This study investigates the impact of light and dark display modes on usability in mobile cartography. While display polarity has been widely examined in text-based interfaces, empirical evidence concerning map-based tasks on mobile devices remains limited. Using a split-plot experimental design (n = 35), participants completed map overview and recall tasks in both light and dark modes under self-reported bright and dark ambient lighting conditions. Results show no statistically significant differences in overall task performance between modes and lighting conditions. Dark mode yielded marginally higher scores for overview tasks, whereas light mode showed slightly higher recall performance. These findings suggest that dark mode maps can offer usability comparable to light mode maps, supporting their adoption in energy-aware mobile map design. The study contributes empirical evidence to mobile cartography research and connects interface design decisions to sustainability considerations.
This study investigates the impact of haptic feedback on multitasking efficiency when using mobile devices. Haptic feedback, such as vibrations during text input, has been shown to enhance user performance by providing tactile signals that improve typing speed and accuracy. Through a combination of surveys, practical tests, and interviews, this research explores how haptic feedback influences task performance in multitasking scenarios, such as typing while walking. The results indicate that haptic feedback can reduce cognitive load, allowing users to focus better and maintain precision, though its effectiveness varies based on individual preferences. The findings emphasize the potential of haptic feedback to enhance user experience in multitasking contexts. In addition, most of the participants reported feeling more confident in their actions when haptic feedback was enabled, highlighting its role in strengthening user trust and accuracy.
Today the video game market is ever growing and expanding. As such player retention and engagement have emerged as pivotal challenges for game developers and stakeholders. The booming gaming industry constantly seeks innovative ways to captivate players and sustain their interest over time. However, this pursuit often led to the proliferation of predatory practices, exploiting players’ psychology and financial vulnerabilities. This paper explores ethical player retention strategies in the gaming industry, addressing the pervasive issue of predatory practices regarding monetization. The results emphasizes the importance of holistic approaches — prioritizing autonomy, achievement, social connections, and fair monetization practices to foster an enduring player commitment.
Since its launch just over two years ago, the conversational chatbot ChatGPT developed by OpenAI has become integrated into the studies of students within the Swedish educational system. This paper investigates both teachers’ perspectives and attitudes toward students using ChatGPT and the students’ view of their perceived learning. Insights were gathered through questionnaires (for both students and teachers) and a learning session for students, revealing concerns and enthusiasm regarding ChatGPT’s integration. Teachers express a lack of understanding on incorporating ChatGPT into education and perceive a lack of support from school leadership and the Swedish National Agency for Education. Identified scenarios suggest ChatGPT’s potential for understanding concepts, but resistance toward its use in examinations. The students have a statistically significant enhancement in confidence and understanding of magnetism concepts after engaging with ChatGPT. This research contributes to ongoing discussions about integrating AI tools in education, emphasizing benefits and addressing ethical concerns and learning outcomes.
This paper examines Slack’s effects on perceived stress levels among employees compared with classical work communication such as email. The study also investigates whether or not modern work platforms such as Slack affects the way people view and separate work and leisure time. As work from home increased drastically with the spread of Covid-19, simple and fast communication at work became more important than ever. Employees did not have the same possibility to meet daily at the office which created new demands on text-based communication platforms used for work purposes. The study was performed through a survey with 113 contributing respondents as well as three follow-up interviews. The study shows a difference in the respondents’ approach toward Slack compared to email. Close to 11% stated that they read emails after work hours whereas 24% stated that they read Slack messages after work. Even though a slight difference can be seen between the two ways of communication, it becomes clear that it is more likely the ease-of-use and simple accessibility of modern work communication can cause stress than Slack itself. The results show that platforms such as Slack make it easier to interact with colleagues even after work hours. These results illustrate the issue of living in a time where the office is equally as remote as fixed.
The recent global pandemic has had great impact on our society, were restricted physical social interaction created changes that will have long-lasting effects on how certain activities are performed. One example is how the restrictive use of training facilities has impacted people's motivation of working out. Training online, through e.g., social media, increased during this time and many new apps for this purpose were launched. One way of differentiating in this landscape is the use of augmented reality. This paper investigates how augmented reality can be used in mobile fitness apps to improve the digital social interaction when working out. The study is based on prototyping and testing of a conceptual app and the results show the potential of augmented reality to improve social interaction in this context.
The General Data Protection Regulation (GDPR) was passed in 2016 to regulate companies’ use and storage of personal data, such as cookies, which are a common feature of the modern internet used to track user’s activity and preferences. This paper aims to examine people’s perspectives on cookie consent prompts and the effects of using deceptive design in cookie consent prompts. The results suggest that the design, rather than trust in the website’s organization, is crucial for users’ decisions to accept, decline, or manage cookies. Honest design is emphasized, and the dangers of deceptive design in cookie consent prompts are highlighted. Prompts that require full attention from the user and cover the content of the page are more likely to result in reflective and active decisions, but design friction that forces users to make a reflective choice causes irritation. The study also reveals a discrepancy between self-reported and observed behavior regarding cookie acceptance, as users tend to accept more cookies than they say they do.
The General Data Protection Regulation (GDPR) was passed in 2016 to regulate companies' use and storage of personal data, such as cookies, which are a common feature of the modern internet used to track user's activity and preferences. This paper aims to examine people's perspectives on cookie consent prompts and the effects of using deceptive design in cookie consent prompts.
Scrollytelling is the most common form of long-form journalism and has become a popular communication device because of its ability to capture an audience’s attention. This could make scrollytelling a suitable format for younger audiences, whose attitudes towards news differ from older generations; it is more individualistic and is driven by progress and entertainment. This paper investigates the effect scrollytelling has on journalistic content according to a younger audience. This was done by letting participants consume an article in both a normal static format, i.e., non-scrollytelling, and a scrollytelling format, and then provide insights through a questionnaire and interview. The results showed a significant difference in perceived engagement favoring the scrollytelling format and clear indications of which features scrollytelling can produce and how desirable these are. It also showed the strength of scrollytelling in its ability to invoke an emotional response.
People make a vast number of decisions every day and these decisions invoke either a reflective or automatic behavior. Using e.g., nudging to influence a person's behavior in a positive direction can have beneficial sustainable effects. This study aims to illustrate how digital nudging and design friction can be used to induce a reflective behavior in users of digital services during their decision-making. The field of study is the user's reflection regarding sustainable choices when ordering meals online. The results provided from this initial case study showed that the participants preferred prototypes with implemented design approaches of digital nudging and design friction over a neutral prototype. Nudging had great impact on the decision-making process and provided feelings such as guilt if the participants did not select the option with the lowest carbon footprint. The design approach also induced a reflective behavior among the participants. Introducing so-called design friction provided a reflective behavior but had no impact on the participants decisions. Results also showed that even detailed information in the neutral prototype provided an informative and reflective behavior, which in some of the cases had an impact on the participants' decisions.
People make a vast number of decisions every day and these decisions invoke either a reflective or automatic behavior. Using e.g., nudging to influence a person’s behavior in a positive direction can have beneficial sustainable effects. This study aims to illustrate how digital nudging and design friction can be used to induce a reflective behavior in users of digital services during their decision-making. The field of study is the user’s reflection regarding sustainable choices when ordering meals online. The results provided from this initial case study showed that the participants preferred prototypes with implemented design approaches of digital nudging and design friction over a neutral prototype. Nudging had great impact on the decision-making process and provided feelings such as guilt if the participants did not select the option with the lowest carbon footprint. The design approach also induced a reflective behavior among the participants. Introducing so-called design friction provided a reflective behavior but had no impact on the participants decisions. Results also showed that even detailed information in the neutral prototype provided an informative and reflective behavior, which in some of the cases had an impact on the participants’ decisions.
Immersion has become an important factor for video games. This study investigates the effect that haptic feedback has on the perceived immersion of the player in two different setups; one with haptic feedback in the game controller and one with feedback in a haptic vest. Both experiments consisted of a user test, followed by answering a questionnaire. The results show tendencies of haptic feedback both increasing and inhibiting the ability to feel immersed by certain metrics, even if the statistical analysis shows no significant difference between the groups in any of the sub-scales. The results also show that most of the test subjects thinks that the vest and its’ haptic feedback delivers more immersion to the gaming experience. The conclusion that can be drawn from both experiments is that haptic feedback improves the user feeling of immersion, more specifically regarding the players awareness of the surroundings in the game.
Point cloud data is a way of implementing and recreating the surrounding with the help of 3D imaging and rendering. These point clouds can be further converted into mesh and then 3d models that can be used for localisation and mapping. LIDAR (Light Detection and Ranging) is a common device that is used when we want to reconstruct a space(room or building) in a software 3D Mesh however LIDAR based systems are expensive and can be tricky to stitch and reconstruct, the proposed system uses a single camera, this single camera is going to capture the frame in a continuous manner. This frame capturing will be followed by feature extraction which is essentially going to help in comparing the motion of the camera by comparing the transformation of the frames relative to the previous frame. This process when implemented over a continuous frame path is going to help us build a 3D Space with the help of a process called photogrammetry. This can then be used in spatial planning or areas where the possibility of using lidar is not possible or the cost is too high for implementation. The estimated size from the sensor usually only differs a few centimeters from manually measured sizes. From 24 images the drone can generate more than 12000 feature points for photogrammetry and a point cloud with almost 10000 points for a room with a lot of features.
Purpose Children suffering from cancer or cardiovascular disease, who need extended periods of treatment in hospitals, are subjected to multiple hardships apart from the physical implications, for example, experienced isolation and disrupted social and academic development. This has negative effects long after the child's recovery from the illness. The purpose of this paper is to examine the non-medical needs of children suffering from a long-term illness, as well as research the field of artificial intelligence (AI) – more specifically, the use of socially intelligent agents (SIAs) – in order to study how technology can enhance children's interaction, participation and quality of life. Design/methodology/approach Interviews were performed with experts in three fields: housing manager for hospitalized children, a professor in computing science and researcher in AI, and an engineer and developer at a tech company. Findings It is important for children to be able to take control of the narrative by using an SIA to support the documentation of their period of illness, for example. This could serve as a way of processing emotions, documenting educational development or keeping a reference for later in life. The findings also show that the societal benefits of AI include automating mundane tasks and recognizing patterns. Originality/value The originality of this study concerns the holistic approach of increasing the knowledge and understanding of these children's specific needs and challenges, particularly regarding their participation and interaction with teachers and friends at school, using an SIA.
As a larger proportion of our lives moves onto the web, so does important and valuable information. This has led to an increase in different kinds of manipulative patterns (dark patterns) in web design with the sole purpose of being deceptive and tricking users. This paper discusses the comprehensive suite of deceptive design patterns on Internet services where the users are expected to comply with the use of cookies. This was done by analyzing 50 different home cooking recipe websites, regarding their appliance to GDPR and how they use different dark patterns in their design. Even though legislation tries to move the choices from the website to the user, it is clear that by using deceptive design patterns it is possible to “bypass” the legislation and trick the user into making a favorable choice for the owners behind the website. The results show that out of the websites that were GDPR approved, a majority still use two types of deceptive design patterns - misdirection and sneak into basket.
The concept of creativity is an important part of human society and the continuous evolution of artificial minds has raised questions on creativity among machines. This aim of the this study is to explore machine learning algorithms’ ability to be creative. The study reported in this paper uses short samples of music generated by IBM Watson beats that are evaluated using expert assessment of 51 music teachers together with samples generated by humans as control samples. The results show that one of the machine learning generated samples showed the same level of creativity as the human generated samples. Hence, there are indications that today machine learning algorithms can create music that is hard to distinguish from human created music and can be considered creative.
This paper aims to provide guidance when designing a call to action in a digital system with the purpose to create an intended feeling and user engagement. The paper is based on a test of four different simple call to action constructions. The users clearly prefer constructions that have a high explainability and feels intuitive. Hence, the design should have a high level of transparency and show the user straight away what it demands from the user and what the result of the action is. Furthermore, the design should have a high usability to make it clear how to use the call to action.
Content in digital services is often filtered for users based on individual preferences with the possible consequence of creating a state referred to as a “filter bubble”. The objective of this paper is to examine which of a user’s inherent needs that are important to satisfy when a user is consuming personalized content in a digital service. The paper uses a survey to measure the need for autonomy, competence and relatedness of the SelfDetermination Theory when users are consuming filtered content in digital services. The results show that the investigated services fail to satisfy all needs. A satisfactory user experience should include the opportunity for the user to satisfy the need for autonomy, competence and relatedness. For autonomy, transparency of filtering and choice about filtering should be offered. For competence, it is essential to offer content that the user can learn from, and also provide the right amount of choice throughout the service. The danger of filter bubbles is not personalization, but to remove choice about personalization.
32. blejska eKonferenca: približevanja tehnologije ljudem s ciljem trajnostnega razvoja družbe. Bled eConference, ki jo organizira Fakulteta za organizacijske vede Univerze v Mariboru že od leta 1988 sooblikuje elektronsko poslovanje. Bled eConference je najstarejša, najbolj tradicionalna in dobro poznana konferenca s tega področja, ki ima že več kot 30 let tradicije. Tema letošnje, 32. konference je posvečena približevanja tehnologije ljudem s ciljem trajnostnega razvoja družbe. V letu 2018 je Evropska Komisija poudarila, da bo v prihodnosti konkurenčnost odvisna od sposobnosti trajnostnega delovanja, učinkovite rabe sredstev in sposobnosti uporabe prednosti, ki jih prinašajo digitalne tehnologije. V kontekstu digitalne družbe vpeljevanje digitalnih tehnologij z namenom doseganja boljše učinkovitosti in konkurenčne prednosti ne zadošča več. Družba zahteva nove, odgovornejše, pravičnejše in manj izkoriščevalne ekonomske modele. Na letošnji konferenci naslavljamo različne vidike izzivov s katerimi se organizacije soočajo in podajamo usmeritve, kako se soočiti z in premagati različne izzive na poti k uspešni digitalni preobrazbi. Tematike, ki jih pokrivajo prispevki v zborniku se osredotočajo na: digitalno preobrazbo, prenovo poslovnih modelov, veriženje podatkovnih blokov, družbene medije, masovne podatke in podatkovne vede, sisteme za podporo odločanju, eZdravje, digitalni wellness in dobrobit; nove organizacijske modele ter nove pristope na področju izobraževanja v digitalni ekonomiji.
In recent years, electronic paper – a display technology known for its low power consumption and paper-like appearance has started emerging in several consumer products, replacing reading and writing on regular paper to some extent. In this paper, the capabilities of electronic ink technology is evaluated in the context of drawing and note taking. Our tests were done by letting test participants use two different tablet devices as replacements for daily activities that usually require pen and paper; the reMarkable, using an electronic ink display, and the Apple iPad, using an LCD screen. The results from the tests showed that for writing, the reMarkable was superior to the iPad, although insufficient when it comes to software and user experience. This shows that the nature of tasks performed throughout a day benefits from a less niched, more do-all device such as an iPad. In summary, the results from this evaluation shows that while the technology has come a long way mimicking the look and feel of paper, integrating electronic paper technology into a tablet in this case demands a little too much of the technology itself. Ultimately, electronic paper still has some way to go before being the go to paper replacement that has been long sought after.
Alaa Halawani合作论文数Institute for Computer Science
Albert-Ludwigs-University3