interactive system design
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2021 ◽  
Vol 5 (EICS) ◽  
pp. 1-22
Author(s):  
Judy Bowen ◽  
Anke Dittmar ◽  
Benjamin Weyers

Task models have been used for decades in interactive system design and there are several mature modelling approaches with corresponding tool support. However, in our own work, we have also experienced their limitations, especially in situations where task models are partial ancillary models and not primary artifacts. This was one of the motivations for this paper, which presents a systematic examination of literature to better understand the current place of task models in the continual evolution of user-centred software development practices. While overview work in this domain typically focuses on the analysis of representative task modelling notations and/or tools and relies on foundation papers, we apply a mixed top-down and bottom-up approach to identify relevant themes and trends in the use of task models over the last twenty-years. The paper identifies and discusses dominant patterns of use as well as gaps. It provides a comprehensive framing of both past and present trends in task modelling and supports those who want to incorporate task modelling in their own work. From this we identify areas of research that should receive greater attention in order to address future considerations.


2021 ◽  
Vol 11 (1) ◽  
pp. 1-30
Author(s):  
Shiwali Mohan

Our research aims to develop intelligent collaborative agents that are human-aware : They can model, learn, and reason about their human partner’s physiological, cognitive, and affective states. In this article, we study how adaptive coaching interactions can be designed to help people develop sustainable healthy behaviors. We leverage the common model of cognition (CMC) [31] as a framework for unifying several behavior change theories that are known to be useful in human–human coaching. We motivate a set of interactive system desiderata based on the CMC-based view of behavior change. Then, we propose PARCoach, an interactive system that addresses the desiderata. PARCoach helps a trainee pick a relevant health goal, set an implementation intention, and track their behavior. During this process, the trainee identifies a specific goal-directed behavior as well as the situational context in which they will perform it. PARCCoach uses this information to send notifications to the trainee, reminding them of their chosen behavior and the context. We report the results from a 4-week deployment with 60 participants. Our results support the CMC-based view of behavior change and demonstrate that the desiderata for proposed interactive system design is useful in producing behavior change.


2020 ◽  
Vol 39 (4) ◽  
pp. 5761-5772
Author(s):  
Liu Yuan

The rapid development of cloud computing, internet of things and entrepreneurship education has enabled more young educators to choose an online education platform for education and teaching. Moreover, applying cloud computing technology with more advantages such as large storage, strong computing power and high stability to the construction of online education platform is an inevitable result. This paper applied the advantages of cloud computing to the development and implementation of entrepreneurship education online education platforms. In terms of curriculum setting, colleges and universities should add and improve sustainable entrepreneurship courses. Education departments should optimize the curriculum system of entrepreneurship education, improve the structure of students’ entrepreneurship knowledge, and take corresponding measures to achieve the positive development of sustainable entrepreneurship education.At the same time, the overall architecture, functional modules and details of the cloud-based online education platform were further explored, which provides a more complete theoretical basis for the research and design of the platform. Through comparative experiments, the research shows that the proposed algorithm has certain effects.


Designs ◽  
2020 ◽  
Vol 4 (3) ◽  
pp. 28
Author(s):  
Tinglan Lin ◽  
Jin Cao

This paper introduces the concept of an intelligent vase that combines the cultivation of plants with psychotherapy for the Alzheimer’s adjuvant therapy (from now on, referred to as AD) of patients. RECALL (The name of intelligent vase which defined by this paper), which includes hardware and software applications, as well as a unique hand gesture interaction method, is able to collect patients’ hand gestures and play photos, to remind patients of the plant’s growth status. To evaluate our conceptual system, we created a preliminary prototype. We conducted an experiment with leap motion. This project tries to explore a kind of interaction method by cultivating plants to simulate cognitive training activities, to stimulate memories through family pictures, to slow down the cognitive decline from AD, to incorporate non-drug intervention into the family life of AD patients, to reduce the expenditure, time, and energy costs, and to improve the quality of life of patients and their families.


Author(s):  
Marine Guffroy ◽  
Vigouroux Nadine ◽  
Christophe Kolski ◽  
Frédéric Vella ◽  
Philippe Teutsch

This article aims to revisit and to adapt the Norman's theory of action by focusing on the design of interactive systems for disabled people. The background section demonstrates that there is a need to include all the stakeholders involved in the environment of the disabled person in the design process, constituting his or her ecosystem. Then the adaptation of the Norman's theory action, considering explicitly the ecosystem is justified; examples of the both role of the disabled people and members of his/her ecosystem are given for the seven components of Norman's model. Two cases studies are after presented to illustrate the crucial role of the ecosystem in case of assistive interactive system design. The benefits of taking into account the ecosystem in the design of interactive systems for disabled persons are discussed. The article ends with a conclusion and research perspectives.


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