scholarly journals A Systematic Review of Personalized Collaborative Systems

2020 ◽  
Vol 2 ◽  
Author(s):  
Thomas Neumayr ◽  
Mirjam Augstein

Personalization, aiming at supporting users individually, according to their individual needs and prerequisites, has been discussed in a number of domains including learning, search, or information retrieval. In the field of human–computer interaction, personalization also bears high potential as users might exhibit varying and strongly individual preferences and abilities related to interaction. For instance, there is a good amount of work on personalized or adaptive user interfaces (also under the notion of intelligent user interfaces). Personalized human–computer interaction, however, does not only subsume approaches to support the individual user, it also bears high potential if applied to collaborative settings, for example, through supporting the individuals in a group as well as the group itself (considering all of its special dynamics). In collaborative settings (remote or co-located), there generally is a number of additional challenges related to human-to-human collaboration in a group, such as group communication, awareness or territoriality, device or software tool selection, or selection of collaborators. Personalized Collaborative Systems thus attempt to tackle many of these challenges. For instance, there are collaborative systems that recommend tools, content, or team constellations. Such systems have been suggested in different domains and different collaborative settings and contexts. In most cases, these systems explicitly focus on a certain aspect of personalized collaboration support (such as team composition). This article provides a broader, concise overview of existing approaches to Personalized Collaborative Systems based on a systematic literature review considering the ACM Digital Library.

2021 ◽  
Author(s):  
Sanghamitra Mohanty

Implicit Human Computer Interaction to explicit context-dependent knowledge processing to meet the requirements of intelligent human being in the present day situation has provoked scientist towards the development of Intelligent User Interfaces to face the society with a demand of smart devices, embedded to the smart environment and dynamic activities. Context-aware situation deals with location and situation focused context like virtual car navigation to context with respect to traffic to climate to the human connected with it immediately and afterwards.


Author(s):  
Paul Green

An HFES Task Force is considering if, when, and which, HFES research publications should require the citation of relevant standards, policies, and practices to help translate research into practice. To support the Task Force activities, papers and reports are being written about how to find relevant standards produced by various organizations (e.g., the International Standards Organization, ISO) and the content of those standards. This paper describes the human-computer interaction standards being produced by ISO/IEC Joint Technical Committee 1 (Information Technology). Subcommittees 7 (Software and Systems Engineering) and 35 (User Interfaces), and Technical Committee 159, Subcommittee 4 (Ergonomics of Human-System Interaction), in particular, the contents of the ISO 9241 series and the ISO 2506x series. Also included are instructions on how to find standards using the ISO Browsing Tool and Technical Committee listings, and references to other materials on finding standards and standards-related teaching materials.


2021 ◽  
Vol 8 (1) ◽  
pp. [11 p.]-[11 p.]
Author(s):  
MARÍA TERESA CEPERO GARCÍA ◽  
LUIS GERARDO MONTANE JIMENEZ ◽  
GUADALUPE TOLEDO TOLEDO ◽  
EDGARD IVAN BENITEZ GUERRERO ◽  
CARMEN MEZURA GODOY

ABSTRACT: Groupware Systems (GS) or collaborative systems are software systems that support the development of activities in which a group of users interacts to combine their skills, abilities, and work to achieve a common goal. In this area, an important concept is awareness, which is the information that helps people be aware of events beyond their current tasks. This information makes smoother the use of a collaborative system, so it is a fundamental element in this kind of software. In the design and construction of these types of systems, heuristics are used as design guidelines that serve as a useful evaluation tool for product designers and usability professionals. The current heuristics and guidelines for the design of awareness support focus on supporting the awareness of the team in the shared workspace, without considering elements to support the information needs of the user's own and individual interaction within the workspace. To address this problem and to facilitate the design and integration of awareness support, we developed 13 heuristics that integrate principles of Human-Computer Interaction and Computer Supported Cooperative Work to help groupware designers meet individual and team awareness needs. For evaluating the validity of the proposed heuristics, a structured and iterative consultation process was carried out with experts in Human-Computer Interaction and Computer-Supported Cooperative Work. The proposed heuristics can help software engineers develop collaborative systems that integrate awareness information and satisfy users' contextual information needs. Keywords: Awareness, virtual groups, collaborative work, heuristics.


2006 ◽  
Vol 3 (1) ◽  
pp. 33-52 ◽  
Author(s):  
Zeljko Obrenovic ◽  
Dusan Starcevic

In this paper we describe how existing software developing processes, such as Rational Unified Process, can be adapted in order to allow disciplined and more efficient development of user interfaces. The main objective of this paper is to demonstrate that standard modeling environments, based on the UML, can be adapted and efficiently used for user interfaces development. We have integrated the HCI knowledge into developing processes by semantically enriching the models created in each of the process activities of the process. By using UML, we can make easier use of HCI knowledge for ordinary software engineers who, usually, are not familiar with results of HCI researches, so these results can have broader and more practical effects. By providing a standard means for representing human computer interaction, we can seamlessly transfer UML models of multimodal interfaces between design and specialized analysis tools. Standardization provides a significant driving force for further progress because it codifies best practices enables and encourages reuse, and facilitates inter working between complementary tools. Proposed solutions can be valuable for software developers, who can improve quality of user interfaces and their communication with user interface designers, as well as for human computer interaction researchers, who can use standard methods to include their results into software developing processes.


Author(s):  
Rocco Servidio ◽  
Barry Davies ◽  
Kevin Hapeshi

Human-Computer Interaction (HCI) studies play an important role in the design, implementation, and evaluation of a new generation of graphical user interfaces designed to support consumer behaviours and information needs. In recent years, the spread of new virtual environments and innovative tools have revolutionized the field of e-commerce. Although new digital environments can enable or facilitate certain user activities, the quality of the user interface will remain a continuing challenge. The chapter aims to underline the relationships between HCI studies and consumer behaviour, focusing attention on virtual environments for electronic and Internet e-commerce (online retail) services. The potential of multi-modal interfaces and virtual environments for business and marketing are examined by: (1) providing an overview of the relationships between HCI and consumer behaviour, (2) showing how different interaction modalities can enhance the communication process between user and consumer system, (3) showing how digital and interactive technologies can offer to the consumer many advantages and unique opportunities in exploring information and products, and (4) new directions for possible future research.


Author(s):  
Eduardo H. Calvillo Gámez ◽  
Rodrigo Nieto-Gómez

In this chapter, the authors play the devil‘s advocate to those who favor strict government supervision over technology itself. The authors’ argument is that technology is a “neutral” mean to an end, and that the use of technology to detract social deviations is dependent on public policy and social behavior. To elaborate their argument they propose the concept of “illicit appropriation”, based on the Human Computer Interaction concept of appropriation. The authors argue that sometimes appropriation can be geared towards activities that can be considered as illicit, and in some cases criminal. They illustrate the use of illicit appropriation through a series of case studies of current events, in which they show that either a state or the individual can rely on illicit appropriation. The authors’ final conclusion is that the use of technology to combat social deviations is not a technological problem, but a public policy issue, where a delicate balance has to be found between the enforcement of the law by technological means (approved by legislation), the user experience, the civil liberties of the individual and the checks and balances to the power of the state. This chapter is written from the expertise of the authors on Human Computer Interaction and Security Studies.


Author(s):  
Shirley Ann Becker

The study of computing technology and user interfaces was initiated during the 1970s when industrial research laboratories began to focus on human-computer interaction (HCI) (Badre, 2002). In the 1980s, the personal computer was introduced, thus expanding the need for designing effective user interfaces. HCI became a discipline during this time, and the Association for Computing Machinery (ACM) established the Special Interest Group in Computer Human Interaction. One of the first textbooks on HCI, Designing the User Interface: Strategies for Effective Human-Computer Interaction (Schneiderman, 19891), was published. Shortly thereafter, HCI became part of the ACM curriculum promoting the development of effective user interfaces. Software tools were developed in order to assist in designing usable interfaces while employing usability engineering methods. Many of these methods focused on usability from the perspective of ease of use, ease of learning, user satisfaction, and zero defects (Nielsen, 1993).


2020 ◽  
Vol 30 (5) ◽  
pp. 949-982 ◽  
Author(s):  
Henrietta Jylhä ◽  
Juho Hamari

Abstract Graphical user interfaces are widely common and present in everyday human–computer interaction, dominantly in computers and smartphones. Today, various actions are performed via graphical user interface elements, e.g., windows, menus and icons. An attractive user interface that adapts to user needs and preferences is progressively important as it often allows personalized information processing that facilitates interaction. However, practitioners and scholars have lacked an instrument for measuring user perception of aesthetics within graphical user interface elements to aid in creating successful graphical assets. Therefore, we studied dimensionality of ratings of different perceived aesthetic qualities in GUI elements as the foundation for the measurement instrument. First, we devised a semantic differential scale of 22 adjective pairs by combining prior scattered measures. We then conducted a vignette experiment with random participant (n = 569) assignment to evaluate 4 icons from a total of pre-selected 68 game app icons across 4 categories (concrete, abstract, character and text) using the semantic scales. This resulted in a total of 2276 individual icon evaluations. Through exploratory factor analyses, the observations converged into 5 dimensions of perceived visual quality: Excellence/Inferiority, Graciousness/Harshness, Idleness/Liveliness, Normalness/Bizarreness and Complexity/Simplicity. We then proceeded to conduct confirmatory factor analyses to test the model fit of the 5-factor model with all 22 adjective pairs as well as with an adjusted version of 15 adjective pairs. Overall, this study developed, validated, and consequently presents a measurement instrument for perceptions of visual qualities of graphical user interfaces and/or singular interface elements (VISQUAL) that can be used in multiple ways in several contexts related to visual human-computer interaction, interfaces and their adaption.


Sign in / Sign up

Export Citation Format

Share Document