Fauziah Redzuan
Universiti Teknologi MARA
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Featured researches published by Fauziah Redzuan.
international conference on user science and engineering | 2014
Fauziah Redzuan; Anitawati Mohd Lokman; Zulaiha Ali Othman
Even though cognition is heavily emphasized in the learning world, but quite recently there has been a spurred interest to study the emotion of the learners, as the previous researchers unveil that emotion is as important as cognition in learning traditionally or online. This paper discusses mainly about the first finding out of four findings expected from this research. The aim of this research is mainly to identify the design elements of the online learning materials that connect to a specific emotion. Kansei Engineering (KE) is being performed as the methodology for this research. In this research, 16 online learning materials specifically for the Database course were evaluated with 55 emotions selected based on the findings from previous studies conducted for this research. 48 respondents from one of the public institution of higher learning in Malaysia performed the evaluation. The finding as discuss in this paper reveals the important pillars of emotions or kansei semantic space of emotions for online learning materials. Based on Factor Analysis, it reveals 4 important pillars and 1 additional pillar for kansei emotions in online learning. In addition, the paper also discusses the possibility of the important design that might evoke certain emotions based on the first two pillars that are engaged-motivated and challenging-thinking.
International Conference on Informatics Engineering and Information Science, ICIEIS 2011 | 2011
Fauziah Redzuan; Anitawati Mohd Lokman; Zulaiha Ali Othman; Salha Abdullah
Positive user experience is associated with positive emotion which is important to engage students in online learning. Most of the previous studies focused only in one element when studying the user experience for example elements in the interface design only or in the interaction design only. This research proposed a model with the combination of design elements in the interface, content and interaction design to understand the experience specifically the students’ engagement with the online learning material. The proposed model of students’ engagement is based on the principles of Aptum model and interaction design. As the dimensions in the model is general, therefore to extract the details of the design elements, the Kansei Engineering technique is adopted as it has been proven able to extract the design elements in many areas of studies. This paper described the proposed model and explained the main design elements in interface, content and interaction design dimensions. Discussions on user experience, emotion and engagement in learning, a brief explanation about Kansei Engineering technique and some conclusion about the research are also presented.
international conference on user science and engineering | 2014
Noor Musmayati Musa; Fauziah Redzuan
Recently, mobile communications services or known as Mobile Instant Messaging (MIM) applications have gained considerable interest within the social and research communities. The use has been expanded from a social messaging conversation between family and friends to the workplace. Some of the motivations to use MIM are such as the evolution and rise in smart phones, convenience and affordability of mobile data plans. It was observed that the trend to use the Mobile Messaging Application in the workplace a normal scenario. This is also true in a banking environment, especially for supporting Banking Systems. The aim of this study is to understand the behavior of the users towards using the MIM in support of Banking Systems. The study used quantitative method and was conducted through participants answering self-administered hardcopy questionnaire and also through soft copy questionnaire email invitation. The findings of the research have confirmed on few literature reviews on the technology used in workplace as supporting informal communication. These include the tasks performed and the advantages gained in using Mobile Messaging Application in the workplace based on the open and close ended questions responded. An interesting findings based on the data was the 11 factors studied in the proposed model upon the analysis using Principal Component Analysis revealed a reduction of 2 factors.
international conference on user science and engineering | 2018
An-Nur Atiqah Khairuddin; Fauziah Redzuan; Nor Aziah Daud
Augmented reality (AR) is believed to be the next wave of online learning. New user experiences become possible to afford AR capabilities with the advent of powerful smartphones. Most studies related to the use of augmented reality in education focused on cognition with little consideration given to emotions which is important in learning. Therefore, this research aims to identify salient connections between emotions and design elements of augmented reality-based mobile learning material by applying Kansei Engineering (KE) approach. In this research, mobile augmented reality application related to the human heart was prepared to be used as a case study. Seven specimens of the mobile augmented reality application were evaluated with 55 emotions of Kansei Words (KW). 28 students from one of the public universities performed the evaluation experiment. The gathered data were then analyzed using Factor Analysis and Principal Component Analysis. The results revealed the important pillars of emotions or kansei semantic space emotions for augmented reality-based mobile learning materials. Based on Factor Analysis, it revealed four main pillars; professional-motivated, confused, wandering-thrilled and one additional pillar; trustable. Besides that, this research described design elements of augmented reality-based mobile learning material that might evoke specific emotions based on five identified pillars. Ultimately, this research is an attempt to guide the design with affective elements during preparation of augmented reality learning materials in the future.
international conference on consumer electronics | 2017
Nur Fadhlina Ab Rahman; Zan Azma Nasruddin; Nor Aziah Daud; Fauziah Redzuan; Rogayah Abdul Majid; Jamaliah Taslim
This study observes on the significant user experience focusing on body gestures and body postures towards XD Theatre between deaf and normal children. Less extensively studied field of bodily expression of emotion that models how people communicate emotion through body gestures and postures and how people make inferences about them. Two groups were involved in this study: an experimental group which included three deaf and three normal children. Their gestures and postures for both groups were video recorded. An interview using sign language was conducted on the deaf children after the movie in order to understand their feelings. The analysis was done through video observation at six different scenes on fear and surprise emotion. The findings discovered different gestures and postures between the groups. Also even though the deaf children are fascinated and immersed into the movie through other senses including eyes, nose and hands, they felt less fear and surprise watching the movie. In addition, based on the interview, due to their limitation of not be able to hear sound effect in the movie, at certain scene, they felt sudden shock on fear and surprise. Therefore, recommendation for the future on valuable features for them in the interface design in XD theatre should be considered to stable their emotion while watching it.
international conference on user science and engineering | 2016
Hanisah Abdul Karim; Anitawati Mohd Lokman; Fauziah Redzuan
As of 1 January 2016, the population of Malaysia was estimated to be 30 572 466 people. Between 2010 and 2040, Malaysians aged 60 years and above are projected to increase more than three folds of the 2010 population. The older adults who stay alone will feel so lonely and no longer have social lives like they used to be when they were younger. A robot is introduced in the life of the older adults to emulate feeling of closeness to their children or their friend. The robot becomes their friend to make them feel happy. Past research has highlighted the importance of emotion and social characteristics as human attribute to machine as a result from machine behaviour. Nevertheless, no study was done focusing on the eastern culture, such as from the perspective of Malay ethnicity, where similar concern exists in emotion, social characteristic, and robot with aging population. Hence, this paper report an investigation for robot interaction to help older adults who are lonely to have a better Quality of Live (QoL). There were 12 older adults involved in this research to determine response of the older adults towards robot interaction. The method used was interview with 2 caregivers for care house information and questionnaire to 12 older adults aged 60 years old and above. The questionnaire is based on older adults perception after watch a different video of robot. Result from the questionnaire shows that most of the older adults agree that robot can be their companion in daily lives and help reduce their loneliness. This study also found that majority of the older adults preferred humanoid robot instead of pet robot. This found will be used for the next objective with a real robot. The result provides insights of the benefit use of robot in the older adults lives to stimulate positive emotion for a better QoL.
10th European Conference on e-Learning, ECEL 2011 | 2011
Fauziah Redzuan; Anitawati Mohd Lokman; Zulaiha Ali Othman; Salha Abdullah
2013 IEEE Conference on e-Learning, e-Management and e-Services | 2013
Fauziah Redzuan; Nurul Hassim
2016 IEEE Conference on e-Learning, e-Management and e-Services (IC3e) | 2016
Nik Nor Nabila Nik Ismail; Anitawati Mohd Lokman; Fauziah Redzuan
World Academy of Science, Engineering and Technology, International Journal of Computer and Information Engineering | 2018
Zan Azma Nasruddin; Irwan Mazlin; Nor Aziah Daud; Fauziah Redzuan; Fariza Hanis Abdul Razak