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This paper presents the usability study of a cooking application, KitchenGeek with a wearable device, Smart M between two user groups, beginner and intermediate cookers to test if the application and device lowers the gap of time taken for both of the user groups to complete the cooking tasks. The results of this paper indicates that KitchenGeek and Smart M did lower the gap of time taken for task...
The growing number of elderly people combined with financial cuts in the health care sector lead to an increased demand for computer supported medical services. New standards like HTML5 allow the creation of hypervideo training applications that run on a variety of end user devices. In this paper, we evaluate an HTML5 player running an e-health hypervideo for the support of pelvic floor exercises...
e-Education is an umbrella term that refers to educational collaborative environments supported by technology that related not only formal academic institutions programs but also self-learners and teachers around the world. This educational paradigm is of paramount importance for society nowadays, because expands access opportunities to education at all levels. These learning environments can take...
Providing quality and meaningful experiences to the users are vital particularly with the devices that users are familiar with. Usability issues should be discarded before the systems/designs are deployed to the users. In this study, we compared the usability issues found by expert and novice users using Collaborative Heuristic Evaluation (CHE). This study was carried out with 6 experts and 9 novice...
Two in-car touchpads with adaptive haptic feedback are specified in the context of this contribution. These innovative control elements enable an easy and intuitive handling of modern car infotainment systems. The current paper presents the results of a field experiment comparing a touchpad with realistic haptic feedback via sensible and operable elements to a touchpad with haptic feedback via vibration...
Virtual Worlds (VWs) are computer simulated environments, in two- or three-dimensions (3D), where hundreds of people can interact with each other in real time. Current heuristic evaluation can potentially identify issues related to the usability of VWs, but it may miss domain specific problems. For this reason, the development and use of appropriate heuristics is highly significant. This paper describes...
In order to assess the usefulness of de-facto design standards as a guide for designing human-computer interactions, this case study attempts to identify if and which kind of design standards exist for Web-based product configurators - systems that allow consumers to design their own products, and are characterized by a particularly high level of interactivity. Using the world's largest configurator...
Digital Earth (DE) is a virtual presentation of the planet based on geographic coordinate, and is an information system with tremendous amount of multiple resolutions and multiple scales data as shown in multiple dimensions. It can visualize the real earth and represent historical phenomena in digital way by using the large amount of data of the earth, and utilizing the computer techniques, image...
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