108 research outputs found

    Interaction platform-orientated perspective in designing novel applications

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    The lack of HCI offerings in the invention of novel software applications and the bias of design knowledge towards desktop GUI make it difficult for us to design for novel scenarios and applications that leverage emerging computational technologies. These include new media platforms such as mobiles, interactive TV, tabletops and large multi-touch walls on which many of our future applications will operate. We argue that novel application design should come not from user-centred requirements engineering as in developing a conventional application, but from understanding the interaction characteristics of the new platforms. Ensuring general usability for a particular interaction platform without rigorously specifying envisaged usage contexts helps us to design an artifact that does not restrict the possible application contexts and yet is usable enough to help brainstorm its more exact place for future exploitation

    Designing novel applications inspired by emerging media technologies

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    The lack of HCI provisions in the invention of novel software applications and the bias of design knowledge towards desktop GUI make it difficult for us to design for novel scenarios and applications that leverage emerging computational technologies. These include new media platforms such as mobiles, interactive TV, tabletops and large multi-touch walls on which many of our future applications will operate. In this presentation I will discuss that novel application design should come not from user-centred requirements engineering as in developing a conventional application, but from understanding the interaction characteristics of the new platforms. Ensuring general usability for a particular interaction platform without rigorously specifying envisaged usage contexts helps us to design an artifact that does not restrict the possible application contexts and yet is usable enough to help brainstorm its more exact place for future exploitation. With the themes on Multitouch, I will give examples of design effort currently underway with mobile and Multitouch Wall applications, and also raise (possibly) controversial issues in designing such novel applications when there is no user-base or work practice we can base our knowledge on

    Designing an interface for a digital movie browsing system in the film studies domain

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    This article explains our work in designing an interface for a digital movie browsing system in the specific application context of film studies. The development of MOVIEBROWSER2 follows some general design guidelines based on an earlier user study with film studies students at Dublin City University. These design guidelines have been used as an input to the MOVIEBROWSER2 system design. The rationale for the interface design decisions has been elaborated. An experiment has been carried out among film studies student, together with a one-semester trial deployment. The results show positive feedback and a better performance in the students’ essay outcome with higher perceived satisfaction level

    Diseño y evaluación de usabilidad de una interface multi-entradas en el contexto de la IDTV

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    En los Ășltimos años y considerando el auge de la televisiĂłn digital interactiva (idTV), ha habido un gran interĂ©s en el diseño de aplicaciones y servicios para esta plataforma -- El Ă©xito de estas aplicaciones, en gran parte, depende de la facilidad de uso y de la forma en que los usuarios interactĂșan con Ă©stas -- Por tal razĂłn, se han explorado diferentes interfaces y modos de interacciĂłn que permitan mejorar la experiencia del usuario con estas aplicaciones -- En este artĂ­culo se plantea una interacciĂłn con aplicaciones de idTV utilizando tecnologĂ­as emergentes de hardware y software -- Como instrumento para lograr esto, se propone una interface de control multi-entradas, usando diferentes modos de interacciĂłn como: botones tĂĄctiles, reconocimiento de gestos, reconocimiento de voz y reconocimiento de movimientos -- Estos modos de interacciĂłn fueron validados a travĂ©s de pruebas de usabilidad aplicando un modelo de evaluaciĂłn quasi-experimental de tres dimensiones, en el que cada dimensiĂłn representa respectivamente a: los usuarios, las tareas y las interfaces de control -- Con estas valoraciones cualitativas y cuantitativas se realizĂł un anĂĄlisis de las posibles mejoras en la usabilidad de una aplicaciĂłn determinada de idTV -- Los resultados mostraron pocas diferencias con respecto a la interface de control tradicional para tareas en las cuales el usuario estaba familiarizado, sin embargo, sĂ­ se encontraron diferencias significativas en la realizaciĂłn de tareas que involucraban una mayor interacciĂłn del usuario, como es el caso de la introducciĂłn de texto o la navegaciĂłn entre menĂș

    Learning object for the hearing-impaired: Design and development of Koswer Pendidikan Islam Tunakerna (KOSPIT)

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    This paper describes about an initiative in determining requirements for learning objects for the hearing-impaired students.Interviews with the hearing-impaired students were carried out in gathering the requirements. Then, a prototype of a learning object was developed, which is called Koswer Pendidikan Islam Tunakerna (KOSPIT), in which the contents were referred to the syllabus.An initial user testing has been carried out involving the real users, which reveals that the KOSPIT, that incorporates special features for the hearing-impaired helps them in their learning activities

    Establishing the design knowledge for emerging interaction platforms

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    While awaiting a variety of innovative interactive products and services to appear in the market in the near future such as interactive tabletops, interactive TVs, public multi-touch walls, and other embedded appliances, this paper calls for preparation for the arrival of such interactive platforms based on their interactivity. We advocate studying, understanding and establishing the foundation for interaction characteristics and affordances and design implications for these platforms which we know will soon emerge and penetrate our everyday lives. We review some of the archetypal interaction platform categories of the future and highlight the current status of the design knowledge-base accumulated to date and the current rate of growth for each of these. We use example designs illustrating design issues and considerations based on the authors’ 12-year experience in pioneering novel applications in various forms and styles
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