scholarly journals Designing a Situational Awareness Information Display: Adopting an Affordance-Based Framework to Amplify User Experience in Environmental Interaction Design

Informatics ◽  
2016 ◽  
Vol 3 (2) ◽  
pp. 6 ◽  
Author(s):  
Yingjie Chen ◽  
Zhenyu Qian ◽  
Weiran Lei
Symmetry ◽  
2019 ◽  
Vol 11 (1) ◽  
pp. 115 ◽  
Author(s):  
Yaocheng Zhang ◽  
Wei Ren ◽  
Tianqing Zhu ◽  
Ehoche Faith

The development of mobile internet has led to a massive amount of data being generated from mobile devices daily, which has become a source for analyzing human behavior and trends in public sentiment. In this paper, we build a system called MoSa (Mobile Sentiment analysis) to analyze this data. In this system, sentiment analysis is used to analyze news comments on the THAAD (Terminal High Altitude Area Defense) event from Toutiao by employing algorithms to calculate the sentiment value of the comment. This paper is based on HowNet; after the comparison of different sentiment dictionaries, we discover that the method proposed in this paper, which use a mixed sentiment dictionary, has a higher accuracy rate in its analysis of comment sentiment tendency. We then statistically analyze the relevant attributes of the comments and their sentiment values and discover that the standard deviation of the comments’ sentiment value can quickly reflect sentiment changes among the public. Besides that, we also derive some special models from the data that can reflect some specific characteristics. We find that the intrinsic characteristics of situational awareness have implicit symmetry. By using our system, people can obtain some practical results to guide interaction design in applications including mobile Internet, social networks, and blockchain based crowdsourcing.


AI & Society ◽  
2021 ◽  
Author(s):  
Nora Fronemann ◽  
Kathrin Pollmann ◽  
Wulf Loh

AbstractTo integrate social robots in real-life contexts, it is crucial that they are accepted by the users. Acceptance is not only related to the functionality of the robot but also strongly depends on how the user experiences the interaction. Established design principles from usability and user experience research can be applied to the realm of human–robot interaction, to design robot behavior for the comfort and well-being of the user. Focusing the design on these aspects alone, however, comes with certain ethical challenges, especially regarding the user’s privacy and autonomy. Based on an example scenario of human–robot interaction in elder care, this paper discusses how established design principles can be used in social robotic design. It then juxtaposes these with ethical considerations such as privacy and user autonomy. Combining user experience and ethical perspectives, we propose adjustments to the original design principles and canvass our own design recommendations for a positive and ethically acceptable social human–robot interaction design. In doing so, we show that positive user experience and ethical design may be sometimes at odds, but can be reconciled in many cases, if designers are willing to adjust and amend time-tested design principles.


Author(s):  
Cyril Onwubiko

This chapter describes work on modelling situational awareness information and system requirements for the mission. Developing this model based on Goal-Oriented Task Analysis representation of the mission using an Agent Oriented Software Engineering methodology advances current information requirement models because it provides valuable insight on how to effectively achieve the mission’s requirements (information, systems, networks, and IT infrastructure), and offers enhanced situational awareness within the Computer Network Defence environment. Further, the modelling approach using Secure Tropos is described, and model validation using a security test scenario is discussed.


2011 ◽  
pp. 1931-1937
Author(s):  
Su-Ting Yong

This is a brief review of the history of usability and a discussion of usability in developing a computer-based learning program (CBLP). According to ISO 9241, usability is defined as the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use (Bevan, 2001). The main focus of usability in this article is concerned with the user interface and interaction design. To create a usable computer-based learning program, one needs to understand the definition of usability and the goals of usability. Besides achieving usability goals, a usable CBLP should also be able to attain user experience goals. Design principles can be used to develop a CBLP featured with usability. Two design models will be discussed in this review.


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