22,029 research outputs found

    User Efficiency Model in Usability Engineering for User Interface Design Refinement of Mobile Application

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    Designers are often confronted with challenges or difficulties when designing user interfaces for mobile applications. The information must be clearly delivered to the user and also have an aesthetic appearance and good discoverability. One widely used method for conveying information is directing user attention to a component that is related to his or her task. We propose a recommender system by considering user efficiency in a user attention model. It can give suggestions for designers to improve the appearance of the most efficient component. This recommender system is aimed to help designers in the iteration process of usability engineering, especially to direct user attention to the most efficient component. This system analyzes actual user attention and then refines the user interface based on the energy of each component compared with the baseline energy. Our proposed model successfully increased the efficiency of a mobile learning application from 83.65% to 85.58% and improved discoverability of the most efficient component, thus reducing the task completion time

    Learning Visual Importance for Graphic Designs and Data Visualizations

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    Knowing where people look and click on visual designs can provide clues about how the designs are perceived, and where the most important or relevant content lies. The most important content of a visual design can be used for effective summarization or to facilitate retrieval from a database. We present automated models that predict the relative importance of different elements in data visualizations and graphic designs. Our models are neural networks trained on human clicks and importance annotations on hundreds of designs. We collected a new dataset of crowdsourced importance, and analyzed the predictions of our models with respect to ground truth importance and human eye movements. We demonstrate how such predictions of importance can be used for automatic design retargeting and thumbnailing. User studies with hundreds of MTurk participants validate that, with limited post-processing, our importance-driven applications are on par with, or outperform, current state-of-the-art methods, including natural image saliency. We also provide a demonstration of how our importance predictions can be built into interactive design tools to offer immediate feedback during the design process

    A Survey for Graphic Design Intelligence

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    Graphic design is an effective language for visual communication. Using complex composition of visual elements (e.g., shape, color, font) guided by design principles and aesthetics, design helps produce more visually-appealing content. The creation of a harmonious design requires carefully selecting and combining different visual elements, which can be challenging and time-consuming. To expedite the design process, emerging AI techniques have been proposed to automatize tedious tasks and facilitate human creativity. However, most current works only focus on specific tasks targeting at different scenarios without a high-level abstraction. This paper aims to provide a systematic overview of graphic design intelligence and summarize literature in the taxonomy of representation, understanding and generation. Specifically we consider related works for individual visual elements as well as the overall design composition. Furthermore, we highlight some of the potential directions for future explorations.Comment: 10 pages, 2 figure

    Programmatic and Direct Manipulation, Together at Last

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    Direct manipulation interfaces and programmatic systems have distinct and complementary strengths. The former provide intuitive, immediate visual feedback and enable rapid prototyping, whereas the latter enable complex, reusable abstractions. Unfortunately, existing systems typically force users into just one of these two interaction modes. We present a system called Sketch-n-Sketch that integrates programmatic and direct manipulation for the particular domain of Scalable Vector Graphics (SVG). In Sketch-n-Sketch, the user writes a program to generate an output SVG canvas. Then the user may directly manipulate the canvas while the system immediately infers a program update in order to match the changes to the output, a workflow we call live synchronization. To achieve this, we propose (i) a technique called trace-based program synthesis that takes program execution history into account in order to constrain the search space and (ii) heuristics for dealing with ambiguities. Based on our experience with examples spanning 2,000 lines of code and from the results of a preliminary user study, we believe that Sketch-n-Sketch provides a novel workflow that can augment traditional programming systems. Our approach may serve as the basis for live synchronization in other application domains, as well as a starting point for yet more ambitious ways of combining programmatic and direct manipulation.Comment: PLDI 2016 Paper + Supplementary Appendice

    Pattern languages in HCI: A critical review

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    This article presents a critical review of patterns and pattern languages in human-computer interaction (HCI). In recent years, patterns and pattern languages have received considerable attention in HCI for their potential as a means for developing and communicating information and knowledge to support good design. This review examines the background to patterns and pattern languages in HCI, and seeks to locate pattern languages in relation to other approaches to interaction design. The review explores four key issues: What is a pattern? What is a pattern language? How are patterns and pattern languages used? and How are values reflected in the pattern-based approach to design? Following on from the review, a future research agenda is proposed for patterns and pattern languages in HCI

    Design and semantics of form and movement (DeSForM 2006)

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    Design and Semantics of Form and Movement (DeSForM) grew from applied research exploring emerging design methods and practices to support new generation product and interface design. The products and interfaces are concerned with: the context of ubiquitous computing and ambient technologies and the need for greater empathy in the pre-programmed behaviour of the ‘machines’ that populate our lives. Such explorative research in the CfDR has been led by Young, supported by Kyffin, Visiting Professor from Philips Design and sponsored by Philips Design over a period of four years (research funding £87k). DeSForM1 was the first of a series of three conferences that enable the presentation and debate of international work within this field: • 1st European conference on Design and Semantics of Form and Movement (DeSForM1), Baltic, Gateshead, 2005, Feijs L., Kyffin S. & Young R.A. eds. • 2nd European conference on Design and Semantics of Form and Movement (DeSForM2), Evoluon, Eindhoven, 2006, Feijs L., Kyffin S. & Young R.A. eds. • 3rd European conference on Design and Semantics of Form and Movement (DeSForM3), New Design School Building, Newcastle, 2007, Feijs L., Kyffin S. & Young R.A. eds. Philips sponsorship of practice-based enquiry led to research by three teams of research students over three years and on-going sponsorship of research through the Northumbria University Design and Innovation Laboratory (nuDIL). Young has been invited on the steering panel of the UK Thinking Digital Conference concerning the latest developments in digital and media technologies. Informed by this research is the work of PhD student Yukie Nakano who examines new technologies in relation to eco-design textiles
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