804 resultados para User Experience, Pervasive Gaming, Educational Games, Smart Phones, Ubiquitous Computing


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The Mobile Information Literacy curriculum is a growing collection of training materials designed to build literacies for the millions of people worldwide coming online every month via a mobile phone. Most information information and digital literacy curricula were designed for a PC age, and public and private organizations around the world have used these curricula to help newcomers use computers and the internet effectively and safely. The better curricula address not only skills, but also concepts and attitudes. The central question for this project is: what are the relevant skills, concepts, and attitudes for people using mobiles, not PCs, to access the internet? As part of the Information Strategies for Societies in Transition project, we developed a six-module curriculum for mobile-first users. The project is situated in Myanmar, a country undergoing massive political, economic, and social changes, and where mobile penetration is expected to reach 80% by the end of 2015 from just 4% in 2014. Combined with the country’s history of media censorship, Myanmar presents unique challenges for addressing the needs of people who need the ability to find and evaluate the quality and credibility of information obtained online, understand how to create and share online information effectively, and participate safely and securely.

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The Mobile Information Literacy curriculum is a growing collection of training materials designed to build literacies for the millions of people worldwide coming online every month via a mobile phone. Most information information and digital literacy curricula were designed for a PC age, and public and private organizations around the world have used these curricula to help newcomers use computers and the internet effectively and safely. The better curricula address not only skills, but also concepts and attitudes. The central question for this project is: what are the relevant skills, concepts, and attitudes for people using mobiles, not PCs, to access the internet? As part of the Information Strategies for Societies in Transition project, we developed a six-module curriculum for mobile-first users. The project is situated in Myanmar, a country undergoing massive political, economic, and social changes, and where mobile penetration is expected to reach 80% by the end of 2015 from just 4% in 2014. Combined with the country’s history of media censorship, Myanmar presents unique challenges for addressing the needs of people who need the ability to find and evaluate the quality and credibility of information obtained online, understand how to create and share online information effectively, and participate safely and securely.

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Design for behaviour change aims to influence user behaviour, through design, for social or environmental benefit. Understanding and modelling human behaviour has thus come within the scope of designers’work, as in interaction design, service design and user experience design more generally. Diverse approaches to how to model users when seeking to influence behaviour can result in many possible strategies, but a major challenge for the field is matching appropriate design strategies to particular behaviours (Zachrisson & Boks, 2012). In this paper, we introduce and explore behavioural heuristics as a way of framing problem-solution pairs (Dorst & Cross, 2001) in terms of simple rules. These act as a ‘common language’ between insights from user research and design principles and techniques, and draw on ideas from human factors, behavioural economics, and decision research. We introduce the process via a case study on interaction with office heating systems, based on interviews with 16 people. This is followed by worked examples in the ‘other direction’, based on a workshop held at the Interaction ’12 conference, extracting heuristics from existing systems designed to influence user behaviour, to illustrate both ends of a possible design process using heuristics.

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Máster Universitario en Ingeniería Informática (Escuela Universitaria de Informática)

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Internet users consume online targeted advertising based on information collected about them and voluntarily share personal information in social networks. Sensor information and data from smart-phones is collected and used by applications, sometimes in unclear ways. As it happens today with smartphones, in the near future sensors will be shipped in all types of connected devices, enabling ubiquitous information gathering from the physical environment, enabling the vision of Ambient Intelligence. The value of gathered data, if not obvious, can be harnessed through data mining techniques and put to use by enabling personalized and tailored services as well as business intelligence practices, fueling the digital economy. However, the ever-expanding information gathering and use undermines the privacy conceptions of the past. Natural social practices of managing privacy in daily relations are overridden by socially-awkward communication tools, service providers struggle with security issues resulting in harmful data leaks, governments use mass surveillance techniques, the incentives of the digital economy threaten consumer privacy, and the advancement of consumergrade data-gathering technology enables new inter-personal abuses. A wide range of fields attempts to address technology-related privacy problems, however they vary immensely in terms of assumptions, scope and approach. Privacy of future use cases is typically handled vertically, instead of building upon previous work that can be re-contextualized, while current privacy problems are typically addressed per type in a more focused way. Because significant effort was required to make sense of the relations and structure of privacy-related work, this thesis attempts to transmit a structured view of it. It is multi-disciplinary - from cryptography to economics, including distributed systems and information theory - and addresses privacy issues of different natures. As existing work is framed and discussed, the contributions to the state-of-theart done in the scope of this thesis are presented. The contributions add to five distinct areas: 1) identity in distributed systems; 2) future context-aware services; 3) event-based context management; 4) low-latency information flow control; 5) high-dimensional dataset anonymity. Finally, having laid out such landscape of the privacy-preserving work, the current and future privacy challenges are discussed, considering not only technical but also socio-economic perspectives.

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Bikeshares promote healthy lifestyles and sustainability among commuters, casual riders, and tourists. However, the central pillar of modern systems, the bike station, cannot be easily integrated into a compact college campus. Fixed stations lack the flexibility to meet the needs of college students who make quick, short-distance trips. Additionally, the necessary cost of implementing and maintaining each station prohibits increasing the number of stations for user convenience. Therefore, the team developed a stationless bikeshare based on a smartlock permanently attached to bicycles in the system. The smartlock system design incorporates several innovative approaches to provide usability, security, and reliability that overcome the limitations of a station centered design. A focus group discussion allowed the team to receive feedback on the early lock, system, and website designs, identify improvements and craft a pleasant user experience. The team designed a unique, two-step lock system that is intuitive to operate while mitigating user error. To ensure security, user access is limited through near field ii communications (NFC) technology connected to a mechatronic release system. The said system relied on a NFC module and a servo working through an Arduino microcontroller coded in the Arduino IDE. To track rentals and maintain the system, each bike is fitted with an XBee module to communicate with a scalable ZigBee mesh network. The network allows for bidirectional, real-time communication with a Meteor.js web application, which enables user and administrator functions through an intuitive user interface available on mobile and desktop. The development of an independent smartlock to replace bike stations is essential to meet the needs of the modern college student. With the goal of creating a bikeshare that better serves college students, Team BIKES has laid the framework for a system that is affordable, easily adaptable, and implementable on any university expressing an interest in bringing a bikeshare to its campus.

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Käytettävien ohjelmistojen suunnittelu tuo hyötyjä loppukäyttäjälle sekä muille sidosryhmille. Verkkokaupassa käytettävyys on elintärkeää, koska asiakkaat vaihtavat helposti seuraavalle sivustolle, mikäli he eivät löydä etsimäänsä. Tutkimusten mukaan käytettävyys vaikuttaa ostopäätöksen tekemiseen. Lisäksi käytettävyydellä on merkitystä asiakastyytyväisyyteen, joka taas vaikuttaa asiakasuskollisuuteen. Tässä tutkielmassa tutkittiin, miten käytettävyyttä suunnitellaan käytännössä verrattuna teoreettisiin suosituksiin. Tapaustutkimuksen kohteena oli huonekaluja myyvän kansainvälisen yrityksen verkkokaupan uudistamiseen tähtäävä projekti. Uudistamistarve nousi aikaisemman verkkokauppaversion puutteellisesta käytettävyydestä. Projekti toteutettiin ketterällä Scrum-menetelmällä. Empiirinen aineisto kerättiin puolistrukturoitujen haastattelujen avulla. Haastateltavat olivat käyttökokemuksen suunnitteluun osallistuvia henkilöitä. Haastattelujen teemat laadittiin teoreettisen aineiston pohjalta. Teoreettisessa osuudessa tutkittiin käytettävyyden suunnitteluun liittyviä periaatteita, prosessia ja menetelmiä. Aikaisemmasta tutkimuksesta löydettiin 12 periaatetta, jotka tukevat ja luonnehtivat käyttäjäkeskeistä suunnittelua. Käytettävyyttä suunnitellaan käyttäjäkeskeisen prosessin avulla. Eri prosessimallit pitivät keskeisinä asioina käyttökontekstin määrittelyä ja ymmärtämistä, mitattavia käytettävyysvaatimuksia, suunnitteluratkaisujen empiiristä arviointia sekä suunnitteluprosessin iteratiivisuutta. Lisäksi tarkasteltiin, mitä suunnittelumenetelmiä tutkijat ehdottavat käytettävyyden suunnitteluun ja mitä kyselytutkimusten perusteella todellisuudessa käytetään. Verkkokauppaprojektissa käytettävyyden suunnittelu erosi osittain teoreettisista suosituksista. Käyttökontekstitietoa ei ollut kaikilla projektiin osallistuvilla, eikä käytettävyysvaatimuksia ollut asetettu teorian tarkoittamalla tavalla. Yhtäläisyyksiäkin löytyi. Verkkokauppaprojektissa suunnitteluratkaisuja arvioitiin empiirisesti todellisten käyttäjien edustajien avulla. Suunnitteluprosessi oli iteratiivinen eli suunnitteluratkaisuja oltiin valmiita muuttamaan arvioinnin tuloksena. Tutkimuksen perusteella suositellaan, että verkkokauppaprojektissa parannettaisiin kommunikointia, koska käyttökontekstitieto ei saavuttanut kaikkia projektissa työskenteleviä. Teorian tulisi entisestään korostaa kommunikoinnin tärkeyttä. Tutkimuksen perusteella esitetään myös, että teoria ohjaisi paremmin vaatimusmäärittelyjen tekemiseen käytännössä. Avainsanat: Käytettävyys, käyttäjäkeskeinen suunnittelu, käytettävyyden periaatteet, käytettävyyden suunnittelumenetelmät, ketterä ohjelmistokehitys, tapaustutkimus

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A primary goal of context-aware systems is delivering the right information at the right place and right time to users in order to enable them to make effective decisions and improve their quality of life. There are three key requirements for achieving this goal: determining what information is relevant, personalizing it based on the users’ context (location, preferences, behavioral history etc.), and delivering it to them in a timely manner without an explicit request from them. These requirements create a paradigm that we term as “Proactive Context-aware Computing”. Most of the existing context-aware systems fulfill only a subset of these requirements. Many of these systems focus only on personalization of the requested information based on users’ current context. Moreover, they are often designed for specific domains. In addition, most of the existing systems are reactive - the users request for some information and the system delivers it to them. These systems are not proactive i.e. they cannot anticipate users’ intent and behavior and act proactively without an explicit request from them. In order to overcome these limitations, we need to conduct a deeper analysis and enhance our understanding of context-aware systems that are generic, universal, proactive and applicable to a wide variety of domains. To support this dissertation, we explore several directions. Clearly the most significant sources of information about users today are smartphones. A large amount of users’ context can be acquired through them and they can be used as an effective means to deliver information to users. In addition, social media such as Facebook, Flickr and Foursquare provide a rich and powerful platform to mine users’ interests, preferences and behavioral history. We employ the ubiquity of smartphones and the wealth of information available from social media to address the challenge of building proactive context-aware systems. We have implemented and evaluated a few approaches, including some as part of the Rover framework, to achieve the paradigm of Proactive Context-aware Computing. Rover is a context-aware research platform which has been evolving for the last 6 years. Since location is one of the most important context for users, we have developed ‘Locus’, an indoor localization, tracking and navigation system for multi-story buildings. Other important dimensions of users’ context include the activities that they are engaged in. To this end, we have developed ‘SenseMe’, a system that leverages the smartphone and its multiple sensors in order to perform multidimensional context and activity recognition for users. As part of the ‘SenseMe’ project, we also conducted an exploratory study of privacy, trust, risks and other concerns of users with smart phone based personal sensing systems and applications. To determine what information would be relevant to users’ situations, we have developed ‘TellMe’ - a system that employs a new, flexible and scalable approach based on Natural Language Processing techniques to perform bootstrapped discovery and ranking of relevant information in context-aware systems. In order to personalize the relevant information, we have also developed an algorithm and system for mining a broad range of users’ preferences from their social network profiles and activities. For recommending new information to the users based on their past behavior and context history (such as visited locations, activities and time), we have developed a recommender system and approach for performing multi-dimensional collaborative recommendations using tensor factorization. For timely delivery of personalized and relevant information, it is essential to anticipate and predict users’ behavior. To this end, we have developed a unified infrastructure, within the Rover framework, and implemented several novel approaches and algorithms that employ various contextual features and state of the art machine learning techniques for building diverse behavioral models of users. Examples of generated models include classifying users’ semantic places and mobility states, predicting their availability for accepting calls on smartphones and inferring their device charging behavior. Finally, to enable proactivity in context-aware systems, we have also developed a planning framework based on HTN planning. Together, these works provide a major push in the direction of proactive context-aware computing.

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Acompanha: Gamificação como prática pedagógica docente no processo ensino e aprendizagem na temática da inclusão social

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Interaction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI, questioning how a performer s interaction with a computer experienced is by spectators. We examine examples from art, performance and exhibition design, comparing them according to the extent to which they hide, partially reveal, transform, reveal or even amplify a performerts manipulations. We also examine the effects of these manipulations including movements, gestures and utterances that take place around direct input and output. This comparison reveals four broad design strategies: `secretive,' where manipulations and effects are largely hidden; `expressive,' where they are revealed, enabling the spectator to fully appreciate the performer's interaction; `magical,' where effects are revealed but the manipulations that caused them are hidden; and finally `suspenseful,' where manipulations are apparent, but effects only get revealed when the spectator takes their turn.

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Relatório de Estágio apresentado à Escola Superior de Educação de Paula Frassinetti para obtenção do grau de Mestre em Educação Pré-Escolar e Ensino do 1º Ciclo do Ensino Básico, sob orientação de Doutora Daniela Alexandra Ramos Gonçalves | Mestre Maria Ivone Couto Monforte das Neves

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We build a system to support search and visualization on heterogeneous information networks. We first build our system on a specialized heterogeneous information network: DBLP. The system aims to facilitate people, especially computer science researchers, toward a better understanding and user experience about academic information networks. Then we extend our system to the Web. Our results are much more intuitive and knowledgeable than the simple top-k blue links from traditional search engines, and bring more meaningful structural results with correlated entities. We also investigate the ranking algorithm, and we show that the personalized PageRank and proposed Hetero-personalized PageRank outperform the TF-IDF ranking or mixture of TF-IDF and authority ranking. Our work opens several directions for future research.

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A quantidade de páginas disponibilizadas na Web atingiu um tamanho tão grande que se tornou impossível recuperar informações manualmente, necessitando-se de mecanismos que possam ajudar nesse processo. Nesse contexto, os mecanismos de busca podem ser considerados como uma importante categoria do ciberespaço, especialmente para a área da Ciência da Informação, porque diz respeito à organização do conhecimento nesse ambiente, de tal forma que o Google tem sido considerado a porta de entrada no ciberespaço. Isso evidencia a importância que as interfaces de tais mecanismos podem ter sobre o comportamento informacional das pessoas. Recentes pesquisas mostram que nos últimos anos novos elementos contendo dados estruturados foram inseridos nas páginas de resultados do Google o que pode criar condições para mudanças no comportamento dos usuários. Neste trabalho apresenta-se características da tecnologia de eye tracking e seu uso em User Experience, com a apresentação de alguns resultados obtidos por meio uma investigação experimental, comparando o comportamento de usuários diante das páginas de resultados do Google e Yahoo. Observou-se que nos testes com o Google os participantes precisaram de cerca de 30% a menos de tempo para se decidirem sobre a escolha do link. Acredita-se que os participantes podem ter sofrido influência do elemento conhecido como rich snippet. Os resultados mostram que a interface foi capaz de influenciar o comportamento dos participantes quanto à escolha do melhor link, evidenciando a importância da apresentação dos resultados no processo de tomada de decisão de seus usuários.

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Over the last decade, success of social networks has significantly reshaped how people consume information. Recommendation of contents based on user profiles is well-received. However, as users become dominantly mobile, little is done to consider the impacts of the wireless environment, especially the capacity constraints and changing channel. In this dissertation, we investigate a centralized wireless content delivery system, aiming to optimize overall user experience given the capacity constraints of the wireless networks, by deciding what contents to deliver, when and how. We propose a scheduling framework that incorporates content-based reward and deliverability. Our approach utilizes the broadcast nature of wireless communication and social nature of content, by multicasting and precaching. Results indicate this novel joint optimization approach outperforms existing layered systems that separate recommendation and delivery, especially when the wireless network is operating at maximum capacity. Utilizing limited number of transmission modes, we significantly reduce the complexity of the optimization. We also introduce the design of a hybrid system to handle transmissions for both system recommended contents ('push') and active user requests ('pull'). Further, we extend the joint optimization framework to the wireless infrastructure with multiple base stations. The problem becomes much harder in that there are many more system configurations, including but not limited to power allocation and how resources are shared among the base stations ('out-of-band' in which base stations transmit with dedicated spectrum resources, thus no interference; and 'in-band' in which they share the spectrum and need to mitigate interference). We propose a scalable two-phase scheduling framework: 1) each base station obtains delivery decisions and resource allocation individually; 2) the system consolidates the decisions and allocations, reducing redundant transmissions. Additionally, if the social network applications could provide the predictions of how the social contents disseminate, the wireless networks could schedule the transmissions accordingly and significantly improve the dissemination performance by reducing the delivery delay. We propose a novel method utilizing: 1) hybrid systems to handle active disseminating requests; and 2) predictions of dissemination dynamics from the social network applications. This method could mitigate the performance degradation for content dissemination due to wireless delivery delay. Results indicate that our proposed system design is both efficient and easy to implement.

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Once regarded as the public’s center of knowledge and information, public libraries today are challenged by the rise of mobile technology and the Internet. Information behavior of everyday library patrons have transformed to rely on instant access of information through Google search instead of the resources housed in their local libraries. The focus of public library design is shifting from storing & protecting valuable resources (books) to the experience of an active public space of learning, engaging and reading. This thesis reimagines a public library branch in East Baltimore City by evaluating the architecture of public library examples of the past and of today. By understanding the user experience of the three key elements of public library design – procession, services & flexible space - a new public library design that engages and responds to the local community can be proposed.