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User perceptions of adaptivity in ubiquitous systems: a critical exploration

机译:用户对普适系统适应性的感知:一项重要的探索

摘要

This dissertation addresses a gap in the field of designing adaptivity for ubiquitous systems by taking a critical look at the notion of "adaptivity" from the perspective of user experience. Through a set of detailed case studies of several different systems, I develop a set of concepts related to the experience of adaptivity. These concepts are supplemented by a set of design considerations that can assist in designers in thinking about key issues connected to the concepts. My work is a first take on untangling the complex relationship between ubiquity, adaptivity and the design of novel systems. Through a collective case study, I examine the differences between the intended and actual experience of three adaptive systems: the Reading Glove, Kurio, and socio-echo. The Reading Glove was an interactive storytelling system involving a piece of wearable technology that allowed participants to trigger story information by picking up objects. An adaptive component guided the reader through the story by recommending objects to interact with next. Kurio was a museum guide system that involved playing an educational game distributed across a set of handheld and tabletop devices. The adaptive component attempted to gauge the appropriate learning level in assigning tasks to each individual. Socio-echo was a group game played in an ambient environment, where teams of players had to coordinate their physical movements to solve riddle-based levels. Characteristics of the groupu27s movement, location and position were used to adapt the systemu27s ambient feedback system. From the analysis of these cases, I draw out a set of interrelated concepts that are useful for designing adaptive systems. The experience of adaptivity is impacted by the useru27s awareness of adaptivity and the interpretation of the adaptive effects. Factors like trust, surprise, augmentation, legibility, collapse, confusion, control and choice also play a role in grappling with intelligent components within complex systems. This research highlights the complexity involved in designing the adaptive components of computing systems making use of tangible and other novel interface styles by examining some of the experiential effects of these new interaction paradigms and how they relate to the intentions of the designers.
机译:本文通过从用户体验的角度审视“适应性”的概念,解决了在为普遍存在的系统设计适应性领域中的一个空白。通过对几个不同系统的详细案例研究,我开发了一系列与适应性经验相关的概念。这些概念由一组设计注意事项补充,可以帮助设计人员思考与这些概念相关的关键问题。我的工作是首先弄清普遍性,适应性与新颖系统设计之间的复杂关系。通过集体案例研究,我研究了三种自适应系统的预期体验与实际体验之间的差异:雷丁手套,栗尾和社会回声。阅读手套是一种交互式讲故事系统,其中包含一项可穿戴技术,使参与者可以通过捡起物体来触发故事信息。自适应组件通过推荐对象与下一个交互对象来引导读者了解整个故事。 Kurio是一个博物馆导游系统,涉及到玩教育游戏,这些游戏分布在一组手持设备和台式设备上。自适应组件尝试在分配任务给每个人时评估适当的学习水平。社交回声是在周围环境中进行的小组游戏,玩家团队必须协调其身体动作以解决基于谜语的关卡。该小组的运动,位置和位置的特征被用来适应系统的环境反馈系统。通过对这些案例的分析,我得出了一组相互关联的概念,这些概念对于设计自适应系统很有用。适应性的体验会受到用户对适应性的意识和适应性效果的解释的影响。信任,惊奇,增强,易读性,崩溃,混乱,控制和选择等因素在争夺复杂系统中的智能组件时也发挥着作用。这项研究通过检查这些新的交互范例的一些经验效果以及它们与设计者的意图之间的关系,凸显了利用有形的和其他新颖的界面样式设计计算系统的自适应组件所涉及的复杂性。

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    Tanenbaum Karen;

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  • 年度 2012
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