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Over the years, User Experience (UX) becomes a main term in designing an interactive product. The term itself lacks proper theoretical definition and is used in many different ways especially in academic and industry. This paper reviews and explores various existing approaches to conceptualize and understand user experience better. It covers both theories from the academics as well as studies conducted...
Practitioners have found exploratory testing (ET) to be cost effective in detecting defects. The team exploratory testing (TET) approach scales exploratory testing to team level. This paper reports the effectiveness of (TET), and the experiences of the participants of TET sessions. The research was carried at F-Secure Corporation, where two projects were investigated. The results show that the TET...
In this paper, the authors report the initial development stages of Jeliot Mobile, a tool that aims to bring the benefits of visualization to the new generation of learners that makes use of new technologies. From the research point of view the authors want to 1) frame the development of the tool in the socio-constructivist paradigm, and 2) bring the learner-centeredness via participatory design....
Attention Deficit Hyperactivity Disorder (ADHD) is one of the most common psychiatric conditions in childhood. Observation of the behavior of the young person plays a key role in Cognitive-Behavioural (CB) approaches to the treatment of ADHD, but traditional pen and pen-and-paper based methods have a number of disadvantages which inhibit their use in realworld situations. The WHAAM mobile application...
This paper is about experiences with user-centered design (UCD) and agile requirements engineering (RE) in fixed-price projects. Efficiently incorporating usability and UCD into RE remains a challenge. In this paper we describe our experience with the introduction of a team role called ‘On-site User Experience Consultant’ which supports integrating UCD activities tightly in agile RE. We name UCD activities...
At the time when we are debating the Internet as a human right, an access to basic online information is a challenge for blind and visually impaired community. Steps taken for their digital inclusion, such as, the Web Content Accessibility Guidelines (WCAG) are often insufficient. In this paper we present initial requirements gathered during three workshops organized with various stakeholders coming...
This paper presents a systematic literature review of evaluation methods for collaborative systems in health area. This work aims to identify the state of art of evaluation methods as well as to detect gaps in this area. The focus of evaluation is the usability and collaboration in health systems. The Systematic Literature Review method was used to realize the systematic revision in ACM and IEEE Xplore...
Current technology does not meet the needs and expectations of instructional designers and teachers to collaborate on creating and using effective instructional designs to keep learners motivated and maximize the learning outcome. On the one hand, the IMS Learning Design standard is very complex for instructional designers and teachers to understand and use as a common language. On the other hand...
In this paper we present the ongoing research project Kodin-Kfz. Kodin-Kfz is the abbreviation for “Kollaboratives Diagnosenetzwerk für die Kfz-Servicearbeit” (Collaborative Diagnosis Network for Car Services). The main objective of this project is to connect motor mechanics within an internet-based community to collaboratively solve technical problems in a diagnostic context that could not be solved...
E-learning systems have overcome the temporal &spatial constraints of traditional learning environments in extending educational opportunities to one and all. With a growth rate of 35.6%, the e-learning market is expanding in a phenomenal pace, still many e-learning systems fail. One of the important factors that determine the success of information systems is the ability of the system to...
The aim of our research is the integration of personas into the requirements engineering process. The persona technique enables a better understanding of users' characteristics and thereby highlights the user needs in software development. We identify fundamental supporting purposes of personas for the requirements engineering process and match these benefits to the activities of the process.
Semantic web using personalization support to provide relevant search results for searcher. Ontology is an effective method for modelling digital collections and user contexts. User profiling is commonly employed nowadays to enhance usability as well as to support personalization, adaptivity and other user-centric features. This work aims at creating a user profile ontology that incorporates concepts...
The adversarial element is an intrinsic part of the design of secure systems, but our assumptions about attackers and threat is often limited or stereotypical. Although there has been previous work on applying User-Centered Design on Persona development to build personas for possible attackers, such work is only speculative and fails to build upon recent research. This paper presents an approach for...
This work presents a CSCL case study, for evaluating the Collage editor (an IMS-LD compliant authoring tool for collaboration scripts). 21 postgraduate students were guided to work in dyads and design their own CLFP-based collaboration scripts using Collage editor. The study objective was to provide additional evaluation data regarding the usability and efficiency of Collage editor as a tool for supporting...
This paper presents investigations on formal and informal requirements for personal learning environments taking into account students' personal and social learning practices. The potential of global Web 2.0 educational service bundles and informal learning communities, as well as their recommendation by educators are addressed. A scenario showing how these new paradigms can be integrated in engineering...
Social media are more than just a buzzword or an interesting phenomenon to our teenagers, they are a way of life. Research shows that active participation on sites like Facebook, communicating via texting and chat programs, and creating blogs are everyday occurrences for a generation of students. Yet these same students do not consider the impact of these tools on their lives for good or ill. Furthermore,...
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