Auflistung i-com Band 21 (2022) Heft 3 nach Schlagwort "human computer interaction"
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- ZeitschriftenartikelDesign and implement a mobile-based system to teach traffic signs to illiterate people(i-com: Vol. 21, No. 3, 2022) Alfayez, Zainab HameedNowadays, most information and communication technologies target literate users and neglect the 800 million illiterate individuals around the world. Although there have been several attempts to develop systems that help illiterate people and try to reduce the digital gap between them and those who are literate, it is still challenging to find accessible systems for illiterate people. This research aims to reduce the digital gap between illiterate and literate people in Iraq through developing a mobile application for learning traffic signs. Firstly, a requirement elicitation study was conducted to explore a set of design considerations and build an accessible interface for illiterate people. The study resulted in several design principles, such as using voice instructions, focusing on graphic content, and using the local language. Then, the mobile application was developed based on these design principles. Finally, an evaluation study was conducted to measure the usability of the developed application. The results revealed that the built application is efficient and effective, and the users were extremely satisfied in several aspects, such as easy usage and learnability, and declared that they would use it in the future and recommend it to others.
- ZeitschriftenartikelTime related changes of affective dimensions and distinct emotions in the interaction with a tablet PC(i-com: Vol. 21, No. 3, 2022) Brandenburg, Stefan; Spang, RobertExamining peoples’ affect and emotions over time and their effects on peoples’ behavior are ongoing endeavors in human-computer-interaction (HCI) research. This paper reports an experiment in which participants watched either positive or negative film clips on a tablet PC to enter a positive or negative affective state. Successively, they accomplished four basic system interaction tasks like changing fonts of an app on the same device. Results show that, in line with previous studies, peoples’ general valence ratings quickly reverted to neutral when starting the task accomplishment. At the level of distinct positive emotions, participants’ ratings of hope, joy, and serenity decreased after watching negative film clips. Moreover, amusement, love, and serenity decreased during the interaction with the tablet PC. Amongst the negative emotions, only ratings of sadness increased after watching negative film clips and decreased again after the interaction. Also, participants in the positive film group were slower in executing one of the basic tasks than participants in the negative film group. The findings suggest that only few emotions may be causal for peoples’ ratings of general affect. Results also indicate that negative emotions may help people executing standard tasks, in contrast to positive emotions. Implications for HCI design and research are discussed.