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international conference on advanced learning technologies | 2006

A Study of Design Requirements for Mobile Learning Environments

David Parsons; Hokyoung Ryu; Mark Cranshaw

This paper proposes a conceptual framework for mobile learning applications that provides systematic support for mobile learning experience design. It is based on a combination of a game metaphor and several studies of mobile learning contexts. An account of the Ambient Wood project is used to explore the relationship between the framework and mobile learning design requirements in practice.


Journal of Neuroengineering and Rehabilitation | 2014

A task-specific interactive game-based virtual reality rehabilitation system for patients with stroke: a usability test and two clinical experiments

Joon-Ho Shin; Hokyoung Ryu; Seong Ho Jang

BackgroundVirtual reality (VR) is not commonly used in clinical rehabilitation, and commercial VR gaming systems may have mixed effects in patients with stroke. Therefore, we developed RehabMaster™, a task-specific interactive game-based VR system for post-stroke rehabilitation of the upper extremities, and assessed its usability and clinical efficacy.MethodsA participatory design and usability tests were carried out for development of RehabMaster with representative user groups. Two clinical trials were then performed. The first was an observational study in which seven patients with chronic stroke received 30 minutes of RehabMaster intervention per day for two weeks. The second was a randomised controlled trial of 16 patients with acute or subacute stroke who received 10 sessions of conventional occupational therapy only (OT-only group) or conventional occupational therapy plus 20 minutes of RehabMaster intervention (RehabMaster + OT group). The Fugl-Meyer Assessment score (FMA), modified Barthel Index (MBI), adverse effects, and drop-out rate were recorded.ResultsThe requirements of a VR system for stroke rehabilitation were established and incorporated into RehabMaster. The reported advantages from the usability tests were improved attention, the immersive flow experience, and individualised intervention. The first clinical trial showed that the RehabMaster intervention improved the FMA (P = .03) and MBI (P = .04) across evaluation times. The second trial revealed that the addition of RehabMaster intervention tended to enhance the improvement in the FMA (P = .07) but did not affect the improvement in the MBI. One patient with chronic stroke left the trial, and no adverse effects were reported.ConclusionsThe RehabMaster is a feasible and safe VR system for enhancing upper extremity function in patients with stroke.


Computers in Education | 2012

Risky business or sharing the load? - Social flow in collaborative mobile learning

Hokyoung Ryu; David Parsons

Mobile learning has been built upon the premise that we can transform traditional classroom or computer-based learning activities into a more ubiquitous and connected form of learning. Tentative outcomes from this assertion have been witnessed in many collaborative learning activities, but few analytic observations on what triggers this collaboration have so far been made. However Social Flow, a concept framework that extends Csikszentmihalyis flow theory, may help us to partially explain the triggering mechanism of collaborative mobile learning. Our case study in this article, where learners together explore a built environment as part of a simulated security guard training programme, describes how the concept of social flow in a collaborative learning space might sketch out what triggers an optimal learning experience in collaboration and what can be additionally achieved in a collaborative learning experience. In this learning context, collaborative mobile learning might be seen to prompt more knowledge generation and extra learning tasks by fostering greater motivation than other learning environments.


australasian computer-human interaction conference | 2006

Mobile helper for university students: a design for a mobile learning environment

Richard Brown; Hokyoung Ryu; David Parsons

This paper reports on a design case study for a mobile learning (M-learning) environment that follows a user-centred design approach. This development of the system applied an M-learning design framework to identify appropriate design requirements in practice.


Archive | 2008

Innovative Mobile Learning: Techniques and Technologies

Hokyoung Ryu; David Parsons

Academia and industry have only begun to explore the vast capabilities that the emerging field of mobile learning has to enrich education. To help researchers and practitioners drive the realization of the potential benefits of mobile learning technology to the next level, a thorough survey of the state of knowledge in this ascending field is vital.Innovative Mobile Learning: Techniques and Technologies is the first book to comprehensively set out opportunities presented by mobile learning technologies, collecting incisive research articles from leading international experts. Covering field challenges, practical experiences, and current technological advances, this unique contribution to the current research will benefit academics and students in a variety of education and technology-related disciplines, as well as industry specialists in the field mobile technology.


IFIP International Working Conference on Organizational Dynamics of Technology-Based Innovation | 2007

The Impact of Methods and Techniques on Outcomes from Agile Software Development Projects

David Parsons; Hokyoung Ryu; Ramesh Lal

Agile software development methods have become increasingly popular since the late 1990s, and may offer improved outcomes for software development projects when compared to more traditional approaches. However there has previously been little published empirical evidence to either prove or disprove this assertion. A survey carried out in March 2006 gathered responses from a large number of software development professionals who were using many different methods, both traditional and agile. A statistical analysis of this data reveals that agile methods do indeed improve outcomes from software development projects in terms of quality, satisfaction, and productivity, without a significant increase in cost. However, adoption of methods appears to involve a high degree of adaptivity, with many methods being used in combination and sets of techniques being adopted on an ad hoc basis. In this context, our analysis suggests that choosing specific combinations of methods can be particularly beneficial. However, we also find that successful adoption of an agile method is to some extent dependent on rigorous integration of certain core techniques.


Human-Computer Interaction | 2009

Interaction Unit Analysis: A New Interaction Design Framework

Hokyoung Ryu; Andrew F. Monk

ABSTRACT A pragmatic approach to interaction modeling is presented by which a designer can describe how the user gets tasks done with a newly developing system. The notation proposed allows an interaction designer to make explicit both how user actions cause visible or noticeable changes in the state of the machine and how the user is expected to use this feedback to generate the next action. Interaction Unit (IU) scenarios are constructed where each IU specifies one step in the cycle of interaction. Each IU specifies the visible system state that leads the user to take some action. In addition, the IU makes explicit the state of the goal stack at the start and end of the unit and the mental processes (recall, recognition, or affordance) required. In this way one can describe the intimate connection between goal, action, and the environment in user–machine interaction. To demonstrate the completeness of IU scenario analysis, IU models are presented for some well-known problems in interaction design: hidden and partially hidden modes leading to unexpected system effects, insufficient cues for subgoal construction, insufficient cues for subgoal elimination, and inappropriate affordances for action. These scenarios are accompanied by procedures that designers can use to detect similar problems in putative interaction designs. To demonstrate the feasibility of using IU scenario analysis in design, 4 graduate students were taught to use IU scenario analysis in a 3-hr session. They then worked as a group to evaluate a prototype handheld warehouse application. A comparable group was taught and then applied Cognitive Walkthrough. Both groups successfully completed the task and detected several problems rated as being of high severity by the designers of the prototype. Analysis of the problems detected by each group suggests that the two techniques are complimentary. IU scenario analysis may be most cost-effective for devices using new interaction paradigms, whereas Cognitive Walkthrough may be most cost-effective for designs using established interaction paradigms.


Computers in Human Behavior | 2013

Experience beyond knowledge: Pragmatic e-learning systems design with learning experience

Norliza Katuk; Jieun Kim; Hokyoung Ryu

With the growing demand in e-learning system, traditional e-learning systems have dramatically evolved to provide more adaptive ways of learning, in terms of learning objectives, courses, individual learning processes, and so on. This paper reports on differences in learning experience from the learners perspectives when using an adaptive e-learning system, where the learners knowledge or skill level is used to configure the learning path. Central to this study is the evaluation of a dynamic content sequencing system (DCSS), with empirical outcomes being interpreted using Csikszentmihalyis flow theory (i.e., Flow, Boredom, and Anxiety). A total of 80 participants carried out a one-way between-subject study controlled by the type of e-learning system (i.e., the DCSS vs. the non-DCSS). The results indicated that the lower or medium achievers gained certain benefits from the DCSS, whilst the high achievers in learning performance might suffer from boredom when using the DCSS. These contrasting findings can be suggested as a pragmatic design guideline for developing more engaging computer-based learning systems for unsupervised learning situations.


Human Movement Science | 2015

Fingerstroke time estimates for touchscreen-based mobile gaming interaction.

Ahreum Lee; Kiburm Song; Hokyoung Ryu; Jieun Kim; Gyuhyun Kwon

The growing popularity of gaming applications and ever-faster mobile carrier networks have called attention to an intriguing issue that is closely related to command input performance. A challenging mirroring game service, which simultaneously provides game service to both PC and mobile phone users, allows them to play games against each other with very different control interfaces. Thus, for efficient mobile game design, it is essential to apply a new predictive model for measuring how potential touch input compares to the PC interfaces. The present study empirically tests the keystroke-level model (KLM) for predicting the time performance of basic interaction controls on the touch-sensitive smartphone interface (i.e., tapping, pointing, dragging, and flicking). A modified KLM, tentatively called the fingerstroke-level model (FLM), is proposed using time estimates on regression models.


Human-Computer Interaction | 2014

A Design Thinking Rationality Framework: Framing and Solving Design Problems in Early Concept Generation

Jieun Kim; Hokyoung Ryu

The concept of “Design Thinking” opens up debate regarding the prevalent human–computer interaction design practice. This article focuses specifically on the cognitive processes of designers during their early design activities. Two groups of designers—experts and novices—were asked to develop a fictitious vacuum cleaner. We then examined the different ways in which these groups manage their design thinking processes and how the groups choose design concepts. The empirical study revealed that expert designers are effective at framing design problems. They make quick decisions (through the use of the affect heuristic) but are more wedded to their own previously developed design concepts, which they do not change in subsequent design stages. In contrast, novice designers are less skilled in framing new design problems but better able to renounce their initial design concepts. These diverse design thinking approaches are linked to potential problems. We then discuss how to address these concerns in conjunction with empathy for the artifact (i.e., artifact empathy via the mediated self) or user (i.e., user empathy via the simulated self), problem framing with second-order semantic connotations, and irrationality when analyzing design solutions. Finally, we propose a design thinking rationality framework that can establish a designers view of design activities and thereby assist designers educated in both creative and rational design decisions.

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