4 research outputs found

    A Methodological Process for the Design of Frameworks Oriented to Infotainment User Interfaces

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    The objective of this paper was to propose a methodological process for the design of frameworks oriented to infotainment user interfaces. Four stages comprise the proposed process, conceptualization, structuring, documentation, and evaluation; in addition, these stages include activities, tasks, and deliverables to guide a work team during the design of a framework. To determine the stages and their components, an analysis of 42 papers was carried out through a systematic literature review in search of similarities during the design process of frameworks related to user interfaces. The evaluation method by a panel of experts was used to determine the validity of the proposal; the conceptual proposal was provided to a panel of 10 experts for their analysis and later a questionnaire in the form of a Likert scale was used to collect the information on the validation of the proposal. The results of the evaluation indicated that the methodological process is valid to meet the objective of designing a framework oriented to infotainment user interfaces

    Conceptual Framework for Evaluating Intuitive Interaction Based on Image Schemas

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    Intuitive interaction is an important aspect of usability in interface design. This paper contributes to the research in this area by proposing a conceptual framework for evaluating intuitive interaction based on image schemas. The framework comprises four phases: goal identification, image schemas extraction, analysis and assessment. It quantifies intuitive interaction by comparing the image schemas envisaged by the designer of a product with those used by its users. The proposed framework is evaluated through a study involving 42 participants completing a set task with a product. The study identified the image schemas, which were correctly used in accordance with the designer's intent and those that were incorrectly used and contributed to the difficulties that many participants experienced. The inter-rater reliability and empirical validity were examined. The proposed framework provides a structured approach to usability testing by enabling both quantitative and qualitative evaluation of intuitive interaction

    Conceptual framework for evaluating intuitive interaction based on image schemas

    No full text
    Intuitive interaction is an important aspect of usability in interface design. This paper contributes to the research in this area by proposing a conceptual framework for evaluating intuitive interaction based on image schemas. The framework comprises four phases: goal identification, image schemas extraction, analysis and assessment. It quantifies intuitive interaction by comparing the image schemas envisaged by the designer of a product with those used by its users. The proposed framework is evaluated through a study involving 42 participants completing a set task with a product. The study identified the image schemas, which were correctly used in accordance with the designer's intent and those that were incorrectly used and contributed to the difficulties that many participants experienced. The inter-rater reliability and empirical validity were examined. The proposed framework provides a structured approach to usability testing by enabling both quantitative and qualitative evaluation of intuitive interaction

    ‘Subtle’ Technology: Design for Facilitating Face-to-Face Interaction for Socially Anxious People

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    PhD thesisShy people have a desire for social interaction but fear being scrutinised and rejected. This conflict results in attention deficits during face-to-face situations. It can cause the social atmosphere to become ‘frozen’ and shy persons to appear reticent. Many of them avoid such challenges, taking up the ‘electronic extroversion’ route and experiencing real-world social isolation. This research is aimed at improving the social skills and experience of shy people. It establishes conceptual frameworks and guidelines for designing computer-mediated tools to amplify shy users’ social cognition while extending conversational resources. Drawing on the theories of Social Objects, ‘natural’ HCI and unobtrusive Ubiquitous Computing, it proposes the Icebreaker Cognitive-Behavioural Model for applying user psychology to the systems’ features and functioning behaviour. Two initial design approaches were developed in forms of Wearable Computer and evaluated in a separate user-centred study. One emphasised the users’ privacy concerns in the form of a direct but covert display of the Vibrosign Armband. Another focused on low-attention demand and low-key interaction preferences – rendered through a peripheral but overt visual display of the Icebreaker T-shirt, triggered by the users’ handshake and disguised in the system’s subtle operation. Quantitative feedback by vibrotactile experts indicated the armband effective in signalling various types of abstract information. However, it added to the mental load and needed a disproportionate of training time. In contrast, qualitative-based feedback from shy users revealed unexpected benefits of the information display made public on the shirt front. It encouraged immediate and fluid interaction by providing a mutual ‘ticket to talk’ and an interpretative gap in the users’ relationship, although the rapid prototype compromised the technology’s subtle characteristics and impeded the users’ social experience. An iterative design extended the Icebreaker approach through a systematic refinement and resulted in the Subtle Design Principle implemented in the Icebreaker Jacket. Its subtle interaction and display modalities were compared to those of a focal-demand social aid, using a mixed-method evaluation. Inferential analysis results indicated the subtle technology more engaging with users’ social aspirations and facilitating a higher degree of unobtrusive experience. Through the Icebreaker model and Subtle Design Principle, together with the exploratory research framework and study outcome, this thesis demonstrates the advantages of using subtle technology to help shy users cope with the challenges of face-to-face interaction and improve their social experience.RCUK under the Digital Economy Doctoral Training scheme, through MAT programme, EPSRC Doctoral Training Centre EP/G03723X/1
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