Fernando Loizides

Dr. Fernando Loizides

School of Computer Science and Informatics, Cardiff University, Cardiff, UK
orcid

Research Focus & Metrics

Academic Career Length

13Years (2014-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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18 April 2022 in Assistive Technology
Verified
Journal Article
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AJAisha Jaddoh
Aisha Jaddoh
Fernando LoizidesFernando Loizides
Fernando Loizides
Omer RanaOmer Rana
Omer Rana
In recent years, rapid advancements have taken place for automatic speech recognition (ASR) systems and devices. Though ASR technologies have increased, the accessibility of these novel interaction systems is underreported and may present difficulties for people with speech impediments. In this article, we attempt to identify gaps in current research on the interaction between people with dysarthria and ASR systems and devices. We cover the period from 2011, when Siri (the first and the leading commercial voice assistant) was launched, to 2020. The review employs an interaction framework in which each element (user, input, system, and output) contributes to the interaction process. To select the articles for review, we conducted a search of scientific databases and academic journals. A total of 36 studies met the inclusion criteria, which included use of the word error rate (WER) as a measurement for evaluating ASR systems. This review determines that challenges in interacting with ASR systems persist even in light of the most recent commercial technologies. Further, understanding of the entire interaction process remains limited; thus, to improve this interaction, the recent progress of ASR systems must be elucidated.

2 November 2018 in International Journal of Human–Computer Interaction
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Journal Article
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AOAbiodun Afolayan Ogunyemi
Abiodun Afolayan Ogunyemi
DLDavid Lamas
David Lamas
MLMarta Kristin Larusdottir
Marta Kristin Larusdottir
Fernando LoizidesFernando Loizides
Fernando Loizides
Human–computer interaction (HCI) practice has emerged as a research domain in the HCI field and is growing. The need to transfer HCI practices to the industry began significantly with the works of Nielsen on usability engineering. To date, methods and techniques for designing, evaluating, and implementing interactive systems for human use have continued to emerge. It is, therefore, justified to conduct a systematic mapping study to determine the landscape of HCI practice research. A Systematic Mapping Study method was used to map 142 studies according to research type, topic, and contribution. These were then analyzed to determine an overview of HCI practice research. The objective was to analyze studies on HCI practice and present prominent issues that characterize the HCI practice research landscape. Second, to identify pressing challenges regarding HCI practices in software/systems development companies. The results show that HCI practice research has steadily increased since 2012. The majority of the studies explored focused on evaluation research that largely contributed to the evaluation methods or processes. Most of the studies were on design tools and techniques, design methods and contexts, design work and organizational culture, and collaboration and team communication. Interviews, case studies, and survey methods have been prominently used as research methods. HCI techniques are mostly used during the initial phase of development and during evaluation. HCI practice challenges in companies are mostly process-related and on performance of usability and user experience activities. The major challenge seems to be to find a way to collect and incorporate user feedback in a timely manner, especially in agile processes. There are areas identified in this study as needing more research.

23 March 2022 in Sustainability
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Journal Article
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Marie DavidováMarie Davidová
Marie Davidová
SHANU SHARMASHANU SHARMA
SHANU SHARMA
Dermott McMeelDermott McMeel
Dermott McMeel
Fernando LoizidesFernando Loizides
Fernando Loizides
The article explores how the quality of life within a deprived urban environment might be improved through the ‘gamification’ of and interaction with, more-than-human elements within the environment. It argues that such quality may be achieved through the community’s multicentered value from the bottom up. This is shown through the case study of the Co-De|GT urban mobile application that was developed in the Synergetic Landscapes unit through real-life research by design experimental studio teaching. Complimentary experimentation took place during the Relating Systems Thinking and Design 10 symposium in the Co-De|BP workshop, where experts were able to be collocated for interactive real-time data gathering. This application addresses the need for collective action towards more-than-human synergy across an urban ecosystem through gamification, community collaboration and DIY culture. It intends to generate a sustainable, scalable token economy where humans and non-humans play equal roles, earning, trading and being paid for goods and services to test such potentials for future economies underpinned by blockchain. This work diverges from dominant economic models that do not recognise the performance of and the limits to, material extraction from the ecosystem. The current economic model has led to the global financial crisis (GFC). Furthermore, it is based on the unsustainable perpetual consumption of services and goods, which may lead to the untangling and critical failure of the market system globally. Therefore, this work investigates how gamification and tokenization may support a complementary and parallel economic market that sustains and grows urban ecosystems. While the research does not speculate on policy implications, it posits how such markets may ameliorate some of the brittleness apparent in the global economic model. It demonstrates a systemic approach to urban ecosystem performance for the future post-Anthropocene communities and economies.

6 January 2020 in International Journal of Human–Computer Interaction
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Journal Article
Closed access
AMAekaterini Mavri
Aekaterini Mavri
Andri IoannouAndri Ioannou
Andri Ioannou
Fernando LoizidesFernando Loizides
Fernando Loizides
Creativity, a primary academic objective, is crucial in higher education, as economic, informational, societal and environmental advancements rely on people’s ability to innovate. Creativity is widely investigated in its individualistic form, yet there is a notable dearth in work that studies its collective dimension, from a learning perspective. This study focuses on validating the psychometric properties of an existing instrument (ASCC), by measuring creative collaboration in blended learning settings. Two hundred and thirty-six under and post-graduate students self-evaluated their creative collaboration experiences, using the ASCC instrument. The findings of exploratory factor analysis denote a three-factor (21-item) structure, measuring ‘Synergistic Social Collaboration’, ‘Distributed Creativity’, and ‘Time Regulation and Achievement’, with good internal consistency. An instrument with valid psychometric properties for the assessment of creative collaboration is much-needed in the growing research and practitioners’ community. This is critical in the fields of Design, HCI, and Engineering, which rely extensively on the creative collaboration (online and offline) of teams to develop innovative products that are suitable for real-world purposes.

1 September 2020 in Thinking Skills and Creativity
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Journal Article
Closed access
AMAekaterini Mavri
Aekaterini Mavri
Andri IoannouAndri Ioannou
Andri Ioannou
Fernando LoizidesFernando Loizides
Fernando Loizides

14 December 2023 in Education and Information Technologies
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Journal Article
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AMAekaterini Mavri
Aekaterini Mavri
Andri IoannouAndri Ioannou
Andri Ioannou
Fernando LoizidesFernando Loizides
Fernando Loizides
This research proposes that technology-supported cross-organizational (university-industry) Communities of Practice (CoPs), which are integrated into the Design Studies curriculum in Higher Education, can foster robust university-industry collaborations. These can help bridge the reported gap between the actual versus the expected soft skills and personae of young graduates transitioning to the creative industries today. CoPs are groups of people who share a common interest in an area of ‘endeavor’ and connect to co-create competence in that area through their practice.This paper makes two overarching research contributions. First, it informs about the design, enactment, and evaluation of a student CoP in an undergraduate Design course which was expanded to include members from the industry as clients, alumni mentors, and expert evaluators. Drawing from rich empirical data, the paper explains the designed and emergent learning phenomena of CoP participation and its effects on the students’ creative and socio-epistemic outcomes, as well as their pre-professional identities. Second, it presents a governance model with three sets of actionable guidelines, namely theSet(technology), theSocial(collaborative), and theEpistemic(learning) components. The entire body of work validates the critical interlocking of these components to form a robust social learning model that appropriates the complex practices of cross-organizational CoPs in Higher Education Design studies.