scholarly journals Review on gamification in children computer interaction (CCI) for persona modelling

Author(s):  
Nor Haniza binti Mohd Khir ◽  
Marina Ismail

Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work.

Author(s):  
Görkem Çetin ◽  
Mehmet Gokturk

Free and open source software (F/OSS) developers have a tendency to build feature-centric projects rather than following a user-centered design, ignoring the necessity of usability in the resulting product.While there are many reasons behind this, the main cause can be stated as the lack of awareness of usability from developers’ point of view and little interaction of project stakeholders with Human- Computer Interaction (HCI) studies. This chapter examines different types of collaboration methods of usability experts and developers focusing particularly on open source projects, together with potential issues envisaged during the communication phases. The chapter also focuses on the collaboration trends and patterns of HCI experts, developers and users with an emphasis on concerns related to inefficient exploitation of current tools and technologies and provides an open usability engineering method which could be exploited in distributed projects.


2021 ◽  
Vol 28 (6) ◽  
pp. 1-12
Author(s):  
Audrey Desjardins ◽  
Oscar Tomico ◽  
Andrés Lucero ◽  
Marta E. Cecchinato ◽  
Carman Neustaedter

In this introduction to the special issue on First-Person Methods in (Human-Computer Interaction) HCI, we present a brief overview of first-person methods, their origin, and their use in Human-Computer Interaction. We also detail the difference between first-person methods, second-person, and third-person methods, as a way to guide the reader when engaging the special issue articles. We articulate our motivation for putting together this special issue: we wanted a collection of works that would allow HCI researchers to develop further, define, and outline practices, techniques and implications of first-person methods. We trace links between the articles in this special issue and conclude with questions and directions for future work in this methodological space: working with boundaries, risk, and accountability.


2020 ◽  
Vol 17 (6) ◽  
pp. 703-711
Author(s):  
Anita Walden ◽  
Lynsi Garvin ◽  
Michelle Smerek ◽  
Constance Johnson

Background: Increasing and sustaining the engagement of participants in clinical research studies is a goal for clinical investigators, especially for studies that require long-term or frequent involvement of participants. Technology can be used to reduce barriers to participation by providing multiple options for clinical data entry and form submission. However, electronic systems used in clinical research studies should be user-friendly while also ensuring data quality. Directly involving study participants in evaluating the effectiveness and usability of electronic tools may promote wider adoption, maintain involvement, and increase user satisfaction of the technology. While developers of healthcare applications have incorporated user-centered designs, these methods remain uncommon in the design of clinical study tools such as patient-reported outcome surveys or electronic data capture digital health tools. Methods: Our study evaluated whether the clinical research setting may benefit from implementing user-centered design principles. Study participants were recruited to test the web-based form for the Measurement to Understand the Reclassification of Disease of Cabarrus/Kannapolis (MURDOCK) Study Community Translational Population Health Registry and Biorepository that would enable them to complete their study forms electronically. The study enrollment form collects disease history, conditions, smoking status, medications, and other information. The system was initially evaluated by the data management team through traditional user-acceptance testing methods. During the tool evaluation phase, a decision was made to incorporate a small-scale usability study to directly test the system. Results: Results showed that a majority of participants found the system easy to use. Of the eight required tasks, 75% were completed successfully. Of the 72 heuristics violated, language was the most frequent violation. Conclusion: Our study showed that user-centered usability methods can identify important issues and capture information that can enhance the participant’s experience and may improve the quality of study tools.


2015 ◽  
Vol 75 (3) ◽  
Author(s):  
Erman Hamid ◽  
Azizah Jaafar ◽  
Ang Mei Choo

There has been a number of researches carried out on Human-Computer Interaction (HCI) impact to home networking. Many researchers have stated that the HCI elements are the most important aspects to be considered in making user understand some of issues concerning the Home Network. This paper reviews the existing research related to Human-Computer Interaction, Home Network and Network Management. This paper seeks to identify the effectiveness of existing Network Management Tools and the importance of HCI in dealing with it. In addition, this paper looks into the potential future work that could be done in order to archive desirable goals of Home Network.


1988 ◽  
Vol 101 (1) ◽  
pp. 148 ◽  
Author(s):  
Nancy S. Anderson ◽  
Donald A. Norman ◽  
Stephen W. Draper

Author(s):  
Steven M. Belz

Success in the marketplace doesn't happen by accident but through the application of human factors/ergonomics user-centered design principles.


Raído ◽  
2018 ◽  
Vol 12 (30) ◽  
pp. 197-210
Author(s):  
Gicele Vergine Vieira ◽  
Kyria Rebeca Finardi

This paper reviewed a series of studies which investigated the validity of educational soft ware as tools to promote EFL learning. A metasummary approach was used to appraise and synthesize the main fi ndings of four studies. The results are presented in a comparative form, providing information extracted from each report in the following domains: objectives of the studies, instruments of data collection, sample composition, theoretical background, major fi ndings and conclusions and implications of the studies. It is concluded that the four studies reviewed do believe in the contribution of technology to EFL teaching and learning but express a concern about the integration of human-computer interaction and pedagogic features of educational soft ware for EFL learning.


2004 ◽  
Vol 2 (3) ◽  
Author(s):  
Amee Morgans

The conference topic areas encompassed methodological issues in data collection and analysis, human computer interaction and socio-technical issues. The conference was well attended, with approximately 100 delegates who attended from all areas of Australia and New Zealand and a couple of international visitors as well.


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