2 resultados para creating environments for interaction

em Repositório Digital da UNIVERSIDADE DA MADEIRA - Portugal


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Ubiquitous computing raises new usability challenges that cut across design and development. We are particularly interested in environments enhanced with sensors, public displays and personal devices. How can prototypes be used to explore the users' mobility and interaction, both explicitly and implicitly, to access services within these environments? Because of the potential cost of development and design failure, these systems must be explored using early assessment techniques and versions of the systems that could disrupt if deployed in the target environment. These techniques are required to evaluate alternative solutions before making the decision to deploy the system on location. This is crucial for a successful development, that anticipates potential user problems, and reduces the cost of redesign. This thesis reports on the development of a framework for the rapid prototyping and analysis of ubiquitous computing environments that facilitates the evaluation of design alternatives. It describes APEX, a framework that brings together an existing 3D Application Server with a modelling tool. APEX-based prototypes enable users to navigate a virtual world simulation of the envisaged ubiquitous environment. By this means users can experience many of the features of the proposed design. Prototypes and their simulations are generated in the framework to help the developer understand how the user might experience the system. These are supported through three different layers: a simulation layer (using a 3D Application Server); a modelling layer (using a modelling tool) and a physical layer (using external devices and real users). APEX allows the developer to move between these layers to evaluate different features. It supports exploration of user experience through observation of how users might behave with the system as well as enabling exhaustive analysis based on models. The models support checking of properties based on patterns. These patterns are based on ones that have been used successfully in interactive system analysis in other contexts. They help the analyst to generate and verify relevant properties. Where these properties fail then scenarios suggested by the failure provide an important aid to redesign.

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This report tells a story which started as an idea that came to us to fight the battle-cry feeling commonly known as stress and anxiety. Before creating the solution of the idea, we first need to understand the feelings underneath and its effects on our well-being. Throughout the course of our lives, we experience states of weakness and fear. These feelings can arise, for instance, while we are in an emergency room. Needless to say, how much it would have imaginable effects on children, who are unfamiliar to such environments. We ran through a serious of scenarios to find the most suitable solution, among them the study of interaction with positive expressions by Dr. Baldwin, proved to be a valued resource. It was reduced due to its length and to be suitable to our public audience. The game was then created in order to reduce or even eliminate the stress and anxiety of children. Since the game was initially released, some modifications had been made but the original idea - interaction with positive expressions – remained. When the time came, we asked children to play one of the two versions of the game while waiting in the emergency room. This not only created a diversion for them but also a learning experience as it displayed some hospital equipment. The difference between the two versions is that one provides expressions, while the other does not. After all our hard work, we felt rewarded because the project proved its worth and we would see that in the expressions on children’s faces while they played. Most importantly, their anxiety level numbers were significantly reduced during that short period of time.