scholarly journals Engageability: a new sub-principle of the learnability principle in human-computer interaction

Author(s):  
B Chimbo ◽  
J H Gelderblom ◽  
M R De Villiers

The learnability principle relates to improving the usability of software, as well as users’ performance and productivity. A gap has been identified as the current definition of the principle does not distinguish between users of different ages. To determine the extent of the gap, this article compares the ways in which two user groups, adults and children, learn how to use an unfamiliar software application. In doing this, we bring together the research areas of human-computer interaction (HCI), adult and child learning, learning theories and strategies, usability evaluation and interaction design. A literature survey conducted on learnability and learning processes considered the meaning of learnability of software applications across generations. In an empirical investigation, users aged from 9 to 12 and from 35 to 50 were observed in a usability laboratory while learning to use educational software applications. Insights that emerged from data analysis showed different tactics and approaches that children and adults use when learning unfamiliar software. Eye tracking data was also recorded. Findings indicated that subtle re- interpretation of the learnability principle and its associated sub-principles was required. An additional sub-principle, namely engageability was proposed to incorporate aspects of learnability that are not covered by the existing sub-principles. Our re-interpretation of the learnability principle and the resulting design recommendations should help designers to fulfill the varying needs of different-aged users, and improve the learnability of their designs.Keywords: Child computer interaction, Design principles, Eye tracking, Generational differences, human-computer interaction, Learning theories, Learnability, Engageability, Software applications, UasabilityDisciplines: Human-Computer Interaction (HCI) Studies, Computer science, Observational Studies

i-com ◽  
2008 ◽  
Vol 7 (1/2008) ◽  
pp. 12-17 ◽  
Author(s):  
Ludger Schmidt ◽  
Daniel Ley

ZusammenfassungDieser Beitrag beschreibt die modellbasierte Gestaltung der Mensch-Computer-Interaktion an militärischen Arbeitsplätzen zur Luftlagebewertung. Die Interaktion wird zunächst allgemein anhand eines erweiterten Semiotischen Modells auf vier Ebenen (pragmatisch, semantisch, syntaktisch und physikalisch) charakterisiert. Daraus werden die entsprechenden Ges-taltungsbereiche abgeleitet und kurz beschrieben. Als exemplarische Umsetzung wird dann anhand eines Prototyps die Gestaltung einer Benutzungsschnittstelle für die Luftlagebewertung dargestellt.


2018 ◽  
Vol 2018 ◽  
pp. 1-10 ◽  
Author(s):  
Jose Maria Garcia-Garcia ◽  
Víctor M. R. Penichet ◽  
María Dolores Lozano ◽  
Juan Enrique Garrido ◽  
Effie Lai-Chong Law

Affective computing is becoming more and more important as it enables to extend the possibilities of computing technologies by incorporating emotions. In fact, the detection of users’ emotions has become one of the most important aspects regarding Affective Computing. In this paper, we present an educational software application that incorporates affective computing by detecting the users’ emotional states to adapt its behaviour to the emotions sensed. This way, we aim at increasing users’ engagement to keep them motivated for longer periods of time, thus improving their learning progress. To prove this, the application has been assessed with real users. The performance of a set of users using the proposed system has been compared with a control group that used the same system without implementing emotion detection. The outcomes of this evaluation have shown that our proposed system, incorporating affective computing, produced better results than the one used by the control group.


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