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result(s) for
"Human-centered computing: Systems and tools for interaction design"
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Towards communication and information access for Deaf people : research article
by
Tucker, William
,
Glaser, Meryl
,
Blake, Edwin
in
Applied computing: Computer-assisted instruction
,
Assistive technology
,
Authoring tools
2014
In tightly circumscribed communication situations, an interactive system resident on a mobile device can assist Deaf people with their communication and information needs. The Deaf users considered here use South African Sign Language and information is conveyed by a collection of pre-recorded video clips and images. The system was designed and implemented according to our method of community-based co-design. We present several stages of the development as a series of case studies and highlight our experience and the implications for design. The first stage involved ethnographically inspired methods such as cultural probes. In the next stage we co-designed a medical consultation system that was ultimately dropped for technical reasons. A smaller system was developed for pharmaceutical dispensing and successfully implemented and tested. It now awaits deployment in an actual pharmacy. We also developed a preliminary authoring tool to tackle the problem of content generation for interactive computer literacy training. We are also working on another medical health information tool. We intend that a generic authoring tool be able to generate mobile applications for all of these scenarios. These mobile applications bridge communication gaps for Deaf people via accessible and affordable assistive technology.
Journal Article
“It Felt Like Solving a Mystery Together”: Exploring Virtual Reality Card-Based Interaction and Story Co-Creation Collaborative System Design
by
Corino, Gianni
,
Yu, Yaojiong
,
Phillips, Mike
in
Collaboration
,
collaborative and social computing
,
collaborative and social computing design and evaluation methods
2025
Virtual reality interaction design and story co-creation design for multiple users is an interdisciplinary research field that merges human–computer interaction, creative design, and virtual reality technologies. Story co-creation design enables multiple users to collectively generate and share narratives, allowing them to contribute to the storyline, modify plot trajectories, and craft characters, thereby facilitating a dynamic storytelling experience. Through advanced virtual reality interaction design, collaboration and social engagement can be further enriched to encourage active participation. This study investigates the facilitation of narrative creation and enhancement of storytelling skills in virtual reality by leveraging existing research on story co-creation design and virtual reality technology. Subsequently, we developed and evaluated the virtual reality card-based collaborative storytelling platform Co-Relay. By analyzing interaction data and user feedback obtained from user testing and experimental trials, we observed substantial enhancements in user engagement, immersion, creativity, and fulfillment of emotional and social needs compared to a conventional web-based storytelling platform. The primary contribution of this study lies in demonstrating how the incorporation of story co-creation can elevate storytelling proficiency, plot development, and social interaction within the virtual reality environment. Our novel methodology offers a fresh outlook on the design of collaborative narrative creation in virtual reality, particularly by integrating participatory multi-user storytelling platforms that blur the traditional boundaries between creators and audiences, as well as between fiction and reality.
Journal Article
A User-Centered Evaluation of a VR HMD-Based Harvester Training Simulator
2026
Skilled operation of forestry harvesters is essential for ensuring safety, efficiency, and sustainability in logging practices. However, conventional training methods are often prohibitively expensive and limited by access to specialized equipment. This study delivers one of the first user-centered validations of a low-cost, VR HMD-based forestry harvester simulator, directly addressing access and scalability barriers in training. With 26 participants, we quantify cognitive load, usability, user experience, and simulator sickness using established instruments. An increase in cognitive load was seen from baseline tutorial to each training module (NASA-TLX: 18.65→34.26→38.43; rm-ANOVA, p < 0.001). Usability was ‘Good’ (with a mean SUS score: 76.63), hedonic UX ranked in the top decile (UEQ-S), and simulator sickness was moderate (mean SSQ score: 28.91), while task success remained high across all modules. These results indicate early-stage feasibility and usability of a low-cost VR HMD harvester simulator for student-focused introductory instruction, and they provide actionable design guidance (e.g., managing extraneous load, comfort safeguards) advancing evidence-based VR HMD-based training in the forest engineering and harvesting domain. Our findings validate the potential of VR-HMD as a tool for forestry education capable of addressing training accessibility gaps and enhancing learner motivation through immersive experiential learning.
Journal Article
Reflection on research methodologies for ubicomp in developing contexts
2011
As the user base for ubiquitous technology expands to developing regions, the likelihood of disparity between the lived experience of design team members (developers, designers, researchers, etc.) and end users has increased. Human-centered design (HCD) provides a toolkit of research methods aimed at helping bridge the distance between technology design teams and end users. However, we have found that traditional approaches to HCD research methods are difficult to deploy in developing regions. In this paper, we share our experiences of adapting HCD research methodologies to the Central Asia context and some lessons we have learned. While our lessons are many, reconsidering the unit of analysis from the individual to larger social units was an early discovery that provided a frame for later research activities that focused on ubicomp development. We argue that lessons and challenges derived from our experience will generalize to other research investigations in which researchers are trying to adapt common HCD data collection methods to create ubiquitous technologies for and/or with distant audiences in developing regions.
Journal Article