- Contact Person: Ms Lorna Macdonald
Room 78-204c
email: lorna@itee.uq.edu.au - Topics:
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I have developed a design framework for people wanting to create Location-Dependent interactive experiences, feedback received to date asks for more methods/techniques to be provided for the information gathering stages of the framework. What I would like is for someone to:
- explore & analyse existing methods that investigate people, place & resources (probes, ethography, locales etc)
- compare their usefulness & relevance to my framework & the style of experience it is concerned with
- make recommendations for specific methods/techniques to be used in these aspects of the framework
- if there aren't clearly relevant methods, make suggestions for a combination/adaptation of these for use in the framework
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- Contact Person: Mr Jason Yang
Room 78-319
email: jyang@itee.uq.edu.au - Topics:
Multi-touch tables for Collaborative work in the fashion industry
Background:Please refer to the technical report for the 1st user testing study that was conducted last year and which is relevant to the current project.
Also an overview of the research which I have covered in my 2009 ozchi paper.
Details:
"The aim of the study is to conduct a quick user testing scenario followed by a video-stimulated recall interview and video card game exercise, to assist in validating my earlier research findings. The first objective of the study is to observe the collaboration and interaction during mutual critiques of student’s design works. The second objective of the study is to conduct video-stimulated recall interviews, consisting of a series of questions, while viewing the recorded footage of the user testing activity. The third objective of the study is to conduct a video card game exercise, which involves sorting some images cards into themes."
The students can follow me to the TAFE and help me setup the equipment and the materials that I need to run all three parts/stages of my user testing study ( eg. help me move my multitouch boxes and set them up at the TAFE, putting video cam so I can record video footage, also help me organise video game card sessions etc). As far as student's project is concerned, they can observe the users/participants using my TVTM system during the first objective/stage of my user testing study, they can then design their own system for their project from the users interaction and also the observation.
For the hardware part, I have 2 multi-touch boxes both on Windows XP sitting in my office; both multitouch machines can be linked and interact with each other via a LAN cable using an app together with a finger blob tracking open software called Community Core Vision. Students are welcome to come and play with the machines before I actually move to TAFE to do my user testing.
- Contact Person: Mr Andrew Dekker
Room 78-319
email: uqadekke@uq.edu.au - Topics:
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Google Wave:
Google Wave (http://wave.google.com) is a Computer Mediated Communication (CMC) tool which aims to reimagine Email based on the ways it is used today. Wave provides a number of advantages over current communication tools, such as synchronous communication (using Operational Transformation), server federation, threaded discussions which adapt over time, and the ability to playback the evolution of a conversation. While Google Wave is a huge technical success, there are a number of issues with Wave which have led to its cancelation (http://googleblog.blogspot.com/2010/08/update-on-google-wave.html). The the uptake of Wave as a communication tool was slower than expected, and this can be attributed to a number of reasons. One of the critical failures of Wave is its poorly designed user interface, which provided more a demonstration of what the technology was capable of, rather than supporting communication. The aim of this project is to examine the failures of Google Wave, and designing a new interface which allows Wave to better support communication.
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Video Codecs
Although video encoding software has become easier to use (Apple Compressor, Adobe Media Encoder, Handbrake), these tools are still developed for experts who want to streamline their process. Users who collate media and transcode it for specific devices are still required to understand the process of encoding to be able to effectively utilise this software. The aim of this project is to examine the design of an interface which abstracts video encoding in a way that provides optimal options for non-technical users. The primary context of this project is for the Digital Video Production course (MMDS2201), which requires students to develop a video over the course of the semester. The final deliverable for this course is two DVDs, one that is based on DVD video, and another which consists of encoded video files (primarily h264 or mpg4). The teaching staff for the course are then required to create a showreel of the work (aggregated playlist of the videos in sequence) which is then used for promotional events (such as Innovation Expo and UQ Open Day). Currently this process requires a large amount of manual intervention, due to students using a variety of codecs and file formats to generate their final video files, and requiring overlays for student details over each video. The aim of this application interface would be to allow the selection of a large number of videos (potentially of different codecs), and be able to arrange them in custom order. Annotations/overlays of student information would be able to attached to each video. The application would then provide a list of output formats, based on device (rather than codec), and provide a visualisation of what is and is not supported by the chosen format.
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Adaptive User Interfaces (quite advanced)
Recently there has been interest in the potential of biometric interfaces for enhancing the user experience within gaming environments (http://tinyurl.com/3xyvf2m, Nintendo Vitality Sensor). These two-way methods of interaction allow the gaming environment to present a theme or event, and then gauge how the user reacts to this. This allows the game to better understand the individual user, and adaptively change the environment on the fly to create a better user experience. While this has immediate, visible benefits within gaming environments, there is little work still on how graphical user interfaces within productivity applications can take advantage of this.
The aim of this project is to conduct design research to investigate how adaptive interfaces work, and how they can be assisted by biometric feedback from the user. This project is not focused on biometric technology as such, but rather how interfaces can change on the fly, without creating issues with regards to understandability, reliability and predictability. Firstly, think aloud, unfocus groups and participatory design methods of design would be potentially useful methods to test and analyse how these methods of adaptive design work, and secondly to determine whether biometric data has enough qualitative information to determine whether these processes can be dynamically conducted through application software without human intervention.
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Title: Gitaboration
Description: A large aspect of working in group software development projects is to use source control tools such as Subversion, CVS or Git. The problem with these tools is that they are primarily used for backup and sharing files rather than collaborating. This project investigates the potential of a git front-end which focuses on awareness between team-members and allows communication around specific files or changes (extending the commit/blame messages that currently exist). The project requires the student to investigate current git and svn solutions to investigate their interface, and come up with a list of features that are beneficial to this working style. The student should then discuss with software developers and designers to understand how they collaborate and communicate around source code, and how this collaboration can be supported by a front-end. A final product is not required, but a proof of concept of how this can be designed around the fundamentals of source control is preferred. Such an application can be web or desktop based, or can be a hybrid application.
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- Contact Person: Mr Greg Dickason
GM Product and Information Systems - Topics:
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RPData representation:
We have 3 apps currently used by our customers/consumers on the apple app store:
- CBA iPhone Property App (search for ‘cba property’)
- Agents iPhone version (requires password which can be supplied)
- iPad listing application (iPad, also requires a password)
Potential projects could involve
- Visualisation of the data
- Comparative study of the apps on different platforms (ie web/smartphone/tablet)
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- Contact Person: Mr Nick Manning
Telstra Mobile Project Manager & Phoenix Project Communications Officer
ITS UQ - Topics:
- Wireless map student project
- Creating a four square style game to map wireless spread. WAP locations are updated from WCS, then students check in to confirm this, or even to show where they want wireless.
- A Google map style project that lets people plot a ‘wireless always accessible’ course to a destination.
- A mapping system that not only looks at where wireless is, but also how heavily it is utilised, similar to the displays you currently have that show where computers are available in labs at present.
- Integration into the UQnav iphone application
- Contact Person: Mr Malcolm Marker
Instrumentation Workshop Group
Faculty of Engineering, Architecture and Information Technology
UQ - Topics:
- AEB Livebuilding project
Idea:
For the Live Building project we are looking for creative ways to interact with the building, extract new information on how people are using the building space and generate new understanding in the relationships between a building and its inhabitants. Examples could be extending the data network into augmented reality, group sourcing, contextualising data into interactive elements or use of unique sensors for pioneering user interaction.
Detals:
- HVAC monitoring
- Electrical demand and usage
- Renewable energy
- Water supply consumption and waste
- Ground water monitoring
- Noise monitoring
- Structural monitoring on the auditorium seating
- Air quality
- Weather
- Stratification analysis
- Performance of insulation and building fabric
- Lift efficiency and structural parameters
- Structural performance of the design studio cantilever column and beam
- Structural performance of pretension concrete beams
- Structural displacement and vibration monitoring on dynamic structures
- RFID tracking system
- Image and facial recognition
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This report describes the process followed for the design of a Playful Location Dependant Experience for commencing students in the IT and Multimedia programs at the University of Queensland by applying a methodological framework designed by Lorna Macdonald. To design the experience described above a Human Computer Interaction approach that considered an iterative design process was used. During this process different prototypes were developed and users were considered and consulted on a frequent basis. The result obtained is a high‐level prototype of an experience and a system. At the same time a brief evaluation of the methodological framework in terms of its relevance and usefulness in the design of the experience mentioned above was completed.
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Our project is website evolution; the main task is delivering a more usable, engaging website to our users. The website we are working on is a community-base one, the main focus of this website is online collaboration. We follow the interaction design lifecycle model to do develop this website. Identifying needs from the very beginning, then we designed our low level prototype, and used that one to do some testing in order to get the vertical and horizontal high level prototype. In the next phase we used DECIDE framework to guide our evaluation phase. We used the structure interview and indirect observation to do our usability testing in order to get both quantitative and qualitative data from the user. In the end we produced the website with the most key functionality that users satisfied with. This project is an example in the field of using HIC approach in the website design and can be a reference.
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The web is a dynamic and evolving environment. Long gone are the days of a single company ’web-page’ with all the information in brochure like form on line. Today’s Internet is a world of hyperlinked pages, Web 2.0 elements and dynamic content. Just like a road map is required to navigate an unknown area, navigation models provide a way for users to find their way around a website. This study performed as part of an undergraduate research course at The University of Queensland (UQ) look into the usability of website navigation, and whether pre-conceived notions by users of which navigation model they expect to perform best correlate to actual data.
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As the amount of information on the internet increases, the role navigation plays in assisting users in accessing that information becomes increasingly important; as such, a large number of navigation models have emerged. This report analyses four of the most commonly used navigation models to determine which is the most efficient, accurate and enjoyable.
The results are collected by undertaking two rounds of user testing from varying demographics, including age, gender and computer literacy. A total of 20 users were required to complete a questionnaire targeted towards their preferences and perceptions of the chosen navigation models. The users also participated in two rounds of monitored tests where they were asked to perform 16 different tasks in random order.
The results and observations allow for recommendations to be made to improve each of the navigation models and conclude that the Contextual Drop-Down Menu is the most efficient and enjoyable navigation model.
This report contains useful and important information that can be used when designing or analysing the usability of a website and can be applied to navigation of any computer based system.
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This study tries to identify whether experienced social networking users are able to successfully complete tasks faster and with less difficulty then inexperienced users. This hypothesis is based on the theory that user behavior is evolving with their increased exposure to dynamic social media websites. To solve this question this study used set tasks, recording tools and surveys to test 13 user subjects who carried out specific tasks deemed typical in a web 2.0 environment. Several variables including time to completion were recorded.
The research used a social networking website with minimal Australian penetration called Orkut to test all our test subjects.This research appears to be the first of its kind in the domain of HCI. Due to a lack of funding to back our user testing, our results are only based on the 13 subjects who volunteered their time. From the 13 test results it was evident that our hypothesis was verified. Experience with social networking sites correlates with a measurable increase in ones ability to deal with complex tasks online.
Idea:
Map and display wireless availability within buildings across all UQ campuses.
Details:
UQ has over 1500 wireless access points spread across its campuses. By the end of 2012, we anticipate this will more than double. We would like to create maps of wireless access across UQ, preferably that automatically update as future WAPs come online.
ITS currently uses Cisco monitoring software called WCS (Wireless Control System - API data can be found on the Cisco website) that maps WAP location data against Jpegs of building floorplans. While we can’t give the general population access to WCS, we imagine this information could be re-presented in an easily accessible website based format. WCS software can automatically calculate the wireless range of each WAP based on thickness of walls, windows etc. If this feature of WCS was to be used, considerable work would have to go into updating the JPGs in WCS with an overlay of wall / window positions etc. About 10% of all buildings in WCS currently have this detailed data.
We have no problems with this being the base for a larger project that suits specific course requirements. Ideas that have been discussed include:
The new Advanced Engineering Building (AEB) is being developed with a Data Management System to provide information on many aspects of the building and the activities within it. Sensor systems measure structures, air handling, water, electrical, the environment and many other systems. Both current and historical data will be collected and made available to any person with an interest in the data. Not only will the Live Building store and display internally captured data, it will be able to receive and display data from external university projects anywhere in the world. In the current Live Building project measurement systems are being implemented to study:
Topics from 2009
All of the project topics from 2009 excluding those given as exemplars
below. Given are the abstracts from the final reports:
Past Projects
I shall add 2010 reports soon.Two project reports from 2009 which received a grade of 7 and an idividual reflection which also received a grade of 7:
