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Sökning: L773:1044 7318 OR L773:1532 7590

  • Resultat 1-10 av 39
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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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