78 research outputs found
Lessons Learned from Applying Human Computer Interaction (HCI) Techniques to the Redesign of a User Interface
This research details the finding on web page design principles focusing on the Human
Computer Interaction (HCI) aspect. The focus was derived from the Top Ten (10) Web
Page Design Mistakes (2003) by Jakob Nielsen, a well-known guru of HCI and
usability. In this technological era, there are thousands and millions of web sites and
pages but how many of these pages are properly designed? Web page designers
nowadays focus too much on the functionality of a system instead interface design
which actually projects an application's uniqueness and key messages that creates the
desired emotional response from the users involved The objectives of this research
includes investigation of principles applied in HCI for web page interface design,
redefinition of the erroneous web pages and formulation of domain-specific rules to
ensure the effectiveness, practicality and acceptance of these techniques. Usability lab
testing, questionnaires, prototype screens are done to focus on evaluation, based on the
usability criteria of web pages identified from many credible sources. This research was
done based on the fact that Internet users' preference and ease of browsing plays a vital
role in deciding the acceptance of a web page. A powerful system would be left behind
by users if it is not user friendly or designed according to the standards, principles and
guidelines of HCI. The methodology used concentrates on a problem-specified
framework which was developed by the author. There were six (6) processes involved
namely Identification of target users, User consultation, Task analysis, Usability and
accessibility assurance, Consideration of web design issues and Formulation of user
interface design specification. The final result of this study is a domain specific
guideline of HCI for web page design customized for profit making organizations and
individuals. In conclusion, HCI principles is inseparable when it comes to web
designing issues and this will continue to be vital as long as web page exist and is used
by many
Digital Collections Service for the ROSSIO Infrastructure
Nowadays, especially during these challenging pandemic times, the need to have valuable
cultural assets preserved online and available for current and future generations has
grown exponentially. Cultural and educational sectors faced unprecedented obstacles
as a result of the pandemic’s containment measures since many physical places such as
schools, libraries, and museums had little choice but to close temporarily. Digital media
has played a vital role in people’s daily interactions and was essential for the affected
sectors to continue their work remotely.
The pandemic has given an opportunity for cultural heritage organizations to show
the benefits of digital collections and resources. By increasing access to a multitude
of resources, spotlighting "hidden gems", preserving content, giving students digital
materials to learn from, and providing users a different view on cultural heritage, the
digital libraries and their digital collections have demonstrated how much they can enable
a rich and diverse public domain.
This Master’s dissertation was developed in collaboration with the ROSSIO infrastruc-
ture, intending to create a service for their platform that allows the creation of digital
collections made up of cultural heritage resources gathered by ROSSIO and its partner
institutions. The developed service aims to give authenticated users access to an intuitive
interface that includes the tools they need to create, edit, and share collections with the
public, showcasing the best of Portugal’s cultural heritage in thematic collections that
anyone can explore, enjoy and share.Hoje em dia, especialmente durante estes tempos difĂceis de pandemia, a necessidade de ter artigos culturais valiosos preservados online e disponĂveis, tanto para gerações atuais como futuras, tem aumentado exponencialmente. Devido Ă s medidas de confinamento impostas durante a pandemia, tanto o sector cultural como o educacional teve de enfrentar desafios sem precedentes, uma vez que muitos locais fĂsicos como escolas, bibliotecas e museus nĂŁo tiveram outra opção que nĂŁo fosse fechar temporariamente. Os meios digitais tĂŞm sido sem dĂşvida importantes para as interacções diárias entre as pessoas e foram essenciais para que os sectores afectados pudessem continuar o seu trabalho remotamente.
A pandemia deu uma oportunidade para as organizações de patrimĂłnio cultural mostrarem os benefĂcios de coleções e recursos digitais. Ao aumentar o acesso a uma infinidade de recursos, destacando "gemas escondidas", preservando o conteĂşdo, dando aos alunos materiais digitais para estudar e fornecendo aos utilizadores uma visĂŁo diferente sobre o patrimĂłnio cultural, as bibliotecas digitais e suas coleções digitais demonstraram o quanto podem contribuir para um domĂnio pĂşblico rico e diversificado.
Esta dissertação de Mestrado foi desenvolvida em colaboração com a infraestrutura ROSSIO, com o objetivo de desenvolver um serviço na sua plataforma que permita a criação de coleções digitais, compostas por recursos patrimoniais culturais recolhidos pela ROSSIO e suas instituições parceiras. O serviço destina-se a ser usado por utilizadores autenticados, oferecendo-lhes um serviço com interface intuitiva que contém as ferramentas necessárias para criar, editar e partilhar coleções com o público, trazendo ao de cima
o melhor que o património cultural português tem para oferecer, em coleções temáticas que qualquer um pode explorar, desfrutar e compartilhar com outras pessoas
Beyond the Makerspace
Makerspaces—local workshops that offer access to and training on fabrication technologies, often with a focus on creativity, education, and entrepreneurship—proliferated in the 2010s, popping up in cities across the world. Beyond the Makerspace is a longitudinal, ethnographically informed study of a particular Seattle makerspace that begins in 2015 and ends with the closing of the space in 2018. Examining acts of making with objects, tools, words, and relationships, Beyond the Makerspace reads making as a kind of rhetoric, or meaning-making work, and argues that acts of making things are rhetorical in the sense that they are culturally situated and that they mark boundaries of what counts as making and who counts as maker. By focusing on a particular makerspace over time, Shivers-McNair attends to a changing cohort of makerspace regulars as they face challenges of bringing their vision of inclusivity and diversity to fruition, and offers an examination of how makers are made (and unmade, and remade) in a makerspace. Beyond the Makerspace contributes not only to our understanding of making and makerspaces, but also to our understanding of how to study making—and meaning making, more broadly—in ways that examine and intervene in the marking of difference. Thus, the book examines what (and whose) values and practices we are taking up when we identify as makers or when we turn a writing classroom or a library space into a makerspace
The Southeastern Librarian v. 57, no. 3 (Fall 2009) Complete Issue
Complete issue of The Southeastern Librarian, volume 57, No. 3 (Fall 2009)
Where is the goldmine? Finding promising business locations through Facebook data analytics
Singapore National Research Foundation under International Research Centre @ Singapore Funding Initiativ
Lessons Learned from Applying Human Computer Interaction (HCI) Techniques to the Redesign of a User Interface
This research details the finding on web page design principles focusing on the Human
Computer Interaction (HCI) aspect. The focus was derived from the Top Ten (10) Web
Page Design Mistakes (2003) by Jakob Nielsen, a well-known guru of HCI and
usability. In this technological era, there are thousands and millions of web sites and
pages but how many of these pages are properly designed? Web page designers
nowadays focus too much on the functionality of a system instead interface design
which actually projects an application's uniqueness and key messages that creates the
desired emotional response from the users involved The objectives of this research
includes investigation of principles applied in HCI for web page interface design,
redefinition of the erroneous web pages and formulation of domain-specific rules to
ensure the effectiveness, practicality and acceptance of these techniques. Usability lab
testing, questionnaires, prototype screens are done to focus on evaluation, based on the
usability criteria of web pages identified from many credible sources. This research was
done based on the fact that Internet users' preference and ease of browsing plays a vital
role in deciding the acceptance of a web page. A powerful system would be left behind
by users if it is not user friendly or designed according to the standards, principles and
guidelines of HCI. The methodology used concentrates on a problem-specified
framework which was developed by the author. There were six (6) processes involved
namely Identification of target users, User consultation, Task analysis, Usability and
accessibility assurance, Consideration of web design issues and Formulation of user
interface design specification. The final result of this study is a domain specific
guideline of HCI for web page design customized for profit making organizations and
individuals. In conclusion, HCI principles is inseparable when it comes to web
designing issues and this will continue to be vital as long as web page exist and is used
by many
Footstep: An Approach to Track Web Usage in Real Time
Compreender o comportamento do usuário é primordial para o sucesso de um website.
As abordagens existentes que exploram análise do comportamento dos usuários utilizam
os logs de servidor. Esses logs possuem detalhes sobre o que cada usuário acessou, como,
por exemplo, uma loja online. Embora os logs sejam úteis ao fornecer uma boa percepção
a respeito do comportamento dos usuários, eles não fornecem informações detalhadas
sobre as ações realizadas pelos mesmos nas páginas acessadas. A fim de atacar este
problema, este trabalho propõe o Footstep, um sistema completo que fornece coleta,
processamento e análise dos eventos disparados pelos usuários, no nĂvel dos elementos
das páginas. Footstep fornece rastreamento dos usuários à medida em que navegam pelas
páginas, coletando informações sobre a estrutura DOM dos elementos associados a cada
evento. Footstep fornece também um modelo de dados baseado em grafos que facilita a
extração de informação Ăştil dos eventos coletados. Finalmente, uma ferramenta analĂtica
é fornecida para visualizar as informações a respeito das interações sobre as páginas
e elementos, como audiência, fluxos de navegação e taxas de conversão das páginas e
elementos
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A model of the writing process applied to English writing for Korean college students
Virtual Learning Environment For C Programming
The use of computers and communication technologies in learning has a history going
back at least 30 years. Recent development in Information Technology establishes a
new education paradigm, for which self-directed learning is foundation strategy.
Nowadays, web-based learning, which has the potential to affect fundamental changes
in the design of learning process and the education system, has been gainingmomentum
with an irreversible trend. A Virtual Learning Environment is one of the examples of
web-based learning methods. It is an area of computing and intelligent systems which is
becoming increasingly important in both research and industry. These technologies
have been adopted by many educational institutions to explore better interaction and
dynamics changing on teaching-learning environment. The virtual learning system act
as virtual tutors and learning companions that help learners in learning. This report is a
final year project involving a research and a mini-version of prototypical Virtual
Learning Environment, teaching C Programming. A software development
methodology has been created and proposed, namely "Water-Spiral" model, combining
the Waterfall model and the Spiral model. The main goal of developing the Virtual
Learning Environment ofC Programming is to utilize the solid foundation of intelligent
system as a platform for a more sophisticated control of multimedia objects in a
learning environment. The desirability of new instructional media which allows
students to interact with course materials in more exploratory manner has become a
dominant theme in current educational technology development. However, computerbased
lecture already has a relatively long history and has been shown to positively
influence the amount of material learned, the time taken to learn it, and the enjoyment
of the learning experience. This system will provide attractive lecture notes, interactive
problem-solving situations appropriate to the level of the student and track the student's
performance
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