In recent years, there has In recent years, there has been a growing interest in the use of patterns and pattern languages in the design of interactive systems. Pattern languages were originally developed by the architect, Christopher Alexander, both as a way of understanding the nature of building designs that promote a humane or living built environment; and as a practical tool to aid in participatory design of buildings. Our experience suggests that pattern languages do have considerable potential to support participatory design in HCI, but that many pragmatic issues remain to be resolved.
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Pattern languages in HCI: A critical review. This article presents a critical review of patterns and pattern languages in human-computer interaction HCI. In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design.
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The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used?
Xristine Faulkner (Author of Objects First with Java)
Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI. Positive impacts on learning through blogging, such as active knowledge construction and reflective writing, have been reported. However, not many students use weblogs in informal contexts, even when appropriate facilities are offered by However, not many students use weblogs in informal contexts, even when appropriate facilities are offered by their universities.
While motivations for blogging have been subject to empirical studies, little research has addressed the issue of why students choose not to blog. This paper presents an empirical study undertaken to gain insights into the decision making process of students when deciding whether to keep a blog or not. As informal learning gains increased recognition, results of this study can help to advance appropriate designs of informal learning contexts in Higher Education.
The method of ethnographic decision tree modeling was applied in an empirical study conducted at the Vienna University of Technology, Austria. Since , the university has been offering free weblog accounts for all students and staff members upon entering school, not bound to any course or exam. Qualitative, open interviews were held with three active bloggers, three former bloggers, and three non-bloggers to elicit their decision criteria. Decision tree models were developed out of the interviews. It turned out that the modeling worked best when splitting the decision process into two parts: one model representing decisions on whether to start a weblog at all, and a second model representing criteria on whether to continue with a weblog once it was set up.
The models were tested for their validity through questionnaires developed out of the decision tree models. Results show that the main reasons for students not to keep a weblog include a preference for direct online communication, and concerns about the loss of privacy through blogging.
Furthermore, the results indicate that intrinsic motivation factors keep students blogging, whereas stopping a weblog is mostly attributable to external factors. Ads help cover our server costs. Remember me on this computer. LW, B. Ionospheric Propagation Cannon, P. Iontophoresis: applications in drug delivery and noninvasive monitoring Delgado-Charro, M.
Guy, R. New York, U. Italiani o Stranieri? La seconda generazione in Italia Andall, J. Un'immigrazione normale. Colombo, A. Bologna: Il Mulino , p. Ken Loach Everett, W. McFarlane, B. Kernel Hebbian algorithm for iterative kernel principal component analysis Kim, K. Knowledge-creation in educational leadership and administration through teacher research Whitehead, J. Clarke, A. La suivi-evaluation au sein des institutons de microfinance: proposition d'un cadre de travail general Copestake, J.
Guerin, I. Logic for computational effects: work in progress Plotkin, G. Longitudinal spread of agonist evoked hyperpolarization in the rat mesenteric artery Takano, H. London: Taylor and Francis , Vol. Low involvement processing - How advertising works at low attention levels Heath, R. Hansen, F. Mammalian Sex Chromosomes Evolution in Cooper d. Dorus, S. Managing change in international development education: A Caribbean example Gough, S.
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Journal of Medical Systems, 9: pp. Ramloll, R. Information Visualisation London, UK. It seems incontrovertible that an individual's attitude to information technology will be shaped by their background: their culture and their age.
go to link In designing technology it would be desirable to take account of such cultural factors. Yet it is evident that culture is hard to characterize and age is more than just a number. Oshlyansky et al. It seems likely that attitudes to technology are shaped by the technology that was prevalent in our formative years in our 20s? For instance, if the prevailing technology was mechanical, people may expect to be able to maintain and repair their own devices. If it was a time when some technology was expensive to use, then they might be wary of using it.
And so on. The objective of this project would be to devise a questionnaire on this basis that would explore the respondent's experience with technology in the past and then to assess their current attitude to information technology - and see if there are any correlations. Ideally this would be carried out with people of different ages and different countries of origin, in order to detect any differences.
The questionnaire should be paper-based, since a web-based one would bias the sample. Cairns, P. Culture and Organizations: Software of the Mind. New York: McGraw-Hill.
Laslett, P. Oshlyansky, L. London, September 11 - 15 One of their products is a content management system CMS called Juice , which is itself a webapp. It is intended that users with minimal computer competence familiarity with using the web and using applications such as Word can maintain their own web content. Their experience and feedback on usability is very positive. Clients can start using the tool with minutes of training and give very positive feedback about usability. One important market is designers; they can be a route to a large number of users.
In other words, instead of Wisebusiness having to deal with each individual client, if a designer will adopt the system, they can use it with their whole set of clients. Therefore, feedback that has recently been received from a designer may be particularly critical. He suggested that the look-and-feel of the software is not as good as it might be. This may be an elusive quality, but it would seem to relate to the surface presentation of the interface. Group Expert Walkthrough is a new technique that being developed at York, based on the established techniques of Cognitive Walkthroughs John et al, and Heuristic Evaluation Nielsen, The student would carry out a CHE with a small number 2 or 3 of designers identified by Wisebusiness.
The participants would walk through the stages of designing a site using Juice, with the student taking notes. The student would then review the design based on the notes, applying usability and design heuristics at each stage. The objective would be to understand what it is about the look and feel of the current Juice interface which gives the wrong impression to designers and hence to come up with some design recommendations for Wisebusiness.
A report to the company would be a required deliverable and would form an appendix of the project report. John, R. Marita, and R. David, Usability evaluation with the cognitive walkthrough , in Conference companion on Human factors in computing systems. Nielsen, J. Enhancing the explanatory power of usability heuristics. Boston: ACM Press. Petrie, H. Collaborative Heuristic Evaluation: improving the effectiveness of heuristic evaluation. Route-finding between different locations is a difficult task for a blind person. Negotiating terrain is less of a problem, using a white cane or dog, but how does the person decide which way they should be going, particularly in a new location?
An alternative is to make the tactile map more interactive, by integrating it with a touch pad, such that additional auditory information can be provided when the user presses a particular part of the pad. The question is what kind of information should be provided and in what form?
The objective of this project would be to investigate these questions. Tactile maps of the main university campus already exist and these might form the basis of the study. These have already been tested as non-interactive tactile maps, leaving this study to concentrate on the interactive components.
The objective will be to help the user plan a route in advance, in such a way that they have a good chance of being able to remember it and follow it Millar,
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