scholarly journals Understanding and Improving Subjective Measures in Human-Computer Interaction

2021 ◽  
Author(s):  
Florian Brühlmann

In Human-Computer Interaction (HCI), research has shifted from a focus on usability and performance towards the holistic notion of User Experience (UX). Research into UX places special emphasis on concepts from psychology, such as emotion, trust, and motivation. Under this paradigm, elaborate methods to capture the richness and diversity of subjective experiences are needed. Although psychology offers a long-standing tradition of developing self-reported scales, it is currently undergoing radical changes in research and reporting practice. Hence, UX research is facing several challenges, such as the widespread use of ad-hoc questionnaires with unknown or unsatisfactory psychometric properties, or a lack of replication and transparency. Therefore, this thesis contributes to several gaps in the research by developing and validating self-reported scales in the domain of user motivation (manuscript 1), perceived user interface language quality (manuscript 2), and user trust (manuscript 3). Furthermore, issues of online research and practical considerations to ensure data quality are empirically examined (manuscript 4). Overall, this thesis provides well-documented templates for scale development, and may help improve scientific rigor in HCI.

Author(s):  
Yong Che ◽  
C. B. Sivaparthipan ◽  
J. Alfred Daniel

AbstractCollege physical education system is an essential component of the national health plan. Promoting the technical and modernized construction of the physical education curriculum in colleges and universities is crucial to enhance higher education's science and performance. In this technological era, the Internet of Things (IoT) is used in physical education to train and record physical activities. In this research, the AI-based IoT system (AI-IoTS) Wearable technology is promoted for IoT-based Human–Computer Interaction for College Physical education. This AI-IoTS consist of a Cloud Platform and three layers of AI. The AI-IoTS recognizes the data required for the students. Collect the data from the cloud using an IoT platform and processes it with the help of AI. The student can train themselves using wearable technology without the help of the Physical instructor. The simulation method of the proposed framework "AI-IoTS" proved that it could collect and teach students independently. The proposed AI-based IoT System (AI-IoTS) Wearable technology for IoT-based Human–Computer Interaction for College Physical education has been validated based on the optimization parameter, which outperforms conventional methods.


Author(s):  
Christine Sarah ◽  
Anne Ashbrook

Safety and pliability, for Enterprise Information Systems (EIS), are fundamental aspects in business. These data systems incorporate the human users with the required behaviours, experiences, and capabilities. In that regard, they have to be pliable, usable and secure. Pliability necessitates the capability to adapt and prepare to handle the perpetuating transforming conditions, which are meant to restore the complete capacity of the incidents and the attack in EIS. In this research is purpose to discuss pliability, security and the Information Systems (IS) problems in the EIS. The problem necessitates the consideration of ergonomics of efficiency, effectiveness and interactions of obligation realization, user trust and user satisfaction, including human emotions when utilizing the secured services. This paper also proposes a technique centred on the socio-technical paradigm and systems meant to model the kinds of interplays between usability, security and pliability. We provide a discussion, based on case study, meant to display the projected approach and focussing on the user-experience centred on the design structures.


2021 ◽  
Vol 3 ◽  
Author(s):  
Lizette De Wet

In teaching Human-Computer Interaction at university level, it has always been beneficial to explain the related theory and engage students in a practical way, whether individually or in groups. And then came COVID-19. Face-to-face classes were replaced by emergency remote teaching methods. Students became student numbers in cyber space. The danger became real to convert back to the traditional way of presenting lectures, namely a lecturer doing all the talking and the students being the passive audience. This paper describes how the author had to adapt and innovate in terms of teaching Human-Computer Interaction modules to university students in a practical way during the COVID-19 pandemic. Frequent online quizzes, audio messages, online group discussion, smaller topic-dedicated practical activities, and webinars encouraging student participation, were employed. Instead of having access to eye-tracking technology in a usability laboratory, students had to innovate for usability evaluation assignments by employing observation, think-aloud protocols, and performance and self-reported metrics as data gathering methods. The laboratory had to be replaced by COVID-compliant places of residence. The outcomes of adapting previously-used teaching methods and inventing new ways to encourage student participation, were surprisingly positive. An additional advantage was that many of these methods turned out to be so successful that their application could be continued and extended to post-pandemic times for a blended learning approach to further enrich Human-Computer Interaction teaching.


Trust plays an important role in human-computer interaction. It helps people overcome risk and uncertainty during the usage of a digital computing system. With the rapid growth of computer, communication, and networking technology, human-computer trust has been paid attention to, especially for human and mobile device interaction. This chapter investigates the factors that influence the trust in human-computer interaction (i.e., the construct of Human-Computer Trust Interaction [HCTI]). Based on a literature survey, a research model of human-computer trust interaction is explored. This model contains three root constructs: interaction intention, computer system trust, and communication trust. They are further delineated into 15 sub-constructs. Based on this model, the authors propose a number of instructions to improve user trust for human-computer interaction.


Author(s):  
Fiona Carroll

This chapter investigates the potential of aesthetics in the design of Human-Computer Interaction (HCI). In particular, it aims to provide a means by which aesthetics can be applied in photorealistic Virtual Reality (VR) to create engaging experiences. Indeed, this chapter suggests that much can be gained from looking at the aesthetics of photorealistic VR content as opposed to solely looking at the more traditional HCI approaches that have mainly concentrated on the performance and efficiency issues of the technology. The chapter is motivated by the very notion that the aesthetic potential of photorealistic VR content is, and continues to be, underestimated whilst the emphasis on the development of newer and more efficient technologies to create engaging VR experiences increases. Challenging this, the author reports on the results of a comparative analysis performed on two photorealistic virtual environments. These results highlight how both aesthetic form and functionality – efficiency and performance issues – need to be considered in tandem in order to create engaging VR experiences. In demonstrating this, the chapter aims to not only successfully emphasize the experiential side of photorealistic VR, but also to advance the idea of the engaged interaction and in doing so, a new design drive for HCI.


2009 ◽  
Vol 03 (03) ◽  
pp. 311-330
Author(s):  
SENG W. LOKE ◽  
CHRIS TIVENDALE

While there have been many applications that rely on sensors for human computer interaction, for monitoring environments, and for smart context-aware applications, many systems are built in an ad hoc manner, and targets specific domains. There will be a growing demand for such applications whether for everyday life or games. This paper reports on work in two directions towards general development strategies for sensor-driven systems: one is an XML programmable framework and the other an abstract relational model for specifying such sensor-based human computer interaction systems (together with the ability to formally define properties of such systems). While we describe a specific implementation and model, the paper advocates high-level programmability, and development via formal abstract specifications, as two important areas of research towards systematic development of sensor-based interaction systems.


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