2,260 research outputs found

    Denotation and connotation in the human-computer interface: The ‘Save as...’ command

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    This paper presents a semiotic technique as a means of exploring meaning and understanding in interface design and use. This is examined through a study of the interaction between the ‘file’ metaphor and ‘save as’ command metaphor. The behaviour of these (from a functional or computational basis) do not exactly match, or map onto, the meaning of the metaphor. We examine both the denotation of a term to the user, i.e. its literal meaning to that person, and the term’s connotations, i.e. any other meanings associated with the term. We suggest that the technique applied is useful in predicting future problems with understanding the use of metaphor at the interface and with designing appropriate signification for human-computer interaction. Variation in connotation was expected but a more fundamental difference in denotation was also uncovered. Moreover, the results clearly demonstrate that consistency in the denotation of a term is critical in achieving a good user understanding of the command

    Key pedagogical thinkers: Maria Cecília Calani Baranauskas

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    M. Cecilia C. Baranauskas is a Brazilian Professor and researcher in Human-Computer Interaction (HCI) at the University of Campinas (UNICAMP). She received the ACM Rigo Award (2010) for her lifetime contribution to the Design of Communication field, and became an Honorary Research Fellow at Staffordshire University (UK) in 2001 and a Visiting Fellow at the University of Reading (UK). She is one of the authors of the very first book of HCI in Portuguese, has led several projects in the context of e-Citizenship and e-Inclusion, and has advised more than forty Masters dissertations and PhD theses. Her research interests have focused on HCI issues, particularly investigating different formalisms (including Organizational Semiotics and Participatory Design) in the analysis, design and evaluation of societal systems

    Dynamics of Affordances and Implications for Design

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    Affordance is an important concept in HCI. There are various interpretations of affordances but it has been difficult to use this concept for design purposes. Often the treatment of affordances in the current HCI literature has been as a one-to-one relationship between a user and an artefact. According to our views, affordance is a dynamic, always emerging relationship between a human and his environment. We believe that the social and cultural contexts within which an artefact is situated affect the way in which the artefact is used. Using a Structuration Theory approach, we argue that affordances need also be treated at a much broader level, encompassing social and cultural aspects. We suggest that affordances should be seen at three levels: single user, organizational (or work group) and societal. Focusing on the organizational level affordances, we provide details of several important factors that affect the emergence of affordances

    Semiotic engineering : A new paradigm for designing interactive systems

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    This paper presents semiotic engineering – a semiotic theory of HCI. The theory has the advantage to integrate back end and front end design and development perspectives into a single metacommunication process that affects the user’s experience and, ultimately, the success of any system. By means of illustrative examples, we show the kinds of effects that can be achieved with the theory, and discuss why a semiotic perspective is relevant for the future of information systemsThe past and the future of information systems: 1976-2006 and beyondRed de Universidades con Carreras en Informática (RedUNCI

    Intangible trust requirements - how to fill the requirements trust "gap"?

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    Previous research efforts have been expended in terms of the capture and subsequent instantiation of "soft" trust requirements that relate to HCI usability concerns or in relation to "hard" tangible security requirements that primarily relate to security a ssurance and security protocols. Little direct focus has been paid to managing intangible trust related requirements per se. This 'gap' is perhaps most evident in the public B2C (Business to Consumer) E- Systems we all use on a daily basis. Some speculative suggestions are made as to how to fill the 'gap'. Visual card sorting is suggested as a suitable evaluative tool; whilst deontic logic trust norms and UML extended notation are the suggested (methodologically invariant) means by which software development teams can perhaps more fully capture hence visualize intangible trust requirements

    Knowledge Construction of 3D Geometry Concepts and Processes Within a Virtual Reality Learning Environment

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    A consensus has emerged within the mathematics education community about the limitations of traditional approaches for teaching and learning 3D geometry. Therefore, it has been suggested that new approaches based on the use of computers need to be adopted. One such new approach that has been proposed utilises Virtual Reality Learning Environment (VRLE). This paper reports on the initial phases of a research study whose major aim is to design and evaluate a VRLE to facilitate the construction of knowledge about 3D geometry concepts and processes. This research study investigates two primary school students’ construction of 3D geometry knowledge whilst engaged within a VRLE developed by the researcher. A design experiments research methodology was employed in this study. This is research that iterates through cycles of design and research with the objective of arriving at theoretical and design principles that will have application both within and beyond the immediate research study. Therefore, the results being reported in this paper will be used to inform the modification not only of the VRLE but also of theoretical frameworks underlying the design and implementation of VRLEs
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