
The work presented in this article is part of a broader research initiative whose focus revolves around the integration of Artificial Intelligence (AI) in diagnosing Mild Cognitive Impairment (MCI), in particular, investigating the reliability and stability of eXplainable AI (XAI) predictions concerning markers of MCI and Alzheimer's Disease. In order to foster neurologists' understanding, confidence and trust in the AI system results, the initial Machine Learning (ML) based analysis pipeline has been now extended to incorporate a graphical user interface (GUI) that would provide "neurologist-centred" explanations. In this article, the focus is on a preliminary study that involved neurology professionals to assess their understanding and confidence in AI-generated diagnoses presented through three alternative plots implemented in the system GUI.
This paper introduces CM-DIR (Conceptual Model - Dynamicity and Interaction in Recommender Systems), a method that we have originally devised to help with the description of dynamic user behavior in Recommender Systems (RS). The identification of user behavior change is paramount to optimize RSs to face new contexts of use and adapt their user interface accordingly. Capturing dynamic user behavior is, however, not an easy task and most RS systems do not take this information into account during the requirements engineering process. The proposed method leverages user and Behaviour-Driven Development (BDD) stories and extends them to describe dynamicity. The method has been evaluated with a panel of experts through semi-structured interviews and the results suggest that the CM-DIR is necessary and comprehensible and that the proposed extension allows flexibility and adaptability while ensuring informative specifications.
In software ecosystems, the decision-making process for vendor selection remains a significant challenge, often worsened by the lack of effective tools that leverage visualization to aid in these decisions. This study aims to bridge this gap by prototyping a tool and hence proposing a user interface for the same, based on a software vendor selection framework, enhancing decision-making through intuitive visualizations and a user-friendly interface. Our research methodology combined a semi-structured literature review, preliminary user interface development, and expert feedback to ensure the tool’s practicality and effectiveness. The prototype testing of the user interface design, informed by expert feedback, indicates a positive impact on decision-making processes, demonstrating the prototype’s ability to streamline vendor analysis and selection. The proposed tool significantly contributes to reducing the complexity and subjectivity of vendor selection, offering a more structured and data-driven approach.
Web accessibility awareness among development teams has increased with initiatives like the Web Content Accessibility Guidelines (WCAG) and more user-centered development methods. While this awareness has grown, there is a need to explore accessibility from diverse stakeholder perspectives when applying these standards. This study presents findings from a survey of 47 stakeholders who used an internal customized digital tool with design components like patterns, principles, and graphic profiles. This study aimed to gain a deeper understanding of the stakeholders’ experiences when developing accessible public web services with the support of a customized ICT tool. Results show that a knowledge-based digital platform, which is used for assessing and communicating accessibility requirements, can streamline the development process and establish a common baseline for all stakeholders involved in developing accessible public web services. This research highlights the importance of having a holistic perspective from various stakeholders on accessibility and the impact of tailored tools in fostering inclusivity and compliance with web accessibility standards.
Practical experiences are an important part of the education in vocational schools. In many cases, for example concerning production modes, this experience is gained by excursions to factories. Since the number of such excursions is limited by time and money constraints, and since the current alternative are traditional, less immersive materials such as books or videos, we present a virtual reality (VR) walkthrough of a demonstration factory. We collected requirements that are specific to this situation, built an application, and evaluated it, according to the human-centred design process. From this, we derive an overview of the special precautions and the challenges related to development for use in a school setting.