Browsing by Subject "human factors"
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Item Cloud Services for e-Learning(2014 SouthEast Regional Conference, 2014-03) Ketel, MohammedCloud computing is growing rapidly in almost every sector including education. Many educational institutions do not have the ability to maintain the resources and/or infrastructures required to run e-learning systems and are looking for cloud based solutions. This paper introduces the benefits and limitations of cloud based e-learning.Item Co-Designing an e-Health Tutorial for Older Adults(iConference 2012, 2012-02) Xie, Bo; Yeh, Tom; Walsh, Greg; Watkins, Ivan; Huang, ManOlder adults’ ability to access and use electronic health information is generally low, requiring innovative approaches for improvement. An integrated e-tutorial overlays instructions onto Websites. The literature suggests integrated e-tutorials are more effective than paper or video-based tutorials for younger people, but little is known about their effectiveness for older adults. This study explores the applicability of an integrated e-health tutorial for older adults. An integrated e-tutorial, the Online Tutorial Overlay Presenter (OnTOP), added an instructional overlay to the NIHSeniorHealth.gov Website. Overlay features were examined in seven participatory design sessions with seven older adults. Participatory design techniques were used to elicit participants’ preferences for tutorial features. Three themes emerged: 1) using contextual cues; 2) tailoring to the learner’s literacy level; and 3) enhancing interfaces with multimedia cues. These findings improved the design features of OnTOP. They also generated empirical evidence about the effects of multimedia learning among older adults.Item A Comparative Pilot Study of Historical Artifacts in a CAVE Automatic Virtual Reality Environment Versus Paper- Based Artifacts(18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, 2016-09) Shrestha, Sujan; Chakraborty, Joyram; Mohamed, Mona A.The purpose of this research is to synthesize and transform real world physical environments (PE) into a CAVE automatic virtual reality system (CAVE) by using three-dimensional (3D) models of cultural and historical artifacts. 3D models are often used in many applications including visualizations and digital preservation. Virtual reality is used to improve perception and sensation and to better understand products and environments for studying human factors and behaviors. As a pilot study, we developed and prototyped a customizable 3D physical environment using historical data and archives into an interactive CAVE virtual reality (VR) system. We then conducted a study of user preferences using pretest and post-test questionnaires of the CAVE versus paper-based artifacts.Item A Comparative Study in the Effectiveness of Interactive E-books to Teach Children Online Privacy and Security(2021-02-01) Rouil, My-Linh; Summers, Kathryn; Walsh, Greg; University of Baltimore. Division of Science, Information Arts, and Technologies; University of Baltimore. Master of Science in Interaction Design and Information ArchitectureThe purpose of this study was to evaluate whether interactive e-books could as effectively teach online privacy and security to children ages 7 through 10 in Maryland, Virginia, and Maine as to Canadian children. The research replicated a study performed in Canada (Zhang-Kennedy & Chiasson, 2016), to see if the effects are the same. The study also investigated the persistence of the privacy models held by Canadian children identified prior to the COVID-19 pandemic, which had informed the design of the interactive e-book, amongst children in the Eastern Coast region of the United States. Fifteen parent and children pairs completed the study, which included a device criteria questionnaire, usability evaluations, a pre-privacy knowledge assessment before co-reading session, and a post-privacy knowledge assessment after a ten-minute distractor. Data analysis was conducted for all 15 parent-child pairs. During initial synthesis it became evident that the design of the interactive e-book was not suitable for children aged 10, which confirmed the intention of the original Canadian researcher to target young children aged 7 through 9. Therefore, results for two child participants aged 10 were excluded for the analysis that evaluated the e-book’s effectiveness, but their results were included in the analysis for the persistence of privacy models. Children in the study showed an increase in comprehension of online security and improvement on safety conscious behavior similar to the study involving Canadian children. However, children in the United States had less positive experiences with the interactive e-book than children in the Canadian study. Three mental models of privacy were found to have persisted amongst the child participants in the United States: ‘to be alone’, ‘to hide secrets/special things’, ‘to keep things to yourself’. One model did not persist after reading the e-book: ‘to not talk to strangers’ but evolved into ‘don’t trust strangers’. One new model was identified, ‘don’t let anyone see you’. Additionally, the study identified some of the ways that children’s mental models of the world were impacted by the COVID-19 pandemic. Ultimately, the goal is to provide further empirical evidence and insight to inform the design of better cybersecurity tools for young children.Item Creating Contextual Help for GUIs Using Screenshots(24th Annual ACM Symposium, 2011-10) Yeh, Tom; Chang, Tsung-Hsiang; Xie, Bo; Walsh, Greg; Watkins, Ivan; Wongsuphasawat, Krist; Huang, Man; Davis, Larry S.; Bederson, BenContextual help is effective for learning how to use GUIs by showing instructions and highlights on the actual inter- face rather than in a separate viewer. However, end-users and third-party tech support typically cannot create contex- tual help to assist other users because it requires program- ming skill and source code access. We present a creation tool for contextual help that allows users to apply common computer skills—taking screenshots and writing simple scripts. We perform pixel analysis on screenshots to make this tool applicable to a wide range of applications and plat- forms without source code access. We evaluated the tool’s usability with three groups of participants: developers, in- structors, and tech support. We further validated the ap- plicability of our tool with 60 real tasks supported by the tech support of a university campus.Item The Importance of Social Position in E-Learning(2014 SouthEast Regional Conference, 2014-03) Ketel, Mohammed; Fishpaw, ChristopherThe growth and popularity of online social networks has created new ways of collaboration and communication. College/university students worldwide are particularly enthusiastic users— the vast majority are engaging on a daily basis with online social networks via a computer or mobile device. Likewise, eLearning has been utilized by academic communities to transcend learning across space and time to offer students an alternative to physical classrooms. Today, there is interest from educational institutions and organizations in the potential of social networks and social media to complement or leverage formal educational activities and enhance learning outcomes. Although many studies boast about the benefits of eLearning, users have traditionally complained about usability. This study aims to analyze the frequency of online social networking practices across a broad spectrum of diverse users based on survey responses. The goal of this research is to investigate the frequency of usage of social networking features for consideration in the design of new eLearning solutions.Item The Integrality of Speech in Multimodal Interfaces(ACM, 1998-11-30) Grasso, Michael A.; Ebert, David S.; Finin, Timothy W.A framework of complementary behavior has been proposed which maintains that direct manipulation and speech interfaces have reciprocal strengths and weaknesses. This suggests that user interface performance and acceptance may increase by adopting a multimodal approach that combines speech and direct manipulation. This effort examined the hypothesis that the speed, accuracy, and acceptance of multimodal speech and direct manipulation interfaces will increase when the modalities match the perceptual structure of the input attributes. A software prototype that supported a typical biomedical data collection task was developed to test this hypothesis. A group of 20 clinical and veterinary pathologists evaluated the prototype in an experimental setting using repeated measures. The results of this experiment supported the hypothesis that the perceptual structure of an input task is an important consideration when designing a multimodal computer interface. Task completion time, the number of speech errors, and user acceptance improved when interface best matched the perceptual structure of the input attributes.Item Toque: Designing a Cooking-based Programming Language for and With Children(28th International Conference on Human Factors in Computing Systems, 2010-01) Tarkan, Sureyya; Sazawal, Vibha; Druin, Allison; Golub, Evan; Bonsignore, Elizabeth; Walsh, Greg; Leong, ZeinaAn intergenerational design team of children (ages 7-11 years old) along with graduate students and faculty in computer science and information studies developed a programming language for children, Toque. Concrete real- world cooking scenarios were used as programming metaphors to support an accessible programming learning experience. The Wiimote and Nunchuk were used as physical programming input devices. The programs that were created were pictorial recipes which dynamically controlled animations of an on-screen chef preparing virtual dishes in a graphical kitchen environment. Through multiple design sessions, programming strategies were explored, cooking metaphors were developed and, prototypes of the Toque environment were iterated. Results of these design experiences have shown us the importance of pair-programming, programming by storytelling, parallel programming, function-argument relationships, and the role of tangibility in overcoming challenges with constraints imposed by the system design.