Design Systems and the Need for a Usability Method: Assessing the Fitness of Components and Interaction Patterns in Design Systems Using Atmosphere Methodology

The present study proposes a usability test method, Atmosphere, to assess the fitness of components and interaction patterns of design systems. The method covers the user’s perception of the components of the system, the efficiency of the logic of the interaction patterns, perceived ease of use as well as the user’s understanding of the intended outcome of interactions. These aspects are assessed by combining measures of first impression, visual affordance and expectancy. The method was applied to a design system developed for the design of an electronic health record system. The study was conducted involving 15 healthcare personnel. It could be concluded that the Atmosphere method provides tangible data that enable human-computer interaction practitioners to analyze and categorize components and patterns based on perceived usability, success rate of identifying interactive components and success rate of understanding components and interaction patterns intended outcome.

Toward Discovering an Architectural Typology Based on the Theory of Affordance

This paper revolves around the concept of affordance. It aims to discover and develop an architectural typology based on the ecological concept of affordance. In order to achieve this aim, an analytical study is conducted and two sources were taken into account: 1- Gibson's definition of the concept of affordance and 2- The researches that are concerned on the affordance categorisation. As a result, this paper concluded 16 typologies of affordances, including the possibilities of mixing them based on both sources. To clarify these typologies and provide further understanding, a wide range of architectural examples are presented and proposed in the paper. To prove this vocabulary’s capability to diagnose and evaluate the affordance of different environments, an experimental study with two processes have been adapted: 1. Diagnostic process: the interpretation of the environments with regards to its affordance by using the new vocabulary (the developed typologies). 2. Evaluating process: the evaluation of the environments that have been interpreted and classified with regards to their affordances. By using the measures of emotional experience (the positive affect ‘PA’ and the negative affect ‘NA’) and the architectural evaluation criteria (beauty, economy and function). The experimental study proves that the typologies are capable of reading the affordance within different environments. Additionally, it explains how these different typologies reflect different interactions based on the previous processes. The data which are concluded from the evaluation of measures explain how different typologies of affordance that have already reflected different environments had different evaluations. In fact, some of them are recommended while the others are not. In other words, the paper draws a roadmap for designers to diagnose, evaluate and analyse the affordance into different architectural environments. After that, it guides them through adapting the best interaction (affordance category), which they intend to adapt into their proposed designs.

Multi-Agent Simulation of Wayfinding for Rescue Operation during Building Fire

Recently research on human wayfinding has focused mainly on mental representations rather than processes of wayfinding. The objective of this paper is to demonstrate the rationality behind applying multi-agent simulation paradigm to the modeling of rescuer team wayfinding in order to develop computational theory of perceptual wayfinding in crisis situations using image schemata and affordances, which explains how people find a specific destination in an unfamiliar building such as a hospital. The hypothesis of this paper is that successful navigation is possible if the agents are able to make the correct decision through well-defined cues in critical cases, so the design of the building signage is evaluated through the multi-agent-based simulation. In addition, a special case of wayfinding in a building, finding one-s way through three hospitals, is used to demonstrate the model. Thereby, total rescue time for rescue operation during building fire is computed. This paper discuses the computed rescue time for various signage localization and provides experimental result for optimization of building signage design. Therefore the most appropriate signage design resulted in the shortest total rescue time in various situations.

Virtual or Virtually U: Educational Institutions in Second Life

Educational institutions are increasingly exploring the affordances of 3D virtual worlds for instruction and research, but few studies have been done to document current practices and uses of this emerging technology. This observational survey examines the virtual presences of 170 accredited educational institutions found in one such 3D virtual world called Second Life®, created by San- Francisco based Linden Lab®. The study focuses on what educational institutions look like in this virtual environment, the types of spaces educational institutions are creating or simulating, and what types of activities are being conducted.

Usability and Affordances: Examinations of Object-Naming and Object-Task Performance in Haptic Interfaces

The introduction of haptic elements in a graphic user interfaces are becoming more widespread. Since haptics are being introduced rapidly into computational tools, investigating how these models affect Human-Computer Interaction would help define how to integrate and model new modes of interaction. The interest of this paper is to discuss and investigate the issues surrounding Haptic and Graphic User Interface designs (GUI) as separate systems, as well as understand how these work in tandem. The development of these systems is explored from a psychological perspective, based on how usability is addressed through learning and affordances, defined by J.J. Gibson. Haptic design can be a powerful tool, aiding in intuitive learning. The problems discussed within the text is how can haptic interfaces be integrated within a GUI without the sense of frivolity. Juxtaposing haptics and Graphic user interfaces has issues of motivation; GUI tends to have a performatory process, while Haptic Interfaces use affordances to learn tool use. In a deeper view, it is noted that two modes of perception, foveal and ambient, dictate perception. These two modes were once thought to work in tandem, however it has been discovered that these processes work independently from each other. Foveal modes interpret orientation is space which provide for posture, locomotion, and motor skills with variations of the sensory information, which instructs perceptions of object-task performance. It is contended, here, that object-task performance is a key element in the use of Haptic Interfaces because exploratory learning uses affordances in order to use an object, without meditating an experience cognitively. It is a direct experience that, through iteration, can lead to skill-sets. It is also indicated that object-task performance will not work as efficiently without the use of exploratory or kinesthetic learning practices. Therefore, object-task performance is not as congruently explored in GUI than it is practiced in Haptic interfaces.

Using Weblog to Promote Critical Thinking – An Exploratory Study

Weblog is an Internet tool that is believed to possess great potential to facilitate learning in education. This study wants to know if weblog can be used to promote students- critical thinking. It used a group of secondary two students from a Singapore school to write weblogs as a means of substitution for their traditional handwritten assignments. The topics for the weblogging are taken from History syllabus but modified to suit the purpose of this study. Weblogs from the students were collected and analysed using a known coding system for measuring critical thinking. Results show that the topic for blogging is crucial in determining the types of critical thinking employed by the students. Students are seen to display critical thinking traits in the areas of information sourcing, linking information to arguments and viewpoints justification. Students- criticalness is more profound when the information for writing a topic is readily available. Otherwise, they tend to be less critical and subjective. The study also found that students lack the ability to source for external information suggesting that students may need to be taught information literacy in order to widen their use of critical thinking skills.

Comparative Study of Complexity in Streetscape Composition

This research is a comparative study of complexity, as a multidimensional concept, in the context of streetscape composition in Algeria and Japan. 80 streetscapes visual arrays have been collected and then presented to 20 participants, with different cultural backgrounds, in order to be categorized and classified according to their degrees of complexity. Three analysis methods have been used in this research: cluster analysis, ranking method and Hayashi Quantification method (Method III). The results showed that complexity, disorder, irregularity and disorganization are often conflicting concepts in the urban context. Algerian daytime streetscapes seem to be balanced, ordered and regular, and Japanese daytime streetscapes seem to be unbalanced, regular and vivid. Variety, richness and irregularity with some aspects of order and organization seem to characterize Algerian night streetscapes. Japanese night streetscapes seem to be more related to balance, regularity, order and organization with some aspects of confusion and ambiguity. Complexity characterized mainly Algerian avenues with green infrastructure. Therefore, for Japanese participants, Japanese traditional night streetscapes were complex. And for foreigners, Algerian and Japanese avenues nightscapes were the most complex visual arrays.