guide could be a worthy framework for the development of a high-level structure of interface elements and guidelines, including domain know¬ledge. Such a style guide is suggested as a practical form for packaging domain and HCI knowledge to aid developers. Anticipated benefits are enhanced application quality, usability, efficiency and acceptance while the communication between software developers and intended users improves. The speed of application development could also increase.This paper summarises a project in which a medical style guide was developed, and describes in more detail the work procedure utilised in the development of a corporate style guide for the tax-handling domain. Finally, suggestions on style guide development conditions are presented based on experiences from the establishment of the style guide in an organisation.
  •  
39.
  • Svensson, Marcus Sanchez, et al. (författare)
  • Alarms : localization, orientation, and recognition
  • 2003
  • Ingår i: International Journal of Human-Computer Interaction. - : Lawrence Erlbaum Associates. - 1044-7318. ; 15:1, s. 51-66
  • Tidskriftsartikel (refereegranskat)abstract
    • This paper documents a study at three dialysis departments on the use of different alarm systems. The design of the alarm systems is to some extent in line with the visions of augmented reality and ubiquitous computing. Our study has raised a range of questions which we think are relevant for the research on how to embed technology in users' environment. We will address how the properties of the specific alarm systems, concerted in the local physical environment of the dialysis department, affords the localisation, orientation and recognition of alarms. In this paper, localisation is about the ways in which the nurses exactly locate where the alarm comes from and orientation is how the nurses orientate themselves towards the alarm in a more imprecise way. Recognition is about how the nurses notice that there is an alarm in the first place and if there are multiple alarms.
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