Collaboration in Open Source Domains

Author(s):  
Görkem Çetin ◽  
Mehmet Gokturk

Free and open source software (F/OSS) developers have a tendency to build feature-centric projects rather than following a user-centered design, ignoring the necessity of usability in the resulting product.While there are many reasons behind this, the main cause can be stated as the lack of awareness of usability from developers’ point of view and little interaction of project stakeholders with Human- Computer Interaction (HCI) studies. This chapter examines different types of collaboration methods of usability experts and developers focusing particularly on open source projects, together with potential issues envisaged during the communication phases. The chapter also focuses on the collaboration trends and patterns of HCI experts, developers and users with an emphasis on concerns related to inefficient exploitation of current tools and technologies and provides an open usability engineering method which could be exploited in distributed projects.

2014 ◽  
Vol Volume 1 ◽  
Author(s):  
Hela Ltifi ◽  
Mounir Ben Ayed ◽  
Christophe Kolski ◽  
A.M. Alimi

This article concerns the design of Decision Support Systems (DSS) based on a Knowledge Discovery from Data (KDD) process. This process aims at generating a set of software modules; it is iterative and interactive For this reason, it is essential to us to take Human-Computer Interaction principles and models into account in the development of such systems. The interactive decisional system development is currently approached according to two antagonistic approaches. For the first approach, technology is fundamental; the second is "user-centered", placing the human actors in a central position. Although the first approach is still very present in companies, the current tendency "is user-centered ". In this context, we propose an approach which aims at integrating the stages of KDD process in a development model enriched under the human-computer interaction point of view, which is the U-model. Our application context is the fight against the nosocomial infections in the healthcare domain.


Author(s):  
Nor Haniza binti Mohd Khir ◽  
Marina Ismail

Human Computer Interaction (HCI) plays an important role in connecting humans and computers. Many studies conducted to find better alternatives to improve communication between humans and computers. Various frameworks, catalogue and models revised to complement the lack of existing ideas. The growing technology is increasingly being used by not only adults but also children. However, many applications developed do not fully emphasize the use of HCI suitable for children. Thus, Children Computer Interaction (CCI) created to meet the specific needs of children. Yet, there are still many CCI weaknesses being improved to overcome various problems from time to time. One of the ideas presented is through gamification, which is fun and enjoyable in accordance with the nature of the children. Still, the use of gamification is not as simple as adding some game elements into children's apps, but wider to ensure success in achieving the objectives of the developed application. One way that matter is through the use of user-centered design-persona model. So, this paper reviewed the use of current HCI/CCI, gamification and modified the previously proposed design principles in HCI for children into interview questions for data collection which will be analyzed later to create persona model for future work.


2018 ◽  
Vol 18 (1) ◽  
pp. 147
Author(s):  
Norbert Bátfai ◽  
Gergő Bogacsovics ◽  
Roland Paszerbovics ◽  
Asztrik Antal ◽  
István Czevár ◽  
...  

Jelen munkában készítjük elő azt a tanulmányt, mely hivatott lesz majd eldönteni, hogy az általunk bevezetendő mérési módszer (esport-talent-search/BrainB 5-ös sorozat) eredményes lehet-e a jövő kiemelkedő e-sportolóinak korai felismerésében, felkutatásában. A jelen előkészítésben bemutatjuk a mérés alapötletét, a mérést végző, általunk kifejlesztett nyílt forráskódú szoftvert és a mérést végző e-sport-szakértők aggregált tapasztalatait. Viszont a mért adatok statisztikai feldolgozásával, a mérési módszer és az eredmények vizsgálatával nem foglalkozunk, hanem csak néhány esetben mért, nyers adatokat villantunk fel. --- Measuring Esport Athletes In this paper, we outline the concept of a future study in which we will analyse our methodology (esport-talent-search/BrainB series 5) for measuring esport talents. We introduce the idea behind our method and an open source software that can measure gamers. We summarize the experiences of athletes who tested our software. In this paper, we do not analyse our data statistically or evaluate the method and the results, but only show some raw data. Keywords: DEAC-Hackers, esport, cognitive abilities, human-computer interaction (HCI)


First Monday ◽  
2005 ◽  
Author(s):  
David M. Nichols ◽  
Michael B. Twidale

Open source communities have successfully developed a great deal of software although most computer users only use proprietary applications. The usability of open source software is often regarded as one reason for this limited distribution. In this paper we review the existing evidence of the usability of open source software and discuss how the characteristics of open source development influence usability. We describe how existing human-computer interaction techniques can be used to leverage distributed networked communities, of developers and users, to address issues of usability.


2019 ◽  
Vol 9 (2) ◽  
pp. 1-4
Author(s):  
Sukumar Mandal

Digital library is a collection of electronic objects. Information retrieval is a part of digital library system. Digital library can be developed through open source software and tools. Institutional digital repository is also an important field in present and next generation automated and digital library system. Now, this paper is present how to import metadata formats from different database by EPrints for the development of institutional digital repository. There are different types of metadata formats available in open source environment but this paper is shows some high and matured level software for development and designing this integrated framework. However, in this section has a show how to data import from Koha, Emerald, D-Space, and Vu-Find for the better management of digital information services among the users as well as library professionals.


Author(s):  
Francisco V. Cipolla-Ficarra ◽  
Jaqueline Alma ◽  
Miguel Cipolla-Ficarra ◽  
Jim Carré

The first studies of the social sciences aimed at the videogames of the 80s and the methods to evaluate the usability engineering of the 90s have highlighted a set of positive and negative aspects in the human-computer interaction which go from the ergonomic aspects of the devices down to the motivations to draw the attention of the users in the interaction process. In this research we present the results reached with adult users in relation to the communicability and the usability in a classical videogame for PC. We also present the elements of interactive design which boost the poiesis in cultural heritage that the analyzed videogame contains.


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