Lack of trust is one of the most frequently cited reasons for consumers not
purchasing from Internet vendors. During the last four years a number of
empirical studies have investigated the role of trust in the specific context
of e-commerce, focusing on different aspects of this multi-dimensional
construct. However, empirical research in this area is beset by conflicting
conceptualizations of the trust construct, inadequate understanding of the
relationships between trust, its antecedents and consequents, and the frequent
use of trust scales that are neither theoretically derived nor rigorously
validated. The major objective of this paper is to provide an integrative
review of the empirical literature on trust in e-commerce in order to allow
cumulative analysis of results. The interpretation and comparison of different
empirical studies on on-line trust first requires conceptual clarification. A
set of trust constructs is proposed that reflects both institutional phenomena
(system trust) and personal and interpersonal forms of trust (dispositional
trust, trusting beliefs, trusting intentions and trust-related behaviours),
thus facilitating a multi-level and multi-dimensional analysis of research
problems related to trust in e-commerce.
Information technology continues to evolve rapidly. We see this particularly
in the evolution of embedded intelligent systems -- knowledge-based systems
deployed in larger hosts with real-time response requirements, which provide
real-time advice, guidance, information, recommendations and explanations to
their users. These systems have recently been deployed in safety-critical
large-scale systems, where humans and technology are jointly responsible for
executing tasks, monitoring operations, and providing system safety. Thus,
human interaction with intelligent technology in safety-critical systems has
important implications. Those interactions can enhance or reduce system
efficiency, enhance or compromise safety, and augment or negate the other
benefits that technology provides. In this paper, we focus on interactions
between human operators and embedded intelligent systems. We first consider the
role of technology in safety-critical systems, and discuss studies of the
impact of technology on human operators in such systems. We then describe
embedded intelligent systems, and studies of their impacts on human operators.
To illustrate these points, we consider the case of embedded intelligent
technology introduction in one such setting, and the results of an empirical
investigation of the impact of the technology on human performance in that
system. We conclude with a discussion of the implications of the study and of
the importance of understanding the impact of embedded intelligent technology
on human operators in safety-critical systems.
Focusing on two rural cities in Minnesota, this paper analyses ways in which
these communities have gone about providing information technology to their
citizens. This paper will explain why one city has chosen to take an
entrepreneurial approach to networking and the other city has chosen a more
collaborative approach, promoting equal access for its citizens. Based on
interviews, focus groups, and surveys in the two cities, we find that these
divergent approaches are related to fundamental cultural differences in the two
communities. One city seems to have a more pronounced reservoir of social
capital, meaning that people in this community tend to be more trusting, have
more cohesive social ties and are prone toward collaboration. Cooperation and
social trust, particularly among community leaders, seem to have played large
roles in triggering the development of a community electronic network.
Moreover, we discover that political engagement and interpersonal trust among
the citizenry in this city seem to be pivotal in sustaining and perpetuating
the community endeavor.
A recent and dramatic increase in the use of automation has not yielded
comparable improvements in performance. Researchers have found human operators
often underutilize (disuse) and overly rely on (misuse) automated aids
(Parasuraman and Riley, 1997). Three studies were performed with Cameron
University students to explore the relationship among automation reliability,
trust, and reliance. With the assistance of an automated decision aid,
participants viewed slides of Fort Sill terrain and indicated the presence or
absence of a camouflaged soldier. Results from the three studies indicate that
trust is an important factor in understanding automation reliance decisions.
Participants initially considered the automated decision aid trustworthy and
reliable. After observing the automated aid make errors, participants
distrusted even reliable aids, unless an explanation was provided regarding why
the aid might err. Knowing why the aid might err increased trust in the
decision aid and increased automation reliance, even when the trust was
unwarranted. Our studies suggest a need for future research focused on
understanding automation use, examining individual differences in automation
reliance, and developing valid and reliable self-report measures of trust in
automation.
The concept of trust is believed by some to compensate for feelings of
uncertainty. Therefore, trust is considered to be crucial in people's decision
to rely on a complex automated system to perform tasks for them. This
experiment aimed to study the effects of errors on control allocation, and the
mediating role of trust and self-confidence in the domain of route planning.
Using a computer-based route planner, participants completed 10 route-planning
trials in manual mode, and 10 in automatic mode, allowing participants to
become equally experienced in operating both modes. During these so-called
fixed trials, the numbers of errors in automatic as well as manual mode were
systematically varied. Subsequently, participants completed six free trials,
during which they were free to choose between modes. Our results showed that
high automation error rates (AERs) decreased levels of system trust compared to
low AERs. Conversely, high manual error rates (MERs) resulted in lower levels
of self-confidence compared to low MERs, although to a lesser extent. Moreover,
the difference between measures of trust and self-confidence proved to be
highly predictive of the number of times automatic mode was selected during the
six free trials. Additionally, results suggest a fundamental bias to trust
one's own abilities over those of the system. Finally, evidence indicating a
relationship between trust and self-confidence is discussed.
Trust is emerging as a key element of success in the on-line environment.
Although considerable research on trust in the offline world has been
performed, to date empirical study of on-line trust has been limited. This
paper examines on-line trust, specifically trust between people and
informational or transactional websites. It begins by analysing the definitions
of trust in previous offline and on-line research. The relevant dimensions of
trust for an on-line context are identified, and a definition of trust between
people and informational or transactional websites is presented. We then turn
to an examination of the causes of on-line trust. Relevant findings in the
human-computer interaction literature are identified. A model of on-line trust
between users and websites is presented. The model identifies three perceptual
factors that impact on-line trust: perception of credibility, ease of use and
risk. The model is discussed in detail and suggestions for future applications
of the model are presented.
The aim of this paper is to establish a methodological foundation for
human-computer interaction (HCI) researchers aiming to assess trust between
people interacting via computer-mediated communication (CMC) technology. The
most popular experimental paradigm currently employed by HCI researchers are
social dilemma games based on the Prisoner's Dilemma (PD), a technique
originating from economics. HCI researchers employing this experimental
paradigm currently interpret the rate of cooperation -- measured in the form of
collective pay-off -- as the level of trust the technology allows its users to
develop. We argue that this interpretation is problematic, since the game's
synchronous nature models only very specific trust situations. Furthermore,
experiments that are based on PD games cannot model the complexity of how trust
is formed in the real world, since they neglect factors such as ability and
benevolence. In conclusion, we recommend (a) means of improving social dilemma
experiments by using asynchronous Trust Games, (b) collecting a broader range
of data (in particular qualitative) and (c) increased use of longitudinal
studies.
Notification systems attempt to deliver current, important information to
the computer screen in an efficient and effective manner. All notification
systems require that the user attends to them to at least some degree if they
are to succeed. Examples of notification systems include instant messaging
systems, system and user status updates, email alerts and news and stock
tickers. The benefits of notification systems are numerous, including rapid
availability of important information, access to nearly instantaneous
communication and heightened awareness of the availability of personal
contacts. While the popularity of these systems has skyrocketed in recent
years, the effects of incoming notifications on ongoing computing tasks have
been relatively unexplored. The investigation of the costs, benefits and the
optimal display of instant messages and all notifications in the context of
desktop or mobile computing tasks falls in the general arena of psychological
research on alerting and disruptions, but also requires research contributions
from design, computer science and information visualization. To date, much of
the psychological research on interruption leverages theoretical task
constructions. In this special issue, we focus on the nature of interruptions
such as messaging while computing and how to optimize the user experience.
In this paper, we describe an empirical investigation of the utility of
several perceptual properties of motion in information-dense displays applied
to notification. Notification relates to awareness and how dynamic information
is communicated from the system to the user. Key to a notification technique is
how easily the notification is detected and identified. Our initial studies
show that icons with simple motions, termed moticons, are effective coding
techniques for notification and in fact are often better detected and
identified than colour and shape codes, especially in the periphery. A
subsequent experiment compared the detection and distraction effects of
different motion types in several task conditions. Our results reveal how
different attributes of motion contribute to detection, identification and
distraction and provide initial guidelines on how motion codes can be designed
to support awareness in information-rich interfaces while minimizing unwanted
side effects of distraction and irritation.
Designing and evaluating notification systems represents an emerging
challenge in the study of human-computer interaction. Users rely on
notification systems to present potentially interruptive information in an
efficient and effective manner to enable appropriate reaction and
comprehension. Little is known about the effects of these systems on ongoing
computer tasks. As the research community strives to understand information
design suitable for opposing usage goals, few existing efforts lend themselves
to extensibility.
However, three often conflicting design objectives are interruption to
primary tasks, reaction to specific notifications, and comprehension of
information over time. Based on these competing parameters, we propose a
unifying research theme for the field that defines success in notification
systems design as achieving the desirable balance between attention and
utility. This paradigm distinguishes notification systems research from
traditional HCI by centering on the limitations of the human attention system.
In a series of experiments that demonstrate this research approach and
investigate use of animated text in secondary displays, we describe two
empirical investigations focused on the three critical parameters during a
browsing task. The first experiment compares tickering, blasting, and fading
text, finding that tickering text is best for supporting deeper comprehension,
fading best facilitates reaction, and, compared to the control condition, none
of the animated displays are interruptive to the browsing task. The second
experiment investigates fading and tickering animation in greater detail with
similar tasks -- at two different speeds and sizes. Here, we found smaller
displays allowed better reaction but were more interruptive, while slower
displays provides increased comprehension. Overall, the slow fade appears to be
the best secondary display animation type tested. Focusing research and user
studies within this field on critical parameters such as interruption,
reaction, and comprehension will increase cohesion among design and evaluation
efforts for notification systems.
We examine people's strategic cognitive responses to being interrupted while
performing a task. Based on memory theory, we propose that resumption of a task
after interruption is facilitated by preparation during the interruption lag,
or the interval between an alert to a pending interruption (e.g. the phone
ringing) and the interruption proper (the ensuing conversation). To test this
proposal, we conducted an experiment in which participants in a Warning
condition received an 8-s interruption lag, and participants in an Immediate
condition received no interruption lag. Participants in the Warning condition
prepared more than participants in the Immediate condition, as measured by
verbal reports, and resumed the interrupted task more quickly. However,
Immediate participants resumed faster with practice, suggesting that people
adapt to particularly disruptive forms of interruption. The results support our
task analysis of interruption and our model of memory for goals, and suggest
further means for studying operator performance in dynamic task environments.
People working collaboratively must establish and maintain awareness of one
another's intentions, actions and results. Notification systems typically
support awareness of the presence, tasks and actions of collaborators, but they
do not adequately support awareness of persistent and complex activities. We
analysed awareness breakdowns in use of our Virtual School system -- stemming
from problems related to the collaborative situation, group, task and tool
support -- to motivate the concept of activity awareness. Activity awareness
builds on prior conceptions of social and action awareness, but emphasizes the
importance of activity context factors like planning and coordination. This
work suggests design strategies for notification systems to better support
collaborative activity.
Human performance in Chinese character handwriting recognizers is critical
to the satisfaction and acceptance of their users. Based on Teal's [CHI'92
(1992) p. 295] interactive model, a static model describing the independent
factors in determining the task completion time was set up with a simple
mathematical inference; in addition, a dynamic model describing these factors'
direct and indirect causal relationship was established by the path analytic
method. Results in Experiment 1 indicated that both the static model and the
dynamic model could fit observed task completion time satisfactorily with minor
modifications. In addition, with users' average writing time around 1500 ms for
each frequently used character, it was found that the user's performance was
impaired significantly when segmentation time was longer than 1040 ms. An
integrated model was devised after combining the static and dynamic models.
Experiment 2 testified the integrated model in another handwriting recognizer
and found that it could still fit human performance data with users in three
different training conditions. Implications of the integrated model are that:
(1) when recognition accuracy and number of inputting characters are constant,
the weights of average writing time for each character, segmentation time,
recognition time in determining task completion time are equal but bigger than
the weight of the repairing time; (2) when the repairing time, average writing
time for each character, segmentation time and recognition time are constant,
there is an inverse model between task completion time and recognition
Designing usable and effective interactive virtual environment (VE) systems
is a new challenge for system developers and human factors specialists. In
particular, traditional usability principles do not consider characteristics
unique to VE systems, such as the design of wayfinding and navigational
techniques, object selection and manipulation, as well as integration of
visual, auditory and haptic system outputs. VE designers must enhance presence,
immersion, and system comfort, while minimizing sickness and deleterious
aftereffects. Through the development of a multi-criteria assessment technique,
the current effort categorizes and integrates these VE attributes into a
systematic approach to designing and evaluating VE usability. Validation
exercises suggest this technique, the Multi-criteria Assessment of Usability
for Virtual Environments (MAUVE) system, provides a structured approach for
achieving usability in VE system design and evaluation. Applications for this
research include military, entertainment, and any other interactive system that
seeks to provide an enjoyable and effective user experience.
Recent advances in man-machine interaction include attempts to infer
operator intentions from operator actions, to better anticipate and support
system performance. This capability has been investigated in contexts such as
intelligent interface designs and operation support systems. While some
progress has been demonstrated, efforts to date have focused on a single
operator. In large and complex artefacts such as power plants or aircrafts,
however, a team generally operates the system, and team intention is not
reducible to mere summation of individual intentions. It is therefore necessary
to develop a team intention inference method for sophisticated team-machine
communication. In this paper a method is proposed for team intention inference
in process domains. The method uses expectations of the other members as clues
to infer a team intention and describes it as a set of individual intentions
and beliefs of the other team members. We applied it to the operation of a
plant simulator operated by a two-person team, and it was shown that, at least
in this context, the method is effective for team intention inference.
Recent advances in man-machine interaction include attempts to infer
operator intentions from operator actions, to better anticipate and support
system performance. This capability has been investigated in contexts such as
intelligent interface designs and operation support systems. While some
progress has been demonstrated, efforts to date have focused on a single
operator. In large and complex artefacts such as power plants or aircrafts,
however, a team generally operates the system, and team intention is not
reducible to mere summation of individual intentions. It is therefore necessary
to develop a team intention inference method for sophisticated team-machine
communication. In this paper a method is proposed for team intention inference
in process domains. The method uses expectations of the other members as clues
to infer a team intention and describes it as a set of individual intentions
and beliefs of the other team members. We applied it to the operation of a
plant simulator operated by a two-person team, and it was shown that, at least
in this context, the method is effective for team intention inference.
Managers, in today's corporations, rely increasingly on the use of databases
to obtain insights and updated information to make their decisions. This paper
describes a flexible query interface based on fuzzy logic. Hence, queries in
natural language with pre-defined syntactical structures are performed, and the
system uses a fuzzy natural language process to provide answers. This process
uses the fuzzy translation rules of the meaning representation language PRUF,
proposed by Zadeh (Intern. J. Man-Machine Studies 10 (1978) 395). The interface
was built for a relational database of the 500 biggest non-financial Portuguese
companies. The attributes considered are the economic and financial indicators.
Examples of pseudo-natural language queries, such as "is company X very
profitable?" or "are most private companies productive?", are presented to show
the capabilities of this human-oriented interface.
The present experiment examined if and how "gender" of the computer,
manifested in character representation, would affect its informational
influence on individuals' decisions on masculine (sports) or feminine (fashion)
topics. In a 2 (participant's gender) x 2 (character gender) x 2 (nature of
topic: masculine vs. feminine) between-subjects experiment, participants played
a trivia quiz game with the computer. During the game, they were given a chance
to change their initial answer after seeing the computer's answer, which they
knew was not necessarily correct. Results supported the match-up hypothesis
such that while the male computer elicited greater conformity on the masculine
topic than on the feminine topic, the opposite was true for the female
counterpart. In addition, men were less likely to yield to the computer's
suggestion than women on the masculine topic whereas women were less likely to
succumb to the computer's influence on the feminine topic. These findings are
discussed in terms of the robustness of gender-stereotyping in human-computer
interaction and the implications for Computers Are Social Actors paradigm.
This study investigated the role of various types of content representation
devices on the comprehension of an expository hypertext. We hypothesized that
hierarchical representations, but not network representations, may help low
prior knowledge students organize their representation of the text contents.
Forty-seven students with low or high prior knowledge in Social Psychology were
asked to read a hypertext using one of three content representations: a
hierarchical map, a network map and an alphabetic list. Then, the participants
performed a multiple choice comprehension task, a summary task and a concept
map drawing task. The hierarchical map improved comprehension for the low
knowledge participants at the global, but not at the local level. There was no
effect of content representation on the comprehension of high prior knowledge
students. We discuss the implications of these results for a theory of the
comprehension processes involved in reading hypertext.
College and university environments offer one of the best opportunities for
the adoption of smart card technology. This study explores the possibility of
developing smart card as a university application and investigates whether it
will help to reduce the university business administration procedures as well
as increase their service efficiency. This involved investigating the response
of two groups (experienced and non-experienced) towards the adoption or the
intention to embrace the technology of a university smart card. Studying the
experiences gained by Nanyang Technological University (NTU, Singapore)
students using smart card application in their university may provide an
insightful picture for a university that is considering adopting such a
technological innovation.
Results show that compatibility pre-adoption construct is the key element
that plays the most influential factor in motivating local students for
adoption. This suggests that to ensure adoption, it is important to guarantee
that the university smart cards are socially acceptable among the university
students (fit well with the students' norm and environment). Another
implication of this study is that Murdoch University (MU, Australia) students
would most probably be willing to accept the adoption of a university smart
card given that the results show MU students' response of (probability=168/200)
and NTU students' response of 100% (probability=50/50) acceptance toward using
their university smart card. The results also show a significant culture
difference between MU students and NTU students, indicating that smart card
manufacturer should take note of the ranking of user preference when designing
a university smart card in order to optimize the adoption process.
Despite the growing attention given to Web usability, little is understood
as to what Web design features contribute to Web users' attitude, a major
component of the usability of a Web site. This research investigates the
effects of interactivity level on Web user's attitude towards commercial Web
sites. It extends existing Web interface design and usability literature by
empirically examining the critical roles of interactivity. Three Web sites with
different levels of interactivity were compared in a controlled laboratory
experiment. Three eighteen-person groups completed each treatment. The
independent variable is the incremental levels of interactivity. The dependent
variables are satisfaction, effectiveness, efficiency, value, and attitude
towards the Web site. Results suggest that increased level of interactivity on
a Web site have positive effects on user's perceived satisfaction,
effectiveness, efficiency, value, and overall attitude towards a Web site.
Implications for Web site designers and researchers are discussed.
Integration is a very important issue in e-business systems integration.
There are three basic mechanisms to integrate diverse applications: data
interchange, application program interfaces (API), and shared repositories.
Standards and standardization efforts play important roles in all three areas.
XML is a standard for defining data interchange standards. Web services are a
set of standards for calling remote procedures over the Internet. UDDI and
other e-business registries are examples of shared repositories. This paper
discusses the XML and Web Services (including UDDI) standard-related
technologies in the context of e-business systems. A technology adoption life
cycle model is adapted to analyse various stages of standards adoption.
Organizations that tend to adopt e-business standards in each stage are
identified. Based on our study of e-business standards and research of relevant
literatures, several factors that affect the adoption decision of e-business
standards are identified. The implications of these factors are discussed. Two
case studies of the implementation of e-business standards are presented.
Further studies of how standards may affect the success of e-business
strategies and how companies should evaluate and implement e-business standards
are proposed.
Integration is a very important issue in e-business systems integration.
There are three basic mechanisms to integrate diverse applications: data
interchange, application program interfaces (API), and shared repositories.
Standards and standardization efforts play important roles in all three areas.
XML is a standard for defining data interchange standards. Web services are a
set of standards for calling remote procedures over the Internet. UDDI and
other e-business registries are examples of shared repositories. This paper
discusses the XML and Web Services (including UDDI) standard-related
technologies in the context of e-business systems. A technology adoption life
cycle model is adapted to analyse various stages of standards adoption.
Organizations that tend to adopt e-business standards in each stage are
identified. Based on our study of e-business standards and research of relevant
literatures, several factors that affect the adoption decision of e-business
standards are identified. The implications of these factors are discussed. Two
case studies of the implementation of e-business standards are presented.
Further studies of how standards may affect the success of e-business
strategies and how companies should evaluate and implement e-business standards
are proposed.
The interactive visual simulation is the integration of real-time computer
graphics with multimodalities, such as acoustic display and force feedback, to
create a realistic simulation scenario to the user. This paper presents a
method to design an interactive visual simulation on a cluster of desktop
computers for the mobile crane training. This mobile crane training simulation
is a project sponsored by Employment and Vocational Training Administration,
Council of Labor Affair, Executive Yuan, Taiwan, to build a low-cost yet
effective vehicle for training and licensing. To achieve this goal, a set of
locally networked PCs is employed to form a parallel computing environment for
the mobile crane simulation.
The most important issue of developing a high-fidelity interactive visual
simulator is its integration system for communication and monitoring among
functional modules. This paper presents a peer-to-peer architecture on a
cluster of PCs to develop the required integration system for the mobile crane
simulator. In addition, the developed integration system uses the push-and-pull
model to seamlessly communicate the messages among distributed functional
modules. This push-and-pull model effectively achieves the parallelism among
the distributed functional modules of a mobile crane simulator. With the
push-and-pull model on the peer-to-peer architecture, we can easily achieve the
modularity and reusability of the functional modules of the simulating system.
The presented push-and-pull model satisfies four essential attributes for the
parallel computing, which are concurrency, scalability, locality and
modularity. Our experience also successfully verifies the effectiveness of the
presented simulator with the system response rate of 16 times per second which
is larger than human acceptable perception rate as suggested by the human
factors studies.
This paper describes the integration of cognitive analysis into the early
stages of design of a new, large-scale system -- a next generation US Navy
Surface combatant. Influencing complex system designs in ways cognizant of
human-system integration principles requires work products that are timely and
tightly coupled to other elements of the design process. Because analyses were
conducted simultaneously with the design processes regarding ship functionality
and staffing, it was necessary to select and adapt cognitive work analysis
methods to fit the demands of a time pressured and information-limited design
situation. Interviews were conducted and analyzed based on aspects of an
abstraction hierarchy and control task models. An abstraction hierarchy, a
series of cross-linked matrices, and a set of decision ladder models were
developed to provide a principled mapping between system function
decompositions produced by system engineering teams and cognitive tasks,
information needs, automation requirements, and concepts for displays.
Cross-referencing the matrices supported design traceability and facilitated
the integration of cognitive analyses with functional analyses being performed
by other design teams. Results fed into design recommendations with respect to
level of automation, human roles and initial display prototypes for the ship
combat command center. The case study illustrates the utility of cognitive work
analysis models (specifically, abstraction hierarchies and decision-ladder
models) in the design of large-scale, first-of-a-kind systems, and presents new
design artifacts that link concepts used in cognitive analyses to those used in
systems engineering for more effective integration within the systems
engineering process.
Software engineering is forecast to be among the fastest growing employment
field in the next decades. The purpose of this investigation is two-fold:
Firstly, empirical studies on the personality types of software professionals
are reviewed. Secondly, this work provides an up-to-date personality profile of
software engineers according to the Myers-Briggs Type Indicator.
Scenarios have gained acceptance in both research and practice as a way of
grounding software-engineering projects in the users' work. However, the
research on scenario-based design (SBD) includes very few studies of how
scenarios are actually used by practising software engineers in real-world
projects. Such studies are needed to evaluate current SBD approaches and
advance our general understanding of what scenarios contribute to design. This
longitudinal field study analyses the use of scenarios during the conceptual
design of a large information system. The role of the scenarios is compared and
contrasted with that of three other design artefacts: the requirements
specification, the business model, and the user interface prototype. The
distinguishing features of the scenarios were that they were task based and
descriptive. By being task based the scenarios strung individual events and
activities together in purposeful sequences and, thereby, provided an
intermediate level of description that was both an instantiation of overall
work objectives and a fairly persistent context for the gradual elaboration of
subtasks. By being descriptive the scenarios preserved a real-world feel of the
contents, flow, and dynamics of the users' work. The scenarios made the users'
work recognizable to the software engineers as a complex but organized human
activity. This way the scenarios attained a unifying role as mediator among
both the design artefacts and the software engineers, whilst they were not used
for communication with users. The scenarios were, however, discontinued before
the completion of the conceptual design because their creation and management
was dependent on a few software engineers who were also the driving forces of
several other project activities. Finally, the software engineers valued the
concreteness and coherence of the scenarios although that entailed a risk of
missing some effective reconceptions of the users' work.
The Turing test (TT) has provided the inspiration for the inception and
rapid development of artificial intelligence (AI) as a discipline.
Additionally, it provided a platform for what might be termed a spirited,
enduring, and enlightening -- albeit occasionally frustrating -- rounds of
debate on a broad range of questions. Turing, who proved to be much ahead of
his time in more ways than one, predicted that it would be possible to develop
machines capable of passing the TT in about 50 years time, that is just about
now. Perhaps, Turing overestimated the rate of progress of technology, or of
transformation of deeply entrenched paradigms of thought; but whatever the
reason, his prediction about the feasibility of "thinking machines" is yet to
come true in an engineering or in a symbolic-semantic sense. This paper
presents a set of reflections on this and other predictions made by Turing and
relates them to what has actually transpired in the 50 years since his original
paper was published. Contributions of TT to the field of AI are assessed and
directions for the future are presented.
We compare user navigation performance using two hypertext information sites
of identical node structure but embedded in different metaphors. The first is
based upon the layout of a house and is consistent with Euclidean space. The
second represents social links between people for which a spatial metaphor is
not apparent. Search for targets within the structures, and the speed of their
subsequent retrieval on a second search, is compared in a 2x4x2 factorial
design manipulating: metaphor (spatial or non-spatial); navigation tools
(participants have both a site map and bookmark tool, one of these, or no tools
at all) and the time pressure under which navigation is carried out (paced or
unpaced). A strong main effect is found in which the spatial metaphor produces
higher performance under all conditions. Similarly, time pressure has the
general effect of trading-off a faster initial search with less efficient
retrieval later. However, navigation tool use is highly context dependent and
sometimes counterintuitive: certain conditions show poorer performance with two
navigation aids than one. We argue that navigation tools are mediating
structures for activities, such as bookmarking and learning the structure of
the site, which represent cognitive investment for future retrieval. In this
view, user performance is optimized by the balance of two potentially
antagonistic conditions. First, the usability of tools and metaphor must free
cognitive resources for planning; but also, the difficulty of the task and the
need for planning must remain visible to the user. The implications for design
are discussed.
The Protege project has come a long way since Mark Musen first built the
Protege meta-tool for knowledge-based systems in 1987. The original tool was a
small application, aimed at building knowledge-acquisition tools for a few
specialized programs in medical planning. From this initial tool, the Protege
system has evolved into a durable, extensible platform for knowledge-based
systems development and research. The current version, Protege-2000, can be run
on a variety of platforms, supports customized user-interface extensions,
incorporates the Open Knowledge-Base Connectivity (OKBC) knowledge model,
interacts with standard storage formats such as relational databases, XML, and
RDF, and has been used by hundreds of individuals and research groups. In this
paper, we follow the evolution of the Protege project through three distinct
re-implementations. We describe our overall methodology, our design decisions,
and the lessons we have learned over the duration of the project. We believe
that our success is one of infrastructure: Protege is a flexible,
well-supported, and robust development environment. Using Protege, developers
and domain experts can easily build effective knowledge-based systems, and
researchers can explore ideas in a variety of knowledge-based domains.
Nowadays, much research examines both the cognitive difficulties encountered
by web site users and the development of ergonomic guidelines for designers.
However, few studies examine designers' cognitive functioning while designing
web sites. We defend the idea that determining the difficulties web site
designers encounter is necessary to better support their design activities,
especially in making web sites easier to use. We present an experimental study
that demonstrates that the designers' levels of expertise (novice and
professional) as well as the design constraints that clients prescribe
influences both the number and the nature of constraints designers articulate
and respect in their web site designs. Based on our study findings, we suggest
ways to better support web site designers.
Since the 1980s metaphors have been used to design computer interfaces in
order to facilitate user learning. As computer systems become more complex, the
issue of using a large number of metaphors of narrow scope to design interfaces
has arisen. Several researchers have proposed the use of multiple metaphors in
the design of computer systems. This study set out to compare the effects of
structural cues derived from single versus multiple metaphors used in designing
hypertext systems. A total of 54 undergraduate students were asked to perform
selected information search tasks. The results show that the provision of
metaphorical cues helped subjects to find a greater number of accurate answers
in a shorter period of time. The more complete mapping between the base and
target domains in the design of the interface, along with cues from multiple
metaphors, may have helped subjects to develop more sophisticated
representations of the hypertext structure.
The next evolutionary step in wireless Internet information management is to
provide support for tasks, which may be collaborative and may include multiple
target devices, from desktop to handheld. This means that the information
architecture supports the processes of the task, recognizes group interaction,
and lets users migrate seamlessly among internet-compatible devices without
losing the thread of the session. If users are free to migrate amongst devices
during the course of a session then intelligent transformation of data is
required to exploit the screen size and input characteristics of the target
appliance with minimal loss of task effectiveness.
In this paper we first review general characteristics related to the
performance of users on small screens and then examine the navigation of full
tables on small screens for users in multi-device scenarios. We examine the
methodologies available for access to full tables in environments where the
full table cannot be viewed in its entirety. In particular, we examine the
situation where users are collaborating across platform and referring to the
same table of data. We ask three basic questions: Does screen size affect the
performance of table lookup tasks? Does a search function improve performance
of table lookup based tasks on reduced screen sizes? Does including context
information improve the performance of table lookup based tasks on reduced
screen sizes? The answers to these questions are important as individual and
intuitive responses are used by the designers of small screen interfaces for
use with large tables of data. We report on the results of a user study that
examines factors that may affect the use of large tables on small display
devices. The use of large tables on small devices in their native state becomes
important in at least two circumstances. First, when collaboration involves two
or more users sharing a view of data when the individual screen sizes are
different. Second, when the exact table structure replication may be critical
as a user moves quickly from a larger to a smaller screen or back again
mid-task. Performance is measured by both effectiveness, correctness of result,
and efficiency, effort to reach a result.
Advances in technologies to create ever more sophisticated robots is
outpacing our understanding of how such robots and humans successfully interact
to accomplish specific tasks. In particular, it is now possible for humans to
control the navigation of certain classes of robots via the Internet. Yet, we
know little about how individual differences variables such as spatial ability
and prior knowledge of the navigational space contribute to the success of
human-robot interactions. Nor has there been much research on the kinds of
interfaces that facilitate effective and efficient interaction, and whether
these are differentially effective across the spectrum of spatial ability. In
this study, an Internet control mechanism for an RWI B-14 mobile robot called
"TourMate" was used to investigate the differences and similarities in how
humans teleoperated the robot from two locations (intermediate and remote).
Thirty-two participants who were assessed on spatial ability and prior
knowledge of the space in which the robot was being controlled directed the
robot in simple spatial navigation tasks. Time to complete the task, number of
steps, and errors were collected. Results indicated that spatial ability and
location, but not prior knowledge, were reliable predictor of efficiency of
robot teleoperation. Information was also obtained about the utility of various
features of the interface and suggested that individual difference
characteristics of robot operators are related to the utility of different
interface features. Implications for design of human-robot interaction systems
are discussed.
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Yousay:
Mar 16th, 2010
#1
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