Entity

Time filter

Source Type


Bakke S.,Westerdals Oslo School of Arts, Communication and Technology
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2015

Intuition is a widely employed term when describing or evaluating user interfaces in an HCI context. It is used in by most people in their daily life, regardless of technology use; it is applied by users in various socio-technical contexts; it is even utilized by developers themselves. While Susanne Bødker and others brought activity theory into the HCI discourse, in much of the literature, intuition has largely remained within the cognitive science discourse. In an activity theoretical approach, this paper attempts to connect intuitiveness to activity and pointing out the changing perception of the concept of intuitiveness in relation to skill levels; changing from being connected primarily to artifacts at an unskilled level, to being linked exclusively to tasks and processes at expert level. © Springer International Publishing Switzerland 2015. Source


Sorum H.,Westerdals Oslo School of Arts, Communication and Technology
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2015

After 15 years of online experience among most organizations, we witness that increasingly more information and services are provided on the Web. Additionally, website users today are more demanding and knowledgeable compared to some years ago. High expectations and frequent use of online channels in dialogue and interaction place considerable pressure on most organizations. This paper discusses the importance of high quality websites and debates whether quality in public websites is more important compared to the private sector. The concluding remarks speculate on whether the subject of quality is more important within public sector websites, because they are serving all the citizens in provision of public information and services. Conversely, however, the quality of the website within the private sector is probably more important for creating business benefits and marketing exposure. This paper ends by providing suggestions for future research streams linked to the outcome of the present study. © Springer International Publishing Switzerland 2015. Source


Berget G.,University of Oslo | Sandnes F.E.,Westerdals Oslo School of Arts, Communication and Technology
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2015

Icons and symbols are often deployed in graphical user interfaces. It is commonly believed that icons add to the user friendliness of products. Developers have great trust in icon libraries and they are likely to use icons they understand themselves without verifying users’ understanding. Interfaces relying on icons that are misinterpreted can lead to erroneous operation. In this study a set of icons in the public domain was interpreted by 64 participants to assess how well general icons are understood. Of the 105 icons included only 67 were correctly identified by all the raters. The results confirm that some basic icons are universally known. However, nearly half of the icons where not identified by all. Recognition correlated with gender, as males were more likely to identify icons connected to masculine concepts and females were more likely to recognize icons connected to feminine concepts. Moreover, a positive correlation was found between the age of the participants and icons depicting ideas from the past versus timeless icons. The results thus support the practice of user testing of icons rather than relying on assumptions. © Springer International Publishing Switzerland 2015. Source


Bakke S.,Westerdals Oslo School of Arts, Communication and Technology | Bratteteig T.,University of Oslo
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2015

In this paper we report from a software development project, where much attention was given to the users – so much, in fact, that the developers moved in with them and stayed. Our aim has been to understand the effects of this level of proximity in the cooperation between developers and users. We discuss the impact on continuous knowledge exchange, organisational structure and accountability when the developers move in. How do the participants experience the mutual learning process? Based on the findings, we offer the two suggestions: (1) that the mutual learning necessary for establishing a common understanding of the character of a user-centred software system and its intuitive operation has a greater possibility of succeeding when developers and participating users are located in the immediate vicinity of each other, and (2) the impact on user interface design is visible through early user participation, leading to the sense of user interfaces facilitating an immediate user interaction. © Springer International Publishing Switzerland 2015. Source


Butler C.,Westerdals Oslo School of Arts, Communication and Technology
Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) | Year: 2015

The objective of this paper is to present a prototype design of a project management application which has been designed to leverage the power of gamification. The specific set of gamified features contained within the prototype follow the model set forth in previous work which attempted to aid gamification designers in the selection and implementation of the most effective mechanics for whatever the intended purpose. This was done by mapping a number of gamification mechanics to existing effects in behavioral economics, which allows designers an unconventional insight into the behavioral reasons as to why various methods of gamification affect a user-base. It should also be noted that unlike some gamification implementations which can, at times, be seen in a negative light by being excessively gamelike, the focus here is on bringing gamification into the business setting in a serious and professional manner in order to ease adoption among all users. © Springer International Publishing Switzerland 2015. Source

Discover hidden collaborations