4,018 research outputs found

    Effectiveness of Color-Picking Interfaces Among Non-designers

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    There are relatively few studies on the effectiveness of color picking interface. This study therefore set out to measure both the efficiency in terms of task completion time and preference of four color-picking interfaces found in many design software applications including RGB, HSL, map and palette. A controlled experiment was conducted involving n = 16 participants without formal design training. The results show that the map and RGB interfaces were preferred by the participants while the palette interface resulted in the shortest task completion times. The HSL was the least favorable color picking interface for the given cohort of users. The results indicate that the palette, map and RGB color pickers found in entry level software probably are the most suitable for users without training in the use of colors.acceptedVersio

    Towards a Cross-Disciplinary Sound Design Methodology: A Focus on Semiotics and Linguistics

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    Esta tese foca-se no mundo do design de som, centrando-se no desenvolvimento de uma metodologia que engloba vĂĄrias disciplinas. Explora o papel do design de som na transmissĂŁo de mensagens, servindo de interface entre utilizadores e dispositivos. O estudo tambĂ©m investiga os paralelos entre a semiĂłtica e a linguĂ­stica e o design de som, interpretando como os sons podem atuar como sinais que representam outras entidades, com base em convençÔes sociais estabelecidas, e como podemos utilizar a linguĂ­stica como modelo para criar sons nĂŁo-falados que, tal como a linguagem, transmitem sistematicamente um significado ao utilizador. AtravĂ©s desta anĂĄlise abrangente, o trabalho pretende contribuir para o campo, propondo uma metodologia interdisciplinar para o design de som, melhorando assim a experiĂȘncia auditiva em diversos contextos.This thesis delves into the intricate world of sound design, focusing on the development of a methodology that encompasses various disciplines. It explores the role of sound design in conveying messages, serving as an interface between users and devices. The study also investigates the parallels between semiotics and linguistics and sound design, interpreting how sounds can act as signs that represent other entities, based on established social conventions and how we can use linguistics as a model to create non-speech sounds that just like language systematically convey meaning to the user. Through this comprehensive analysis, the work aims to contribute to the field by proposing a cross-disciplinary methodology for sound design, thereby enhancing the auditory experience in diverse contexts

    Geoweb 2.0 for Participatory Urban Design: Affordances and Critical Success Factors

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    In this paper, we discuss the affordances of open-source Geoweb 2.0 platforms to support the participatory design of urban projects in real-world practices.We first introduce the two open-source platforms used in our study for testing purposes. Then, based on evidence from five different field studies we identify five affordances of these platforms: conversations on alternative urban projects, citizen consultation, design empowerment, design studio learning and design research. We elaborate on these in detail and identify a key set of success factors for the facilitation of better practices in the future

    Contributions to the science of controlled transformation

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    writing completed in april 2013My research activities pertain to "Informatics" and in particular "Interactive Graphics" i.e. dynamic graphics on a 2D screen that a user can interact with by means of input devices such as a mouse or a multitouch surface. I have conducted research on Interactive Graphics along three themes: interactive graphics development (how should developers design the architecture of the code corresponding to graphical interactions?), interactive graphic design (what graphical interactions should User Experience (UX) specialists use in their system?) and interactive graphics design process (how should UX specialists design? Which method should they apply?) I invented the MDPC architecture that relies on Picking views and Inverse transforms. This improves the modularity of programs and improves the usability of the specification and the implementation of interactive graphics thanks to the simplification of description. In order to improve the performance of rich-graphic software using this architecture, I explored the concepts of graphical compilers and led a PhD thesis on the topic. The thesis explored the approach and contributed both in terms of description simplification and of software engineering facilitation. Finally, I have applied the simplification of description principles to the problem of shape covering avoidance by relying on new efficient hardware support for parallelized and memory-based algorithms. Together with my colleagues, we have explored the design and assessment of expanding targets, animation and sound, interaction with numerous tangled trajectories, multi-user interaction and tangible interaction. I have identified and defined Structural Interaction, a new interaction paradigm that follows the steps of the direct and instrumental interaction paradigms. I directed a PhD thesis on this topic and together with my student we designed and assessed interaction techniques for structural interaction. I was involved in the design of the "Technology Probes" concept i.e. runnable prototypes to feed the design process. Together with colleagues, I designed VideoProbe, one such Technology Probe. I became interested in more conceptual tools targeted at graphical representation. I led two PhD theses on the topic and explored the characterization of visualization, how to design representations with visual variables or ecological perception and how to design visual interfaces to improve visual scanning. I discovered that those conceptual tools could be applied to programming languages and showed how the representation of code, be it textual or "visual" undergoes visual perception phenomena. This has led me to consider our discipline as the "Science of Controlled Transformations". The fifth chapter is an attempt at providing this new account of "Informatics" based on what users, programmers and researchers actually do with interactive systems. I also describe how my work can be considered as contributing to the science of controlled transformations

    An aesthetics of touch: investigating the language of design relating to form

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    How well can designers communicate qualities of touch? This paper presents evidence that they have some capability to do so, much of which appears to have been learned, but at present make limited use of such language. Interviews with graduate designer-makers suggest that they are aware of and value the importance of touch and materiality in their work, but lack a vocabulary to fully relate to their detailed explanations of other aspects such as their intent or selection of materials. We believe that more attention should be paid to the verbal dialogue that happens in the design process, particularly as other researchers show that even making-based learning also has a strong verbal element to it. However, verbal language alone does not appear to be adequate for a comprehensive language of touch. Graduate designers-makers’ descriptive practices combined non-verbal manipulation within verbal accounts. We thus argue that haptic vocabularies do not simply describe material qualities, but rather are situated competences that physically demonstrate the presence of haptic qualities. Such competencies are more important than groups of verbal vocabularies in isolation. Design support for developing and extending haptic competences must take this wide range of considerations into account to comprehensively improve designers’ capabilities

    Social Control Experience Design:A Cross-Domain Investigation on Media

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    Social Control Experience Design:A Cross-Domain Investigation on Media

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    Opportunities for using eye tracking technology in manufacturing and logistics: Systematic literature review and research agenda

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    Workers play essential roles in manufacturing and logistics. Releasing workers from routine tasks and enabling them to focus on creative, value-adding activities can enhance their performance and wellbeing, and it is also key to the successful implementation of Industry 4.0. One technology that can help identify patterns of worker-system interaction is Eye Tracking (ET), which is a non-intrusive technology for measuring human eye movements. ET can provide moment-by-moment insights into the cognitive state of the subject during task execution, which can improve our understanding of how humans behave and make decisions within complex systems. It also enables explorations of the subject’s interaction mode with the working environment. Earlier research has investigated the use of ET in manufacturing and logistics, but the literature is fragmented and has not yet been discussed in a literature review yet. This article therefore conducts a systematic literature review to explore the applications of ET, summarise its benefits, and outline future research opportunities of using ET in manufacturing and logistics. We first propose a conceptual framework to guide our study and then conduct a systematic literature search in scholarly databases, obtaining 71 relevant papers. Building on the proposed framework, we systematically review the use of ET and categorize the identified papers according to their application in manufacturing (product development, production, quality inspection) and logistics. Our results reveal that ET has several use cases in the manufacturing sector, but that its application in logistics has not been studied extensively so far. We summarize the benefits of using ET in terms of process performance, human performance, and work environment and safety, and also discuss the methodological characteristics of the ET literature as well as typical ET measures used. We conclude by illustrating future avenues for ET research in manufacturing and logistics
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